Config
Log for #openttd on 6th July 2019:
Times are UTC Toggle Colours
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

Powered by YARRSTE version: svn-trunk