IRC logs for #openttd on OFTC at 2026-10-11
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07:22:28 <andythenorth> stayed up too late
07:22:56 <andythenorth> now trying to draw better object badges ๐
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07:41:05 <peter1138> Circles is a choice.
07:49:23 <andythenorth> trying other shapes
07:55:48 <wzey> hey guys, is there a way to get openttd 15.3 on haiku os?
07:57:46 <peter1138> Hi, I don't know, have you tried building it from source?
07:58:16 <wzey> im not sure how to actually
07:59:13 <wzey> will anyone update the packages?
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07:59:48 <mmtunligit> i mean the linux generic package probably work
08:00:15 <mmtunligit> but if it doesnt and you have to build from source youre probably smaert enough to write a simple update script
08:00:46 <wzey> i dont even know what you mean by update script
08:00:51 <mmtunligit> yeah just build from source
08:01:16 <mmtunligit> wzey: like a script that checks if teh source has been updated, then grabs and patches your build if it has
08:01:43 <peter1138> Additional bonus, it may or may not build, we don't test it.
08:02:30 <mmtunligit> gonna be honest if you dont know what a build script is im not sure you should be using an OS even more niche than linux
08:03:03 <wzey> well usually we dont compile packages from source on haiku, thats the maintainers job
08:03:28 <mmtunligit> looks like youre now the mainter of openttd on haiku then
08:03:33 <mnhebi> yeah, guess what happens when a package is no longer maintained? That is right, maintainer is you.
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08:04:17 <wzey> i usually dont run into this problem so i dont know these terms. that all
08:04:32 <mmtunligit> how long have you been using this OS
08:04:45 <mmtunligit> and why did you start
08:06:21 <mmtunligit> anyway yeah looks like you get to learn how to build from source
08:07:10 <andythenorth> 2026 is the year of desktop Linux?
08:07:32 <mmtunligit> take a look at COMPILING.md on the github, youre probably gonna have to adapt some things but if cmake exists for haiku it probably wont be *too* hard?
08:07:38 <mmtunligit> if it doesnt i pray for your soul
08:07:55 <mmtunligit> andythenorth: probably not
08:08:12 <peter1138> Maybe it's the year of Haiku. Depends if it's been slopped.
08:08:21 <mnhebi> eh, Bazzite et all make desktop linux quite easy
08:08:34 <mnhebi> you barely have to interact with the terminal if you don't do anything more than gaming
08:08:39 <mmtunligit> peter1138: website looks too 1.0 to be slopped
08:09:02 <mmtunligit> these are developers with Strong Opinions about system architecture
08:09:32 <andythenorth> distinct style overlap with OpenTTD
08:11:47 <peter1138> Maybe it needs a "modern visual ux/ui skin overhaul" with "modern typography" and "dark mode scaling".
08:12:03 <andythenorth> I still don't know what slopped means
08:12:07 <mnhebi> looks like something you'd run Jurassic Park on.
08:12:19 <andythenorth> do we mean all those annoying "let me help you" AI assistant boxes?
08:12:31 <mmtunligit> andythenorth: slopped is when people dumber than you use the same tools as you to make something they dont understand
08:12:33 <andythenorth> all with some geometric 4 colour icon?
08:12:47 <andythenorth> like every gemini prompt in every bit of google apps for business?
08:13:03 <mmtunligit> wzey: can probably build from source without too much issue then
08:13:14 <mmtunligit> just follow the linux instructions until something breaks
08:13:19 <mnhebi> it might not be old but the GUI is positively Apple II.
08:13:24 <wzey> ill come back then if any issues, thank you
08:13:41 <andythenorth> might be the only OS where OpenTTD looks like native UI
08:13:53 <peter1138> wzey, sorry I'm referencing something on our tt-forums, not critizing anything about Haiku or its website :)
08:14:37 <peter1138> I wonder if I can install Haiku in a VM and try it out.
08:15:31 <mnhebi> great, now I gotta buy some pie, andy.
08:15:51 <peter1138> Also I think I may have accidentally deleted the Gnome Boxes VM I used for something :o
08:16:10 <mmtunligit> cant even blame claude
08:18:15 <peter1138> I was running out of space on an SSD so moved partitions around. I may have deleted stuff thinking it wasn't used.
08:18:32 <andythenorth> how best to show 'land tiles' in an object badge?
08:18:53 <andythenorth> maybe I should pick a more climate neutral green
08:19:16 <andythenorth> strong risk these just look like meaningless coloured blobs
08:19:56 <mmtunligit> are climate based recolors in UI possible? i suspect the answer is a strong "good lord no" but ynever know
08:20:14 <peter1138> I would go for two badges: 1) there's no need to indicate anything for land, it can be assumed as the default 2) have badges for "either land/water" and "only water"
08:20:41 <peter1138> That way you are not wasting space in the badgee UI that might be wanted by other sets (theoretically)
08:21:16 <andythenorth> such water tiles
08:21:57 <andythenorth> ok I'll try redoing the badges
08:22:00 <wzey> hey guys. i have a cmake issue. it keeps saying it cant find allegro or sdl2 even though i installed it. its telling me to add installation prefix SDL2 to CMAKE_PREFIX_PATH but i dont know where that is. can help me?
08:22:16 <andythenorth> currently there's a land badge and a sea badge
08:22:26 <peter1138> You need to make sure you are installing the development libraries for these things.
08:22:44 <andythenorth> `terrain/foo` maybe?
08:23:11 <peter1138> Is "can be built on water" an object flag?
08:23:18 <peter1138> Or is it a callback thing.
08:23:23 <mmtunligit> peter1138: pretty sure
08:23:25 <andythenorth> and no visible badge for `terrain/land`, but visible sprites for `terrain/sea` and `terrain/land_and_sea`
08:23:33 <mmtunligit> object flag i mean
08:23:49 <andythenorth> object flag bit 3
08:24:27 <andythenorth> standardised badge?
08:24:47 <peter1138> Okay, there's flag 9 for "not on land"
08:25:30 <peter1138> So other than the UI, using badges is kinda duplicating and redundant.
08:26:06 <peter1138> Extending the UI to show some of this information might be better, it would then work for all existing objectgs.
08:26:58 <wzey> cmake cant find sdl2 or allegro even tho it is installed on my system
08:26:59 <peter1138> wzey, did you install the development libraries/headers for SDL2?
08:27:00 <andythenorth> well, in soon-to-be-redundant badges,
08:27:10 <andythenorth> obviously showing both is silly
08:27:34 <mmtunligit> wzey, you need the dev libraries for those things, im not sure how you search for and install packages on haiku but look for variants of those packages with "dev" in the name
08:27:38 <peter1138> wzey, it is common when installing libraries to only include the runtime part, not the development headere part.
08:27:54 <wzey> ok, i will install devel then
08:28:08 <andythenorth> big 9 is 'disallow on land'
08:28:31 <peter1138> Yeah I said that :)
08:29:31 <wzey> so it said build files have been written
08:30:15 <wzey> actually wait i am going afk
08:30:50 <peter1138> If cmake configure worked, then you can run cmake --build
08:31:38 <peter1138> lrwxrwxrwx 1 petern petern 25 Apr 18 07:45 images -> /media/petern/SSD2/boxes/
08:31:48 <peter1138> Hmm, maybe I just need to mount an SSD.
08:32:17 <peter1138> Hah, no, because SSD2 is the SSD I moved everything on to. Drat.
08:32:23 <mmtunligit> i need to chroot and fix my damn cachy install now that they unbroke dual boot
08:32:47 <mmtunligit> ive been stuck on a laptop for personal stuff for two, three weeks
08:33:11 <peter1138> Ooh! Ooh! I found something on HDD2.
08:33:53 <mmtunligit> did you find lunch?
08:35:37 <peter1138> Only just had breakfast!
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08:36:26 <mmtunligit> i am unfortunately a sucker for the "cleanness" of KDE
08:36:46 <mmtunligit> ill get around to customization at some point
08:39:50 <andythenorth> original TTD was the most advanced desktop UI for a bit
08:40:01 <andythenorth> in an era of Windows 3.1
08:41:01 <mmtunligit> ive been playing some transport fever 3 recetly and somehow we have better UI than them
08:41:10 <andythenorth> not much changed
08:42:05 <mmtunligit> despite our window "composer" being nothing but a big fuckoff comma seperated list of widgets and parameters that gives basically no feedback if youve done something wrong
08:42:47 <peter1138> As ever, some people dislike our UI because it looks dated.
08:43:18 <peter1138> No smooth gradient blends, no curved borders, no massive amounts of whitespace.
08:43:22 <mmtunligit> the UI is good, the UX could use some work in places
08:43:48 <andythenorth> the UI design language is mosly amazing
08:43:59 <andythenorth> the implementation of views, not always
08:44:12 <andythenorth> hmm what even is this logo? I should have coffee
08:44:26 <mmtunligit> andythenorth: abstract goatse
08:44:31 <mmtunligit> apt for what it does
08:44:35 <peter1138> OpenLoco will need a UI rework at some point, they're still in the hardcoded x/y coordinate phase.
08:44:36 <andythenorth> cannot now unsee
08:44:49 <mmtunligit> peter1138: oh nooooo
08:45:12 <mmtunligit> andythenorth: yeah that tends to happen with goatse
08:46:17 <peter1138> static char _byte_112CC04[512]; // 0x0112CC04
08:47:18 <mnhebi> I mean, you'd totally want to avoid the headache of answering what offset _byte_112CC04 is at too.
08:49:23 <peter1138> Anyway, a lot of this code is very similar because of course it would be.
08:50:03 <peter1138> Not the lines of code of course, but the way things are done.
08:51:19 <peter1138> So they have a lot of work to do :)
08:54:17 <wzey> from which directory should i run cmake --build ?
08:56:25 <mmtunligit> what was the last step you did in COMPILING.md
08:59:28 <wzey> i ran cmake for the directory i have openttd and now it says the build files are in my home folder (/boot/home/ in haiku)
09:00:35 <mmtunligit> did you ever make a build directory within the openttd source directory
09:01:28 <mmtunligit> then move into that directory
09:02:02 <mmtunligit> and run `cmake ..` (or whatever the relevant filepath is for the parent directory
09:03:24 <mmtunligit> run `make` from within the build directory
09:03:48 <mmtunligit> should start compiling
09:04:30 <wzey> thank you alot for helping me
09:05:29 <peter1138> Of course, that'll be a slow debug build. Read COMPILING.md to see the options needed.
09:05:52 <wzey> will i be able to play online?
09:06:13 <mmtunligit> should be as long as you have all the right dev libraries
09:21:58 <wzey> hey guys im running into an error while compiling. mind if i share it here?
09:23:51 <wzey> In file included from /boot/home/Desktop/Downloads/ttd/openttd-15.3/src/network/core/tcp.cpp:17: /boot/home/Desktop/Downloads/ttd/openttd-15.3/src/network/core/tcp.cpp: In member function 'bool NetworkTCPSocketHandler::CanSendReceive()': /boot/home/Desktop/Downloads/ttd/openttd-15.3/src/network/core/../../safeguards.h:53:16: error: 'SAFEGUARD_DO_NOT_USE_THIS_METHOD' was not declared in this scope 53 | #define memset
09:23:51 <wzey> SAFEGUARD_DO_NOT_USE_THIS_METHOD | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /boot/system/develop/headers/posix/sys/select.h:33:22: note: in expansion of macro 'memset' 33 | #define FD_ZERO(set) memset((set), 0, sizeof(fd_set)) | ^~~~~~ make[2]: *** [CMakeFiles/openttd_lib.dir/build.make:2638: CMakeFiles/openttd_lib.dir/src/network/core/tcp.cpp.o] Error 1 make[1]: ***
09:23:51 <wzey> [CMakeFiles/Makefile2:2379: CMakeFiles/openttd_lib.dir/all] Error 2 make: *** [Makefile:166: all] Error 2
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09:27:45 <peter1138> Never blur your IRC client.
09:44:35 <andythenorth> I can't test 16042 currently
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10:29:18 <andythenorth> could we have a foundations callback for objects? consistent with most other tiles?
10:29:24 <andythenorth> or is it a bad pattern?
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10:55:19 <peter1138> ยฃ120 for a set of replacement discs and pads :o
11:03:37 <andythenorth> talltyler: can grf houses influence placement? I'd like towns to be less dense
11:03:43 <andythenorth> (so I can train lines in)
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11:04:03 <reldred> I believe the tile gets picked first
11:04:16 <andythenorth> maybe the grid is the tuning point?
11:04:23 <reldred> then it runs through the available selections
11:04:29 <andythenorth> this town, where do I even build?
11:04:41 <andythenorth> I need a line exiting to the south
11:04:57 <andythenorth> this is game start, I can't just magic bulldoze a load of stuff
11:05:13 <andythenorth> nice inland lighthouse also
11:05:25 <reldred> I mean I'd wedge it between the shopping centre and that industry and then snake it past the HQ
11:05:39 <reldred> suboptimum hq placement though
11:05:46 <andythenorth> yeah AI competitor
11:06:02 <andythenorth> then I have to build some weird bridge arrangement
11:06:06 <andythenorth> or delete the river
11:08:50 <andythenorth> deleted some river
11:09:14 <andythenorth> rivers are super annoying eh
11:09:25 <andythenorth> now I have to somehow cross this one
11:09:42 <reldred> you didnt need those signals facing the station. Could have saved an extra tile there.
11:10:00 <reldred> (I often place them for aesthetic sake but not technically needed on a terminus)
11:10:19 <reldred> unless you intend on turning it into a through station once you can afford to blow shit up
11:11:19 <andythenorth> oh yeah it's habit
11:11:30 <andythenorth> I know they're not needed, but it feels like cheating to omit them
11:11:36 <reldred> hmmm my power just dipped for a moment
11:11:45 <reldred> first time it's happened here in brisbong
11:11:51 <andythenorth> we all need home batteries
11:12:19 <reldred> I mean I've been here some 18 months now and this is the first time I've had the lights dim
11:12:38 <reldred> didnt even do that during the hail storm that threw fist sized rocks at the house
11:12:51 <andythenorth> ok where do I build here? need twin track lines to North, to SW and to NE
11:13:32 <reldred> Something like that I'd just go on the outskirts and grow into it
11:14:00 <reldred> if I cant demolish anything
11:14:52 <reldred> just make sure i get at least a smidgeon of coverage. Maybe bridge the gap with some trams or busses
11:15:08 <reldred> it's a city so it will grow faster at least
11:15:50 <andythenorth> unless I terraform, I think I have to build to the north, maybe delete some road
11:15:57 <andythenorth> south has nasty slopes
11:17:00 <reldred> sure but you delete those two \ facing roads to the far right and then do a little bit of terraforming. Maybe delete the park if you can, raise a strip up one tile then snake around the town to the bottom on the hill side
11:17:45 <andythenorth> I could just cheat money and terraform
11:17:59 <andythenorth> I only have this weird obsessive approach to the first bootstrapped routes
11:18:22 <andythenorth> after the first billion dollars are in the bank, I delete entire towns
11:18:26 <reldred> nah I get it, those first routes basically dictate the entire flow of the game
11:18:50 <reldred> or whether I quit to menu and generate a new map
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11:21:32 <squirejames> andythenorth: Also, flat bridges are your friend
11:27:11 <andythenorth> you mean 'bulldoze the river'?
11:44:55 <squirejames> Ish. Since you deleted some river anyway, its at least more aesthetically pleasing to have some fake flat bridges
11:54:59 <andythenorth> where will my fish swim?
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13:02:47 <tony_pixel> is there a reason only one `graphics` block is allowed for `item`?
13:03:19 <tony_pixel> I see that newer block overrides older one, is it possible to join them instead, like with `property` blocks?
13:09:05 <peter1138> Everything in the graphcs block resolves to a single NewGRF Action 3.
13:36:12 <andythenorth> it's an action 3-2-1 chain, I cannot think how it would be supported from multiple action 0s
13:36:31 <andythenorth> single pointer on the ground vehicle thingy no?
13:38:05 <_glx_> yeah graphics is act3 so only one per item, while properties are act0 and can be done in multiple actions
13:39:48 <andythenorth> tony_pixel: oh is your question whether nmlc can zip all contents of `graphics` block together?
13:40:23 <tony_pixel> that mainly, I thought it shouldn't be that hard
13:40:32 <_glx_> nmlc doesn't group all properties, it just outputs act0 when parsing
13:40:50 <andythenorth> FIRS uses multiple graphics blocks, but they're wrapped in params
13:41:00 <andythenorth> so it's action 3 wrapped in action 6(?) or something
13:41:22 <_glx_> it does the same with graphics (your NFO will have multiple act3 if more than one `graphics` but the last defined wins
13:41:39 <tony_pixel> I thought about doing something like this instead of `include`ing properties
13:42:10 <peter1138> With NFO you'd do it by leaving action 2 set-ids "open" to be used in your action 3 later.
13:44:20 <tony_pixel> Yeah, packing and only then outputting will be unviable since `if/else` can be present
13:45:07 <andythenorth> if it was me I'd probably just yolo in python string template support ๐
13:45:11 <andythenorth> and put frontmatter into files
13:45:32 <_glx_> some callbacks will even generate an act0 to set their enable flag if needed
13:45:37 <andythenorth> let the users loose
13:45:43 <andythenorth> it works for jekyll
13:46:25 <andythenorth> ruby, not python, but the implementation can be ported
13:46:53 <andythenorth> big fan of constant substitution via templating
13:47:17 <andythenorth> then we could allow injection of a context class instance, that could have methods on it
13:47:22 <tony_pixel> you wouldn't need that if you have parametrized templates, they solve the same thing
13:47:32 <andythenorth> just the world i live in
13:47:49 <andythenorth> we reach for patterns we're familiar with ๐
13:48:27 <andythenorth> I think it's notable that the C-Pre-Processor constant substitution into nfo spread across many grfs
13:48:40 <andythenorth> but the use of variadic macros with parameters nearly killed FIRS
13:48:46 <tony_pixel> it's a readily available simple implementation
13:48:58 <tony_pixel> andythenorth: that's why I don't want string concat
13:49:16 <andythenorth> do you mean parameterised when calling the template?
13:49:32 <andythenorth> also a format I'm familiar with and use a lot
13:49:52 <andythenorth> front matter, I assume, just parameterises the template when reading the front matter block
13:49:57 <tony_pixel> you're not the only person here Andy
13:49:59 <andythenorth> that's how I'd do it anwyay
13:50:26 <andythenorth> nah I didn't mean we should do it my way, I have solved templating
13:50:41 <andythenorth> but I think I've got more experience of this than any other human
13:51:01 <tony_pixel> honestly, _glx_ the first two commits of include patch provide all of the functionality we would want. Also, if string concat is omitted, it will be way easier for me to implement support for inter-file symbol autocomplete
13:52:20 <_glx_> anyway I think the current `include` implementation is not ideal, it should not be plugged into the grammar but handled like line directives
13:52:27 <andythenorth> - nfo with CPP constants
13:52:27 <andythenorth> - nfo with CPP variadic macros
13:52:27 <andythenorth> - nfo with python templating
13:52:28 <andythenorth> - nml with CPP variadic macros
13:52:30 <andythenorth> - nml with python templating of 2 different flavours
13:52:30 <andythenorth> I've also done it from
13:52:32 <andythenorth> - single source file
13:52:32 <andythenorth> - multiple concatenated files
13:52:34 <andythenorth> - parsing a .cfg file
13:52:36 <andythenorth> - parsing the results from a web CMS
13:53:01 <andythenorth> and I collaborated on a bunch of those with other authors, or worked with their build systems also
13:53:42 <tony_pixel> _glx_: line directives?
13:53:46 <tony_pixel> how's that different?
13:53:57 <tony_pixel> oh, like avoiding the flow
13:54:05 <_glx_> it's done at lexer level
13:54:29 <tony_pixel> But do we want those levels of flexibility?
13:54:33 <andythenorth> is there a a route that gives us a fighting chance of not reparsing the nml if the include is unchanged? ๐
13:54:49 <andythenorth> e.g. leveraging local caching
13:54:54 <tony_pixel> oh and also there's a simple mistake with current impl
13:55:01 <tony_pixel> if you include file which has includes
13:55:02 <andythenorth> ach we'd need pickle ๐
13:55:20 <tony_pixel> and they have same parameter name, the inner include's parameter name is replaced
13:57:02 <_glx_> not surprising, it's very hacky
14:03:43 <tony_pixel> we're getting there
14:04:03 <tony_pixel> this will be ttd in 2017
14:07:58 <tony_pixel> I honestly agree, includes should have c-like behavior, just copy-paste whatever the included file contents are and check later
14:11:44 <tony_pixel> otherwise it's only viable for big enough chunks to be a top-level grammar entry, or we'd have to insert "or an `include`" inside every other grammar rule
14:36:11 <andythenorth> so much Horse redrawing would ensue ๐
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14:41:42 <belajalilija> Between a rock and a hard place
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14:52:04 <tony_pixel> that's a sound of a big domino tile falling after I punched the small domino tile around 2 days ago by reminding Pete that we have sprite stacking
14:52:08 <belajalilija> PeterNviaGitHub: brickblock19280 ?????????
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14:52:36 <belajalilija> Stuff like the Rc1 would benefit from this
14:53:45 <brickblock19280> It's quite complicated in its implementation so might take a while
14:54:54 <andythenorth> eh that is elegant implementation
14:55:16 <andythenorth> it's really neat
14:55:20 <belajalilija> Just so Iโm not misunderstanding this Peter
14:55:33 <belajalilija> Does this mean the player will be able to pick all 4?
14:55:42 <andythenorth> if you've split your layers up, yes
14:55:53 <belajalilija> Oh this goes hard
14:55:55 <andythenorth> the player chooses 4 colours
14:56:15 <belajalilija> This feels like the thing i needed but i didnโt know i needed
14:56:28 <andythenorth> you decide which colour pair is used, in the switch that populates the register / recolour palette
14:56:31 <belajalilija> Thank you Peter and whoever else may have helped with this!
14:57:00 <belajalilija> andythenorth: I donโt understand this
14:57:19 <andythenorth> if you haven't written a switch to handle the spritelayer stack, then that's expected ๐
14:57:32 <belajalilija> So the vehicle canโt have 4 different colours?
14:57:43 <andythenorth> each layer has 2 colours, in pairs
14:58:22 <andythenorth> looking for example with pictures
14:58:27 <belajalilija> If the vehicle was coded to have 4 colours could the player make the vehicle RGBY?
14:59:15 <brickblock19280> It can have 4 different company colours yes
14:59:22 <andythenorth> I don't have any good pictures in Horse, actually Sam would be better maybe
15:00:20 <andythenorth> if the cabin roof was drawn as pixels on a layer
15:00:39 <andythenorth> then the colour could be set by the player using 3cc/4cc settings
15:00:47 <andythenorth> but the hull would be 1cc/2cc
15:01:06 <belajalilija> brickblock19280: Iโm confused now
15:01:14 <belajalilija> You just said no
15:01:47 <brickblock19280> I thought you meant full RGB CC
15:02:15 <belajalilija> Orange white turquoise navy
15:02:29 <belajalilija> Iโm asking if a player could make it red green blue yellow
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15:04:53 <rito12_13> Am I reading it right that other features can still only have cc1 and additionally can quarry cc2 but not cc3/4 with this?
15:05:01 <belajalilija> _meja_: check this out
15:05:19 <rito12_13> Still cool if it is vehicles only
15:05:20 <brickblock19280> rito12_13: I believe that's the case yes
15:05:30 <belajalilija> belajalilija: I know you said before it would be cool if we did more than just 2cc stripe
15:06:19 <belajalilija> I think now (when this is implemented) we should have 3cc for the type you wanted, like cream around the windows, and 4cc for doors
15:06:42 <belajalilija> At least on monochrome stock like DSB stuff and old SJ stuff
15:09:17 <andythenorth> which other features have player-controlled CC?
15:10:04 <andythenorth> Industries only have 1CC support last I checked
15:10:04 <belajalilija> I assume objects could but Iโve not seen it
15:11:06 <rito12_13> stations have cc1 but you can create own recolour sprites and thus have cc2 as well
15:13:41 <brickblock19280> belajalilija: They can
15:14:10 <peter1138> rito12_13, for now, yes.
15:14:24 <belajalilija> Impressive that so much big stuff is happening recently
15:15:18 <belajalilija> I think variants were the first big new thing in a while when they came
15:15:46 <belajalilija> And this year alone we got push pull and 4cc
15:16:07 <peter1138> You haven't got 4cc yet, it's a draft PR.
15:16:31 <belajalilija> Itโs a PR that youโve made
15:16:39 <belajalilija> Iโm sure that counts for something
15:16:45 <peter1138> rito12_13, not yet.
15:16:55 <belajalilija> Oh and trees PR is big too
15:17:04 <rito12_13> I'm looking forward
15:17:09 <emperorjake> RGBCC was also a thing that hasn't happened yet
15:17:36 <belajalilija> Yeah but wasnโt the UI for it really jank?
15:18:17 <belajalilija> At least 4cc UI would be simple
15:18:47 <andythenorth> this babybel was out of the fridge for a few months
15:18:52 <andythenorth> special taste now
15:19:01 <andythenorth> tastes like feet
15:19:13 <belajalilija> This is good to know
15:22:52 <peter1138> The UI complaints for RGBCC that I saw were things like "why would we want a colour picker when I could just type in an HTML hex colour code"
15:28:26 <andythenorth> just vibe code the constants in slopTTD
15:28:50 <andythenorth> if I make a SlopTTD logo with gen AI will I make people sad?
15:31:19 <rito12_13> If you try hard you can even allow player to change company colour of individual stations
15:31:21 <belajalilija> peter1138: this was me i think
15:32:08 <belajalilija> i know that i had issues with it being something that wasnt RGB
15:32:24 <belajalilija> i think the idea was for it to be HSL?
15:33:41 <belajalilija> a colour picker would work if it could pick colours from other windows
15:35:20 <belajalilija> i know i have a habit of not liking ideas when someone tells me them but then coming up with the same thing myself later on or liking it the 2nd time they tell me it
15:49:02 <belajalilija> did you tell it to design vehicles badly or did it just do it?
15:49:33 <rito12_13> That truck breaks my mind
15:49:41 <andythenorth> the image generator is dissapointingly nearly reliable these days
15:55:33 <andythenorth> glory days are long gone
15:56:26 <_meja_> _meja_: belajalilija Are you suggesting
15:57:30 <andythenorth> Can we now just post it to every forum and reddit thread with one-shot claude build?
15:59:08 <belajalilija> smh what was the ping?
15:59:54 <_meja_> I was gonna write something but my laptop sent it when I reopened discord
16:04:31 <squirejames> andythenorth: SlopenTTD, the open source successor to Trollercoaster Tycoon ๐
16:12:21 <andythenorth> will I add a 3cc wagon livery option?
16:12:26 <andythenorth> only another 1566 variants ๐
16:13:20 <andythenorth> more plausibly, all wagons could use 3cc/4cc pair
16:13:26 <andythenorth> player can set whatever they want
16:27:09 <peter1138> What this doesn't do is expand on the limit of 16 colours.
16:29:30 <andythenorth> how many do we need?
16:30:04 <peter1138> Somewhere between 16 and Custom Colours.
16:40:36 <andythenorth> is it the number of companies?
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16:48:21 <kaibaneddy> I have enough trouble finding places to put 2cc on vehicles
16:49:52 <squirejames> How about, and controversial I know, 0CC
16:50:07 <squirejames> (I prefer prototypical liveries meself)
16:50:49 <kaibaneddy> I suppose a BAD MISUSE of 4cc might be to give wagons and locomotives different colours within groups, which isn't currently possible...
16:51:37 <andythenorth> that's what I'd do
16:52:35 <andythenorth> I wish I had a focus
16:58:35 <belajalilija> kaibaneddy: ive long known what i'd use a cc3 for
16:59:32 <belajalilija> typically when i draw monochrome vehicles i put the cc2 line here like this
17:00:47 <belajalilija> but someone i work with wants cc like this
17:00:55 <belajalilija> now cc3 can be used for this
17:01:04 <belajalilija> since on our sprites they dont conflict
17:02:02 <belajalilija> we will be able to use all 4cc here
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17:03:38 <brickblock19280> I think it would be harder to apply them consistently now but it certainly has it's uses
17:04:07 <belajalilija> wdym about applying them consistently?
17:04:40 <brickblock19280> CC1 is always the body and CC2 is generally the stripes etc
17:05:06 <belajalilija> not everything needs it
17:05:16 <belajalilija> idk what i'd use cc4 for on a carriage
17:05:19 <brickblock19280> The other two would be less defined and therefore might not match well with other stock
17:05:24 <belajalilija> given on doors it would conflict with everything
17:05:50 <belajalilija> maybe cc4 on carriages could be the bottom line?
17:06:13 <brickblock19280> CC3 for doors makes sense on a few liveries but it won't match with your proposal for the Rc
17:07:22 <belajalilija> yeah but carriages and locos get different thingies
17:07:35 <belajalilija> so someone could make the rc like
17:07:41 <belajalilija> white pink red purple
17:07:52 <belajalilija> and the carriages yellow white purple grey
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17:07:54 <audigex> PeterNviaGitHub: Love the fact this re-uses the same ranges and leaves the current spare palette items available for other uses. Good call IMO
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17:34:26 <peter1138> Another question for mac OS users -- does choosing Chinese (Traditional) and Chinese (Simplified) pick the correct, potentially different, fonts?
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20:23:58 <andythenorth> did 3cc/4cc merge yet? ๐
20:24:02 <andythenorth> will it need a test grf?
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21:51:03 <tony_pixel> kuhnovic: town crier?
21:51:46 <peter1138> Well, that was alright.
21:53:31 <andythenorth> pff still doing actual work
21:53:35 <andythenorth> been at it all weekend
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22:43:01 <reldred> belajalilija: I know itโs a separate thing but y tho
continue to next day โต