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00:39:01 *** Samu_ has joined #openttd 00:45:50 *** Samu has quit IRC 01:15:05 *** snail_UES_ has joined #openttd 02:06:57 *** Flygon has joined #openttd 03:21:48 *** glx has quit IRC 03:31:33 <peter1138> Nah, it shouldn't be there. 03:37:30 <peter1138> Probably :p 04:12:11 *** snail_UES_ has quit IRC 04:24:50 *** Samu_ has quit IRC 04:49:10 <reldred> holy crap 04:49:15 <reldred> planet tt-forums still works???? 04:49:39 <reldred> I don't even know if I can log into the root shell on that anymore 04:50:22 <reldred> that bloody planet planet software used to screw up all the time I can't believe it's still up XD 04:57:56 *** HerzogDeXtEr has joined #openttd 06:21:39 *** andythenorth has joined #openttd 06:26:49 <andythenorth> o/ 06:26:54 <reldred> aloha 06:35:54 <reldred> How are semi transparent pixels done in TTD again? I'm looking at how MB did them in newstations and it looks like he's using one of the cycle colours. 06:36:21 <reldred> and looking at one of the old grfs I put out ages ago that I don't have sources for anymore and it used a weird yellow shade 06:40:11 <reldred> ahh found it, recolor sprites 06:40:37 <andythenorth> is it 802 glass effect? https://newgrf-specs.tt-wiki.net/wiki/RecolorSprites 06:41:37 <reldred> Yup I think so 06:42:24 <reldred> I'm just wondering for the flat looking trees if I can do a fake shadow at their base, use the recolor sprite with the action A to then make that fake shadow the glass effect. 06:43:01 <reldred> I mean there's a few things, I love SAC's trees but they need more variations in height and need better shading to help them 'pop' 06:43:13 <reldred> and a small little fake shadow effect might help too. 06:44:15 <Eddi|zuHause> reldred: with 32bpp you can also use alpha to make semi-transparent things 06:44:30 <reldred> True 06:44:55 <reldred> I'm woondering if I just port them to 32bpp but stick to the pallete just to leverage transparency. 06:44:58 <reldred> Best of both worlds 06:45:36 <reldred> gah, there's so many things I want to make and not enough time :) 06:45:49 <Eddi|zuHause> common problem :p 06:47:40 *** nielsm has joined #openttd 06:48:30 <reldred> How do I handle 32bpp? do I just start feeding grfcodec 32bpp non-indexed png's and $$$ profit? I mean I've no interest in extra zoomlevels or anything. 06:50:08 <Eddi|zuHause> you need grfv8/info version 32, and then there's special syntax to add 32bpp sprites (you still need 8bpp as base) 06:52:47 <Eddi|zuHause> and you might need to pass a parameter to grfcodec 06:52:50 <reldred> Okay, so I need to include both 8bpp and 32bpp or it's just that the 32bpp sprite definitions are just structured different to differentiate from the 8bpp? 06:53:13 <Eddi|zuHause> you need both 8bpp and 32bpp 06:53:36 <reldred> Got it, I take it the people making 32bpp specific sets are just putting blank sprites or something? 06:53:39 <Eddi|zuHause> most people will never see the 8bpp anymore, but they need to be there 06:54:06 <reldred> I was just going to say, not many running copies of OpenTTD that _can't_ run 32bpp sprites now innit? 06:54:07 <Eddi|zuHause> yeah, blank, or autoconverted if you can be botered to set that up 06:58:21 <nielsm> V made this a while ago for auto-converting to 8bpp: https://github.com/V453000/RGBA-Eater 06:58:42 <reldred> Oooh neat 06:59:14 * reldred puts a gold star sticker on it 06:59:36 <reldred> I'll come back to that at some point 07:00:12 * andythenorth wonders what Apple did to OpenTTD 07:00:23 <andythenorth> 100% CPU use in a small game 07:01:22 <andythenorth> 3 companies, 100 trains, 100 ships, 1k RVs 07:01:57 <andythenorth> FPS is about 22 07:03:00 <andythenorth> FPS drops to about 18 in busier areas of the map 07:03:34 <reldred> Are we at a point yet where we can have random variations for replacing a single realsprite? 07:07:05 <reldred> cos I'm thinking at this stage I'll have to implement some of my ideas as newobjects that I then spam the crap out of during map generation. 07:12:17 <andythenorth> I'm 99% that randomising realsprites is done via random action 2 07:14:11 <reldred> yeah but that's only for things with action0 support innit? 07:14:30 * andythenorth waves hands 07:14:31 <andythenorth> dunno :) 07:14:50 <reldred> I was just wondering if another method came about during the 32bpp shenanigans. 07:23:27 <Eddi|zuHause> you need somewhere to store the random bits, because you don't want to rerandomize every time the screen gets refreshed 07:24:07 <reldred> Yeah that's right. Now I remember. I remember bugging patchman about this and got the same answer 07:24:14 <reldred> something something maparrray something something 07:24:28 <Eddi|zuHause> (well, there are methods to have a global random seed and a formula that takes that and a coordinate) 07:24:48 <Eddi|zuHause> (railtypes use that for fence variations) 07:25:29 <Eddi|zuHause> (but they still only get like 2 random bits out of that) 07:26:18 <reldred> Still, two bits is four variations. 07:26:58 *** tokai has joined #openttd 07:26:58 *** ChanServ sets mode: +v tokai 07:27:13 <reldred> Anyway, I think I can achieve waht I want with newobjects anyway, I'm just wondering now if I can do variational graphics based on height above sealevel or blocking construction altogether. 07:27:36 <Eddi|zuHause> that should be possible 07:28:09 <Eddi|zuHause> there should be a variable for height, and a callback for placement 07:50:15 *** andythenorth has quit IRC 08:26:08 <DorpsGek_II> [OpenTTD/website] TrueBrain closed issue #91: Daily builds are not being updated https://git.io/fj6F7 08:26:09 <DorpsGek_II> [OpenTTD/website] TrueBrain commented on issue #91: Daily builds are not being updated https://git.io/fj6pd 08:56:44 *** andythenorth has joined #openttd 08:57:21 *** sla_ro|master has joined #openttd 09:06:30 <DorpsGek_II> [OpenTTD/website] TrueBrain commented on issue #91: Daily builds are not being updated https://git.io/fj6ht 09:17:10 <andythenorth> Horse 88% 09:32:40 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6hC 09:34:44 * andythenorth plays OpenTTD 09:34:46 <andythenorth> it's really good 09:41:45 *** Wolf01 has joined #openttd 09:42:57 *** frosch123 has joined #openttd 09:48:58 *** debdog has joined #openttd 09:50:01 *** Progman has joined #openttd 09:51:11 <DorpsGek_II> [OpenTTD/website] TrueBrain commented on issue #91: Daily builds are not being updated https://git.io/fj6hz 09:51:36 * peter1138 plays Art Of Noise. 09:51:49 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6hg 09:52:19 *** D-HUND has quit IRC 09:55:39 *** Laedek has joined #openttd 10:14:35 <andythenorth> Horse 89% 10:22:49 *** sla_ro|master has quit IRC 10:35:10 <andythenorth> ouch FPS now 16 10:38:30 * andythenorth wonders if it's FIRS animations :P 11:21:10 <reldred> more horse morse 11:21:18 <reldred> morse? 11:25:33 <andythenorth> Horse 90% 11:25:40 <andythenorth> time to release 11:25:58 <andythenorth> I get it to 90%, release an alpha, then add more trains :( 11:26:05 <andythenorth> this is Alpha 11 :P 11:26:12 <Wolf01> DLC 11:26:35 <Wolf01> DLC for a DLC 11:30:14 <andythenorth> oh bananas is broken again 11:30:16 <andythenorth> such lolz :) 11:30:43 <andythenorth> bananas web interface is dead? 11:30:48 <andythenorth> I should just use musa eh 11:48:40 *** Samu has joined #openttd 11:52:57 <reldred> I really should upload some of these heightmaps I've made 11:54:08 <reldred> Although one of these is absolutely punitive with maxheight left on 255, the other one has better seperation of mountains and flat lowland 11:55:17 <frosch123> iron moose 11:55:42 <reldred> that can be the north american specific one 12:00:47 <andythenorth> oh ffs 12:00:52 <andythenorth> I clicked the industry directory button 12:01:01 <andythenorth> game crashes 12:01:19 * andythenorth was in pause mode, destroying an AI company 12:01:23 <andythenorth> no autosave 12:02:29 <andythenorth> I have to kill the AI to try to get some FPS back 12:06:08 <andythenorth> done :) 12:06:46 <andythenorth> killing both AIs improves performance by about 3 FPS 12:06:53 <andythenorth> maybe 2 FPS 12:07:04 <andythenorth> getting about 18 FPS now 12:08:29 <andythenorth> why does knocking off PBS reservations make such a difference? 12:09:20 <andythenorth> maybe it's coincidence :P 12:20:42 <reldred> sigh, I wish more sets had maglevs like the old nars 2.0 12:20:47 <reldred> I loved the maglev that had 12:21:28 <andythenorth> I considered Horse maglev 12:21:37 <andythenorth> the default maglev tracks are ugly though :D 12:22:48 <reldred> See, I love the original ttd maglev tracks, I can't stand the opengfx ones. 12:26:02 <Eddi|zuHause> i use the SMITS one 12:27:18 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6ja 12:30:28 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6jw 12:31:55 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6jo 12:34:33 *** glx has joined #openttd 12:34:33 *** ChanServ sets mode: +v glx 12:40:56 * andythenorth considers maglev 12:41:06 <andythenorth> nah, I have far too much started-but-not-finished 12:41:23 * andythenorth wonders what railtype curve speed is supposed to do :P 12:41:44 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/Action0/Railtypes#Curve_Speed_advantage_multiplier_.2811.29 12:49:19 <peter1138> Is it lunch time? 12:50:12 <nielsm> I had a kebab 12:55:44 <andythenorth> I had leftover kebab 12:59:16 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7640: Fix f53817987: unsafe mix of type 'TileIndex' and type 'bool' https://git.io/fj6jp 13:03:01 *** Soni has joined #openttd 13:03:25 <peter1138> I had, uh, salad. 13:03:39 <Soni> hi 13:09:52 *** andythenorth has quit IRC 13:12:17 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7640: Fix f53817987: unsafe mix of type 'TileIndex' and type 'bool' https://git.io/fjieJ 13:18:15 <reldred> Huh, the vactrain set has a replacement for maglev that doesn't look bad 13:19:35 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7640: Fix f53817987: unsafe mix of type 'TileIndex' and type 'bool' https://git.io/fj6jp 13:33:31 <DorpsGek_II> [OpenTTD/OpenTTD] joshvickerson commented on issue #7623: Support for macOS Catalina. https://git.io/fjieZ 13:35:15 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7623: Support for macOS Catalina. https://git.io/fjiec 13:47:51 *** Progman has quit IRC 13:47:55 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on issue #7623: Support for macOS Catalina. https://git.io/fjie0 13:51:22 *** snail_UES_ has joined #openttd 13:55:52 *** sla_ro|master has joined #openttd 13:58:03 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 14:27:00 *** snail_UES_ has quit IRC 14:35:12 *** Progman has joined #openttd 14:58:26 *** sla_ro|master has quit IRC 15:04:51 <glx> maybe I should just force merge https://github.com/OpenTTD/CompileFarm/pull/36 15:29:25 *** snail_UES_ has joined #openttd 15:40:49 <LordAro> glx: go for it 15:41:30 <DorpsGek_II> [OpenTTD/CompileFarm] glx22 merged pull request #36: Fix: always upgrade vcpkg.exe https://git.io/fjw6b 15:44:48 *** Flygon has quit IRC 16:13:49 *** Progman has quit IRC 16:17:05 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7633: Extremely low (x1/128) track build/remove cost severely restricts the track conversion feature. https://git.io/fjiJ1 16:29:14 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7633: Extremely low (x1/128) track build/remove cost severely restricts the track conversion feature. https://git.io/fjiJD 16:40:00 *** sla_ro|master has joined #openttd 16:52:00 <nielsm> are there NRT GRFs with multiple tram types? 16:52:25 <Eddi|zuHause> probably unelectrified/electrified? 16:59:47 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjKYR 17:05:17 *** snail_UES_ has quit IRC 17:42:47 <nielsm> peter1138: https://www.tt-forums.net/viewtopic.php?f=31&t=85539 -- not sure if this actually is a bug, but it's a report 18:37:22 <nielsm> I tried making it highlight the docking tiles in red: https://0x0.st/zLbr.png https://0x0.st/zLbs.png 18:37:59 <Eddi|zuHause> are you sure about that? 18:40:42 <nielsm> if (_viewport_highlight_station->docking_station.Contains(t)) return THT_RED; 18:40:48 <nielsm> pretty sure that's the way to check 18:43:24 *** Thedarkb-T60 has quit IRC 19:01:58 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7638: Change: Limit in-editor warnings in VS 2019 https://git.io/fjiTa 19:02:14 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7638: Change: Limit in-editor warnings in VS 2019 https://git.io/fj63e 19:03:11 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjiTV 19:04:46 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #7633: Extremely low (x1/128) track build/remove cost severely restricts the track conversion feature. https://git.io/fjKqE 19:04:47 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjKYR 19:05:13 <LordAro> nielsm: tanks, wasn't sure if you were done with the branch 19:05:22 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjiTr 19:08:46 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7628: Fix #7625: Road infrastructure cost is correctly updated when upgrading your own roads. https://git.io/fjiTK 19:10:44 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7627: Fix #7626: Allow building of drive-through stops over one-way/blocked roads owned by towns (instead of crashing). https://git.io/fjiT6 19:24:54 *** snail_UES_ has joined #openttd 19:43:35 *** frosch123 has quit IRC 20:17:09 <peter1138> nielsm, well the issue is that PR had sat on the system for a few months, and I was no longer working on it. 20:18:52 <nielsm> so "it works but is not really complete" 20:18:55 <nielsm> ? 20:19:22 <peter1138> nielsm, there were probably things to be picked up in reviews . 20:19:45 <glx> at least it's tested now 20:19:49 <peter1138> AFAIK it worked in my testing. But my testing is not always comprehensive. 20:20:10 <LordAro> this is why we have nightlies :p 20:20:50 <peter1138> Yes. I'm just saying, it's probably best to figure it out and not ask me as I no longer know, and I'm unlikely to be able to just dip in. It's just luck I saw your highlight :p 20:22:21 <peter1138> if (IsDockingTile(ti->tile)) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING); 20:22:35 <peter1138> Is what I was using to debug docking tiles. 20:23:03 <peter1138> docking_station.Contains() will show every tile in the area, but the area just contains the extents, not the actual tiles. 20:25:46 <peter1138> https://paste.openttdcoop.org/px1itvjyb 20:25:59 <peter1138> nielsm, ^^ 20:28:16 <peter1138> And back I go to lurking :p 20:39:00 *** mikegrb has quit IRC 20:39:05 *** mikegrb has joined #openttd 20:42:48 *** sla_ro|master has quit IRC 20:44:49 <Samu> im going to start the last round soon! 20:45:03 <Samu> please provide me a openttd config 20:49:39 <Samu> someone 20:49:51 <Samu> send me a PM on the forum 20:50:00 <Samu> with config 20:50:03 <Samu> account is Xarick 20:50:08 *** andythenorth has joined #openttd 20:52:20 <peter1138> So exciting. 21:01:28 *** snail_UES_ has quit IRC 21:11:31 *** nielsm has quit IRC 21:23:09 <Samu> still no config :( 21:23:15 <Samu> anyone send me their openttd.cfg 21:23:29 <LordAro> no 21:23:30 <Samu> PM me @ Xarick in the forum 21:25:35 <LordAro> if you're not testing anything specific, just randomise some settings yourself 21:47:54 *** andythenorth has quit IRC 22:47:01 *** nielsm has joined #openttd 22:55:05 *** nielsm has quit IRC 23:07:46 *** Heiki has quit IRC 23:15:42 *** Wolf01 has quit IRC 23:46:50 *** Wormnest has quit IRC 23:50:44 *** Smedles has quit IRC 23:53:35 *** Smedles has joined #openttd