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Log for #openttd on 19th September 2022:
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08:03:23  <andythenorth> uuuuf
08:03:35  <andythenorth> spacing out FIRS cargo payment rates is really boring
08:03:46  <andythenorth> but if I don't I get bug reports about the payment chart in game
08:04:57  <andythenorth> how hard can it be?  107 cargos to fit in  range 85-182
08:05:19  <andythenorth> but the values are constant, and when one moves another 100 might have to have their values changed ๐Ÿ˜ฆ
08:06:01  <andythenorth> maybe I could change them to be some sort of bubble-up system
08:32:48  * andythenorth shaved that yak
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10:01:48  <TheDumGamer> petern: Wait is that the button that only shows the top station bar
10:08:45  <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10035: Change: Make _tick_counter 64bit to avoid wrapping https://github.com/OpenTTD/OpenTTD/pull/10035
10:28:35  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #10035: Change: Make _tick_counter 64bit to avoid wrapping https://github.com/OpenTTD/OpenTTD/pull/10035#pullrequestreview-1112028854
10:31:29  <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #10035: Change: Make _tick_counter 64bit to avoid wrapping https://github.com/OpenTTD/OpenTTD/pull/10035#pullrequestreview-1112033167
10:32:11  <dP> it seems like freaking mingw decided to support neither I64u nor llu
10:37:13  <dP> though I don't get why it doesn't complaint about I64d
10:38:39  <dP> yeah, that stupid thing wants I64llu ๐Ÿ˜ 
10:38:40  <dP> https://github.com/OpenTTD/OpenTTD/actions/runs/3081562495/jobs/4980249979#step:6:773
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10:45:56  <pickpacket> I started playing OpenTTD last week, and I am *hooked* :D
10:47:59  <pickpacket> In one of my games some vehicles have become stuck, and I don't know how to get the out of there. Two trams have hit a dead end that I can't resolve while they're at it, and one train has broken down so badly it won't start up again
10:59:10  <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10035: Change: Make _tick_counter 64bit to avoid wrapping https://github.com/OpenTTD/OpenTTD/pull/10035
11:08:59  <FLHerne> pickpacket: "broken down so badly it won't start up again" shouldn't be possible
11:09:40  <FLHerne> perhaps you've accidentally changed the track type to something that won't power it?
11:11:00  <FLHerne> I think the trams should magically turn in that case if you hit the 'reverse' button?
11:12:19  <FLHerne> no, just tried it, it does seem totally stuck :-/
11:14:33  <FLHerne> hm, with more testing, it *does* turn if the next tile is something you physically can't remove (map edge, transmitter, industry)
11:14:59  <FLHerne> so it should be fixable, just possibly expensive if the missing tile is in the ocean or whatever
11:23:34  <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10035: Change: Make _tick_counter 64bit to avoid wrapping https://github.com/OpenTTD/OpenTTD/pull/10035
11:52:21  <petern> TheDumGamer: Nah, it's the NewGRF debug button.
11:52:36  <TheDumGamer> phew
11:58:17  <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10035: Change: Make _tick_counter 64bit to avoid wrapping https://github.com/OpenTTD/OpenTTD/pull/10035
12:27:52  * andythenorth ventueres into nml stations
12:30:21  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021397837147283506/unknown.png
12:30:21  <andythenorth> 'nice eh'
12:30:44  <dP> DorpsGek: oh, this time it stuck ๐Ÿ˜…
12:30:49  <pickpacket> FLHerne: it's a diesel train on an ordinary track :I
12:31:10  <pickpacket> FLHerne: could it be something with the version I'm using? 10.0.9
12:31:42  <FLHerne> 10.0.9 isn't a version that exists :p
12:32:06  <pickpacket> FLHerne: regarding the trams the next tile is forrest :( They've been standing there for years now
12:32:26  <pickpacket> uhm... maybe it's 10.9 or something then. I can't check until I get home
12:33:37  <pickpacket> the train equally hasn't moved for a few years. Just stands there. I had to build another track where other trains can go around it
12:36:34  <andythenorth> magic bulldoze the forest and extend the tram track
12:36:43  <andythenorth> then money cheat and rebuild the forest
12:37:03  <andythenorth> stuck trains, it can happen when it's looking for a path and can't find it
12:37:19  <andythenorth> try reversing it, clicking ignore signals, or sending it to depot
12:37:39  <FLHerne> still can't reproduce, if there's any industry in front of the tile including a forest the trams can turn at the end
12:37:44  <andythenorth> it's very rare to have an unfixable stuck train, the game guards against it
12:37:54  <FLHerne> perhaps it's an older version but 10.9 doesn't exist either so no idea
12:46:27  <andythenorth> lol, how the hell do I build track station tiles with nml ๐Ÿ™‚
12:46:48  <andythenorth> I have set non_traversable_tiles to 0
12:47:07  <andythenorth> ok figured it out
12:47:16  <andythenorth> helps if I build the correct orientation to the track ๐Ÿ˜„
13:19:14  <andythenorth> how do stations get a ground tile below the tracks?
13:19:22  <andythenorth> or do they have to leave a cutout?
13:26:10  * andythenorth guesses cutout
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14:16:54  <pickpacket> FLHerne: I suck at version numbers ๐Ÿคช It's 1.10.3
14:17:39  <pickpacket> andythenorth: the train had a path and everything. It's just not moving no matter what I do :/
14:19:29  <dP> pickpacket: you sure it's not just stopped?
14:19:57  <pickpacket> dP: Not entirely sure. But why would it just stop?
14:20:18  <dP> you may have accidentally stopped it with a hotkey or smth
14:21:25  <dP> anyway, if you click on the train it should say at the bottom of the window what it is doing
14:23:36  <pickpacket> it says "Stopped"
14:24:33  <andythenorth> what happens if you start it? ๐Ÿ™‚
14:24:53  <pickpacket> I set up a train depot behind it now and pressed "Send train to depot". It actually reversed direction, but it still doesn't move
14:24:58  <pickpacket> how?
14:25:05  <andythenorth> click on stopped
14:25:44  <pickpacket> ๐Ÿคฆ
14:25:48  <pickpacket> yeah that worked.
14:25:51  <pickpacket> Thanks!
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14:26:02  <supermop_toil> yo
14:28:41  <pickpacket> Hey!!! I got the trams going too!
14:28:53  <dP> hm, I just thought it may be a better idea to add start/stop for a "missing" button in the vehicle window
14:29:01  <dP> rather than honking ๐Ÿ˜†
14:29:16  <dP> it's really not obvious that status bar is also clickable
14:29:43  <pickpacket> I exploded the woods and then tried building a track there. Even though the woods look to still be there it worked!
14:30:00  <supermop_toil> how about the button randomly starts, stops, honks, or ignores signal
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14:31:51  <matematysek> supermop_toil: lol no!
14:32:41  <dP> supermop_toil: why "or"? starts, honks and ignores at the same time :p
14:32:50  <supermop_toil> 1/256 chance of just exploding on the spot
14:33:04  <FLHerne> pickpacket: probably just normal trees then
14:33:19  <FLHerne> the visibility toggles on the ctrl+x menubar help
14:33:32  <andythenorth> replace breakdowns
14:33:44  <supermop_toil> andythenorth: with honking?
14:33:44  <andythenorth> also if a train does breakdown
14:33:53  <andythenorth> the button will give a 1/12 chance of fixing it
14:33:57  <andythenorth> clicker game
14:34:03  <supermop_toil> ooh wrench button
14:34:06  <andythenorth> yup
14:34:15  <andythenorth> also it can be used for over-speed on hills
14:35:54  <supermop_toil> starting work week by listening to elliot smith was questionable choice for motivation
15:24:15  <andythenorth> hmm
15:24:19  <andythenorth> maybe stations in FIRS is unwise
15:25:29  <dP> oh crap, I remembered why I didn't make configurable modifiers before
15:25:35  <dP> need to fix all the damn tooltips
15:25:49  <petern> ๐Ÿ˜„
15:26:13  <petern> You probably want a string code or two.
15:26:22  <dP> yeah
15:26:25  <dP> but what do I even put there if modifier is not assigned?
15:26:38  <dP> like Ctrl-clicking -> Unassigned-clicking?
15:26:48  <dP> none-clicking?
15:26:54  <dP> fn(unassigned)-clicking?
15:27:10  <pickpacket> FLHerne: nah, it was "proper" woods
15:27:18  <pickpacket> but it worked, so I'm happy!
15:27:37  <petern> Disallow not having it assigned?
15:29:13  <dP> well, with 3 settings and 3 options that would be "fun" to change xd
15:30:07  <dP> for 3 keys I can do 1 setting 6 options ofc but what if someone wants to add other modifiers like winkey can probably work as one
15:30:58  <dP> any key can work actually with the right keyboard
15:34:04  <dP> maybe just `{PUSH_COLOR}{RED}<unassigned>{POP_COLOR}-clicking`?
15:34:51  <dP> it won't be shown on default settings anyway ;p
15:42:22  <dP> oh, and there are already incorrect tooltips
15:42:30  <dP> "Switch the binding of company-internal and public chat to <ENTER> resp. <Ctrl+ENTER>"
15:42:34  <dP> enter is configurable
15:43:55  <dP> why is that even a separate setting though
15:45:50  <dP> so there is a hotkey for chat and hotkey for teamchat, but with that setting chat hotkey opens teamchat
15:46:02  <dP> ๐Ÿ‘
15:49:39  <andythenorth> hmm
15:51:07  <andythenorth> Specific stations in FIRS.
15:51:07  <andythenorth> - can adjust station colour to suit industry
15:51:07  <andythenorth> - can make station only available if industry is available
15:51:07  <andythenorth> - changes to industry and station will be in same grf, same release
15:51:32  <andythenorth> but
15:51:32  <andythenorth> - can't reuse any magic station code from CHIPS
15:51:32  <andythenorth> - it's possibly weird having stations in industry grf
15:51:54  <andythenorth> such things
15:55:33  <dP> hm, should I make a string code for each modifier or make it a parameter...
15:56:26  <andythenorth> hmm I could cross-link my compiles via some library
15:56:28  <andythenorth> nah
15:58:06  <Brickblock1> what stops you from making the stations separate from firs but compile at the same time?
15:58:23  <andythenorth> "an abundance of caution" ๐Ÿ˜›
15:58:38  <andythenorth> FIRS already compiles cargos, industries, objects, and a GS
15:59:07  <andythenorth> I could make CHIPS inside FIRS, and generate a separate grf
15:59:14  <andythenorth> but it will be an unpleasant codebase
15:59:46  <andythenorth> what I could do with is inter-grf communication ๐Ÿ˜›
15:59:52  <andythenorth> at run time
15:59:59  <dP> rewrite everything with grf-py :P
16:00:24  <Rubidium> dP: is the modifier always the same? Or can the modifier differ per click?
16:01:00  <dP> Rubidium: wdym per click? I'm making modifier key configurable in the settings
16:01:00  <glx[d]> dP: string code seems the right way, then the actual modifier key will depend on the settings
16:02:10  <Rubidium> dP: that you can configure that for clicking on button X it's Ctrl, for button Y it's Alt and for button Z it's Shift or something similar. Instead of: it's always Ctrl, or always Alt, etc.
16:02:19  <glx[d]> internally CTRL is still CTRL
16:02:24  <dP> glx[d]: I mean it's a string code either way but I can make several for each like `{FN_MODIFIER}, {REMOVE_MODIFIER}, {ESTIMATE_MODIFIER}` or just `{MODIFIER_KEY}` and pass it as a parameter
16:03:23  <dP> Rubidium: yeah, that's what I did in #10006, now I'm trying to fix hotkeys
16:03:39  <dP> *tooltips
16:03:48  <andythenorth> what can grfs read from other grfs ๐Ÿ˜›
16:03:50  <andythenorth> params?
16:04:17  <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/ReadingOtherGRFParameters
16:04:19  <andythenorth> seems
16:06:03  <glx[d]> `{CTRL_KEY}`, `{SHIFT_KEY}`, `{ALT_KEY}`, ... and on drawing the actual key is retrieved
16:07:32  <Rubidium> I think making it a parameter makes the changes you need to do a lot harder. You could consider {MODIFIER <subtype>} and inject two characters into the compiled string, though if the number of modifier sub types is small I'd just make separate string codes (like SMALL_FONT/BIG_FONT)
16:07:37  <dP> glx[d]: I intentionally renamed them for their function as it'll be utterly confusing to have Ctrl on Alt :p
16:08:38  <dP> yeah, making several codes is definitely simpler and it's probably not gonna be more than 3 anyway (fn, remove, estimate)
16:09:35  <dP> though eventually it will need some kind of general `{HOTKEY}` thing anyway
16:10:14  <andythenorth> ok stations go in the station grf ๐Ÿ˜›
16:10:22  <andythenorth> I'll read FIRS parameters for stuff
16:10:33  <dP> dP: for stuff like https://github.com/OpenTTD/OpenTTD/pull/9732
16:10:51  <glx[d]> yeah makes sense
16:14:33  <andythenorth> lol multi-tile objects are a PITA
16:14:47  <andythenorth> having to provide one unified sprite, instead of just walking the tile layout ๐Ÿ˜›
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16:15:13  <andythenorth> I have to recreate the ground tiles, ground tile overlay, buildings, and fences across n tiles
16:15:46  <andythenorth> if only the game new how to render tiles, imagine ๐Ÿ˜›
16:32:00  <petern> Just stick it in an ini file.
16:50:37  <andythenorth> oops
16:50:40  <andythenorth> https://devs.openttd.org/~frosch/texts/industrymap_green_darkgreen_violet.html no longer works
16:50:41  <andythenorth> quak
16:51:49  <frosch> andythenorth: https://github.com/frosch123/quaking/tree/main/TTDPalette
16:52:05  <andythenorth> thanks ๐Ÿ™‚
16:53:09  <frosch> i never looked up how gh pages work, so you may need client-side mime hacks to render it
16:54:01  <andythenorth> I can just clone the repo or something ๐Ÿ™‚
17:20:11  <andythenorth> I read the station spec today ๐Ÿ˜›
17:20:25  <andythenorth> docs are very good, but stations break my brain
17:20:35  <andythenorth> what do things like prepare_layout do? ๐Ÿ˜›
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17:33:16  <petern> Oops my cider ran out.
17:36:10  <glx[d]> andythenorth: prepare_layout is prepend to the spritegroup return
17:37:39  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021475171959324682/unknown.png
17:37:39  <andythenorth> petern
17:37:43  <glx[d]> there's a call to prepare_layout, then call to the internal fill_registers (generated by nmlc based on the layout list), then the spritegroup is returned
17:37:59  <petern> 0 litres is no good ๐Ÿ˜ฆ
17:38:59  <glx[d]> basically in prepare_layout you fill the temp registers you use in the layout
17:40:22  <andythenorth> petern: imperial weights and measures?
17:40:31  <glx[d]> it's kinda similar to objects/industry where you fill the registers before branching to the layout, just station spec makes it harder
17:40:36  <andythenorth> ah
17:40:44  <andythenorth> ok
17:41:04  <andythenorth> I am glad you did this not me ๐Ÿ™‚
17:41:18  <andythenorth> grf stations make very little sense to me ๐Ÿ™‚
17:42:07  <glx[d]> with nml you have access to all the "powerful" options without needing to manage things by hand
17:42:40  <glx[d]> especially all the var10 stuff in layouts
17:45:14  * andythenorth needs to make CHIPS 3 eh
17:51:37  <andythenorth> lol seems I really don't want to finish drawing car carrying wagons https://github.com/andythenorth/iron-horse/commit/8120252b7ea0a02cd22e8c8d115cabb39a19b5de]
17:51:51  <andythenorth> time to make a branch I think
18:16:28  <pickpacket> what are some good NewGRFs for an earlier game start? Would be nice to have some trams around 1900, but I don't know which mod provides that
18:17:36  <andythenorth> 2CC, UKRS 2, NARS 2
18:17:39  <andythenorth> probably NUTS
18:17:43  <andythenorth> Horse from 1860
18:17:49  <andythenorth> for trains
18:17:57  <andythenorth> trams...dunno
18:18:15  <frosch> andythenorth: yeah, docs on prepare_layout still need expanding. but i got lost rambling about bounding boxes :p
18:18:30  <andythenorth> ๐Ÿ™‚
18:18:49  <andythenorth> I will start making a proper station grf soon, I can add clarifications
18:19:03  <andythenorth> I got distracted trying to make stations inside FIRS, unwise ๐Ÿ˜›
18:19:50  <frosch> ah, so you going for stations inside horse now?
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18:22:07  <andythenorth> inside Hog
18:22:15  <andythenorth> train stations, road vehicles
18:23:35  <andythenorth> I should finish these FIRS objects I guess ๐Ÿ˜›
18:24:38  <andythenorth> need to figure out placement in selection UI
18:24:40  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021487006041247774/unknown.png
18:24:46  <andythenorth> multi-tile objects look bad
18:25:02  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021487094536867952/unknown.png
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18:43:40  <pickpacket> andythenorth: I see that you made FISH. How early are the first ships available from that?
18:48:43  <andythenorth> pickpacket: not sure, can't remember ๐Ÿ™‚
18:48:45  <andythenorth> FISH is bad
18:48:57  <andythenorth> HEQS might give you industrial steam trams from about 1860 or so
18:53:34  <frosch> there is a sailing ship grf
18:54:54  <petern> Hmm, funky, enabling SVG font for all font sizes instead of just FS_NORMAL disables antialiasing of FS_NORMAL...
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19:41:40  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021506380462571520/unknown.png
19:41:40  <andythenorth> uuf I need to write a tile sorter
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19:55:22  <petern> Oh, also turns out the svg renderer is a bit crap and I just got lucky with my shapes :/
19:57:03  <luk3Z[m]> hello, so OTTD is alsoon matrix :D
19:57:07  <luk3Z[m]>  * hello, so OTTD is also on matrix :D
19:57:17  <petern> Also on what?
19:57:29  <luk3Z[m]>  * hello, so OTTD is also on the matrix :D
19:57:51  <luk3Z[m]> petern: Discor & matrix.org
19:58:09  <luk3Z[m]> s/Discor/Discord/
19:58:47  <petern> Agent Smith?
19:59:20  <luk3Z[m]> petern: https://spec.matrix.org/latest/
19:59:26  <petern> OpenTTD isn't "on matrix", Matrix just lets you connect to the IRC channel we use.
19:59:50  <petern> At least, it does when it isn't busy having security issues or simply just breaking.
19:59:51  <luk3Z[m]> petern: so, it's bridged to IRC
19:59:56  <luk3Z[m]> * to IRC ?
20:00:47  <luk3Z[m]> * to IRC ? I dodn't know that but name of the admin saying by itself....
20:00:58  <luk3Z[m]> * to IRC ? I didn't know that but name of the admin saying by itself....
20:01:17  <luk3Z[m]> * to IRC ? I didn't know that but name of the admin saying it by itself....
20:10:38  <petern> Well, it's even switching to an 8bpp blitter. Hmm.
20:13:55  <andythenorth> hmm converting game x, y tile directions into 2D screen offsets ๐Ÿ˜›
20:13:56  <andythenorth> oof
20:14:09  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021514555106525255/unknown.png
20:14:09  <andythenorth> this is ... wrong
20:14:32  <pickpacket> Uhm. Yeah. ๐Ÿ˜„
20:14:38  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021514678603616329/unknown.png
20:14:38  <andythenorth> this is also wrong
20:15:00  <pickpacket> Yes. But itโ€™s an improvement!
20:15:11  <andythenorth> I think I might be able to solve this by shifting the origin x, y
20:15:14  <andythenorth> but that 's kind of cheating
20:15:23  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021514868936941638/unknown.png
20:15:43  <andythenorth> I wish the game would sort this element out, recreating OpenTTD in python is kind of lolz
20:16:52  <pickpacket> Are you making a rewrite of the game?
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20:17:59  <andythenorth> no, just doing grf objects
20:18:09  <andythenorth> but they require faking part of OpenTTD ๐Ÿ˜›
20:18:17  <andythenorth> and I can't be bothered to read the source
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20:19:08  <petern> You might just be doing it wrong ๐Ÿ™‚
20:20:25  <andythenorth> I should probably read OpenTTD src
20:20:37  <andythenorth> instead of guessing
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20:21:59  <petern> Well you shouldn't need to do that, the spec should be enough.
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20:23:02  <andythenorth> nml docs just say 'Graphics shown in the build menu'
20:23:11  <andythenorth> let's see what actual spec says
20:23:51  <andythenorth> action objects, `FF: purchase list`
20:23:55  <andythenorth> is all there is
20:24:05  <andythenorth> other object grfs just make one giant sprite
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20:25:34  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021517428435472473/unknown.png
20:25:34  <andythenorth> oh now we're cooking on gas ๐Ÿ˜„
20:25:38  <andythenorth> wrong, but predictably wrong
20:25:42  <andythenorth> by a constant value
20:25:48  <andythenorth> even I can fix that with maths
20:25:56  <petern> What sort of values are you putting in?
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20:27:03  <andythenorth> variations of 8 and 16 ๐Ÿ˜›
20:27:47  <petern> A sprite on the ground would be at 0,0,0
20:29:00  <andythenorth> I think I need to use both x and y size of the layout
20:29:05  <petern> Oh, Return to Monkey Island came out.
20:29:13  <andythenorth> it's confusing having game x and y, and screen x and y
20:29:37  <andythenorth> I need to resolve screen x from (game x * something + game y * something)
20:29:47  <petern> You... shouldn't need to do anything?
20:30:09  <andythenorth> I am writing my own sprite composter
20:30:13  <andythenorth> composter ๐Ÿ˜›
20:30:14  <andythenorth> composer
20:30:22  <petern> Madness.
20:30:38  <andythenorth> well I don't really want to photoshop all the building and ground sprites into one giant sprite ๐Ÿ˜›
20:30:43  <andythenorth> that's less interesting
20:31:24  <andythenorth> in principle, this should work, if I got better at maths
20:32:21  <dP> andythenorth: idk how helpful this is but it's basically openttd sprite layout in a nutshell:
20:32:21  <dP> ```    for ts in tick.tile_sprites {
20:32:21  <dP> if let Some(sprite) = cache.get_sprite(ts.image, ts.pal, zoom) {
20:32:21  <dP> draw_sprite(buffer, &sprite, (xofs + ts.x) >> zoom, (yofs + ts.y) >> zoom);
20:32:21  <dP> }
20:32:22  <dP> }
20:32:22  <dP> for ps in tick.parent_sprites {
20:32:24  <dP> if let Some(sprite) = cache.get_sprite(ps.image, ps.pal, zoom) {
20:32:24  <dP> draw_building(buffer, &sprite, (xofs + ps.x) >> zoom, (yofs + ps.y) >> zoom);
20:32:26  <dP> }
20:32:26  <dP> let mut child_id = ps.first_child;
20:32:28  <dP> while child_id >= 0 {
20:32:28  <dP> let cs = &tick.child_sprites[child_id as usize];
20:32:30  <dP> if let Some(sprite) = cache.get_sprite(cs.image, cs.pal, zoom) {
20:32:30  <dP> draw_sprite(buffer, &sprite, (xofs + cs.x + ps.left) >> zoom, (yofs + cs.y + ps.top) >> zoom);
20:32:32  <dP> }
20:32:32  <dP> child_id = cs.next;
20:32:34  <dP> }
20:32:34  <dP> }```
20:32:36  <dP> also each sprite has own xofs, yofs that just add to pixels
20:33:40  <andythenorth> thanks
20:33:51  <petern> Ahh, I need to change `bool HasAntialiasedFonts()`  :/
20:34:35  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021519698237607956/unknown.png
20:34:40  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021519721096556665/unknown.png
20:34:48  <andythenorth> seems I need to work out relative origin
20:34:53  <andythenorth> depending how many tiles there are
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21:41:23  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021536509767196682/unknown.png
21:41:23  <andythenorth> ok I give up ๐Ÿ™‚
21:42:19  <andythenorth> there's no bounding box display ๐Ÿ˜›
21:42:42  <andythenorth> I can't work out if the sprite origin is moving for each sprite added to the spritelayout
21:47:59  <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1021538172196376646/unknown.png
21:48:00  <dP> hm... remove the rail of waypoints and stations? what's that supposed to mean?
21:51:29  <petern> If the construction tool is station tiles rather than track pieces...
21:52:45  <dP> yeah, figured it out too, so it removes with the rail
21:53:12  <dP> though it seems to be the other way around, with ctrl leaves rail
21:54:28  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021539803747078154/unknown.png
21:54:28  <andythenorth> ๐Ÿ˜ฎ
21:54:39  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021539847715950652/unknown.png
21:54:39  <andythenorth> ๐Ÿ˜ฎ
21:54:47  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021539882750967888/unknown.png
21:54:47  <andythenorth> ๐Ÿ˜ฎ
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21:55:10  <andythenorth> dunno how to control the position in the UI but eh
21:55:20  <andythenorth> relative to the tile works
21:55:37  <andythenorth> `xoffset: (-16 * ${grf_object.size[0] - 2}) + (16 * ${x_y_spritelayout[0]});`
21:55:42  <andythenorth> such magic number stuff
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22:03:41  <andythenorth> ok magic number stuff deleted
22:04:20  <andythenorth> `xoffset: 16 * ${x_y_spritelayout[0]};`
22:04:30  <andythenorth> removing some magic number crap elsewhere
22:04:45  <andythenorth> which made everything quite alright
22:28:17  <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10006: Make modifier keys configurable and split Ctrl into remove and function. https://github.com/OpenTTD/OpenTTD/pull/10006
22:42:20  <dP> so, I just broke a bunch of translations, should I just fix them in PR than bothering translators? it's just ctrl anyway, can autoreplace most of it
22:43:56  <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10006: Make modifier keys configurable and split Ctrl into remove and function. https://github.com/OpenTTD/OpenTTD/pull/10006
22:53:29  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #10006: Make modifier keys configurable and split Ctrl into remove and function. https://github.com/OpenTTD/OpenTTD/pull/10006#pullrequestreview-1112963299
22:55:33  <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10006: Make modifier keys configurable and split Ctrl into remove and function. https://github.com/OpenTTD/OpenTTD/pull/10006
22:56:09  <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10006: Make modifier keys configurable and split Ctrl into remove and function. https://github.com/OpenTTD/OpenTTD/pull/10006
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