Times are UTC Toggle Colours
00:13:39 *** Soni has quit IRC 00:46:55 *** Wormnest has joined #openttd 00:59:29 *** Soni has joined #openttd 01:39:37 *** Wormnest has quit IRC 01:43:40 *** Wormnest has joined #openttd 01:54:04 *** wallabra has quit IRC 02:29:30 *** wallabra has joined #openttd 02:54:17 *** D-HUND has joined #openttd 02:57:37 *** debdog has quit IRC 04:24:35 *** felix has quit IRC 04:24:58 *** felix has joined #openttd 04:39:38 *** D-HUND is now known as debdog 06:59:37 *** WormnestAndroid has quit IRC 07:51:43 *** supermop_toil has quit IRC 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 ๐ฆ 08:06:01 <andythenorth> maybe I could change them to be some sort of bubble-up system 08:32:48 * andythenorth shaved that yak 09:19:14 *** Speedy` has joined #openttd 10:01:48 *** TheDumGamer has joined #openttd 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 ๐ 10:38:40 <dP> https://github.com/OpenTTD/OpenTTD/actions/runs/3081562495/jobs/4980249979#step:6:773 10:45:22 *** pickpacket has joined #openttd 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 ๐ 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 ๐ 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 ๐ 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 13:51:51 *** WormnestAndroid has joined #openttd 14:01:43 *** nielsm has joined #openttd 14:16:54 <pickpacket> FLHerne: I suck at version numbers ๐คช 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? ๐ 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> ๐คฆ 14:25:48 <pickpacket> yeah that worked. 14:25:51 <pickpacket> Thanks! 14:25:59 *** supermop_toil has joined #openttd 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 ๐ 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 14:31:51 *** matematysek has joined #openttd 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> ๐ 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> ๐ 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" ๐ 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 ๐ 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 ๐ 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 ๐ 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 ๐ 16:14:48 *** HerzogDeXtEr has joined #openttd 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 ๐ 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 ๐ 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 ๐ 17:20:11 <andythenorth> I read the station spec today ๐ 17:20:25 <andythenorth> docs are very good, but stations break my brain 17:20:35 <andythenorth> what do things like prepare_layout do? ๐ 17:29:46 *** Wormnest has joined #openttd 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 ๐ฆ 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 ๐ 17:41:18 <andythenorth> grf stations make very little sense to me ๐ 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> ๐ 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 ๐ 18:19:50 <frosch> ah, so you going for stations inside horse now? 18:21:50 *** lobstarooo_ has joined #openttd 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 ๐ 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 18:28:38 *** lobstarooo has quit IRC 18:29:54 *** lobstarooo_ has quit IRC 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 ๐ 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... 19:11:16 *** Flygon has quit IRC 19:26:09 *** Wolf01 has joined #openttd 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 19:45:03 *** luk3Z[m] has joined #openttd 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 ๐ 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. ๐ 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 itโs 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? 20:17:20 *** Kitrana1 has joined #openttd 20:17:59 <andythenorth> no, just doing grf objects 20:18:09 <andythenorth> but they require faking part of OpenTTD ๐ 20:18:17 <andythenorth> and I can't be bothered to read the source 20:18:43 *** Kitrana2 has joined #openttd 20:19:08 <petern> You might just be doing it wrong ๐ 20:20:25 <andythenorth> I should probably read OpenTTD src 20:20:37 <andythenorth> instead of guessing 20:21:12 *** Kitrana has quit IRC 20:21:59 <petern> Well you shouldn't need to do that, the spec should be enough. 20:22:09 *** Kitrana has joined #openttd 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 20:24:44 *** nielsm has quit IRC 20:25:24 *** Kitrana1 has quit IRC 20:25:34 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021517428435472473/unknown.png 20:25:34 <andythenorth> oh now we're cooking on gas ๐ 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? 20:26:44 *** Kitrana2 has quit IRC 20:27:03 <andythenorth> variations of 8 and 16 ๐ 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 ๐ 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 ๐ 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 21:19:14 *** Wolf01 has quit IRC 21:41:23 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021536509767196682/unknown.png 21:41:23 <andythenorth> ok I give up ๐ 21:42:19 <andythenorth> there's no bounding box display ๐ 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> ๐ฎ 21:54:39 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021539847715950652/unknown.png 21:54:39 <andythenorth> ๐ฎ 21:54:47 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1021539882750967888/unknown.png 21:54:47 <andythenorth> ๐ฎ 21:54:53 *** arikover has joined #openttd 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 21:58:05 *** arikover has quit IRC 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 23:27:53 *** HerzogDeXtEr has quit IRC