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10:45:13 *** JustANortherner has joined #openttd 10:45:13 <JustANortherner> kamnet: Could well be British these days, with all those broken rails... 11:12:40 <andythenorth> what shall we do today TrueBrain 11:14:59 <petern> Hmm, why is my ownCloud unhappy :/ 11:16:01 <TrueBrain> andythenorth: dance around naked till the sun goes down? 11:16:43 <andythenorth> learn python? 11:16:49 <andythenorth> list[-1] 11:16:52 <TrueBrain> you say tomato, I say tomato 11:16:54 <andythenorth> everytime I try list[:0] 11:17:04 <andythenorth> so stupid 11:20:18 <petern> Oh right, MySQL has crashed. I forgot I even had MySQL running. 11:23:57 <petern> Apparently it can't read the SSL certificate, so it won't start. 11:24:18 <petern> But also, it's never been able to read the SSL certificate, so why has it only just stopped. Hmm. 11:24:42 <petern> unattended-upgrades 11:24:45 <petern> F 11:28:56 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10255: [Bug]: Cargo flow legend line thickness becomes larger with UI scaling https://github.com/OpenTTD/OpenTTD/issues/10255 11:30:41 <petern> andythenorth: Set up the official OpenTTD fediverse instance to publish updates ๐ 11:33:06 <petern> (But not Mastodon as there are other things more appropriate) 11:35:21 <andythenorth> is this web 4.0? 11:35:57 <andythenorth> oh apparently that's a thing 11:35:58 <andythenorth> of course it 11:36:13 <andythenorth> why wouldn't it be, there's marketing it can be used for 11:36:16 <andythenorth> "Web 4.0 is still in its early stages of development, so itโs difficult to say how it will change the way we live and work." Fuck off 11:36:56 <petern> Haha 11:37:02 <petern> It's more like web0.5 11:37:12 <petern> Back when webrings were a thing. 11:37:21 <andythenorth> such webring 11:37:25 <andythenorth> 'next site' 11:37:44 <andythenorth> I assume the fediverse is mostly cookie banners? 11:38:00 <petern> Absolutely none of it. 11:38:15 <petern> It's not really like webrings at all. 11:44:49 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054001288762896434/image.png 11:44:49 <andythenorth> ok variants Horse works again 11:44:54 <andythenorth> such variety of liveries there 11:45:41 <petern> Fab 11:46:50 <andythenorth> offsets PR when? 11:46:52 <andythenorth> ๐ 11:47:02 <andythenorth> I have all these stupid template loops handling < 8/8 sprites 11:48:22 <petern> Oh okay 11:48:35 <petern> I was dealing with offsets for Pruple 11:49:41 * andythenorth inventing worst possible way to detect which engine it is in the varact2 chain 11:50:37 <andythenorth> although...whatever I do...it's probably less varact2 than currently with the silly ways I used to make Horse liveries 11:50:50 *** HerzogDeXtEr has quit IRC 11:50:54 <petern> Can you go by engine ID or is that an unknown at that point? 11:51:01 <JGR> Procedures is probably the most straightforward approach 11:51:05 <andythenorth> engine ID will be known 11:51:22 <andythenorth> I think even buy menu knows ID ๐ 11:51:39 <petern> Probably the only thing it knows ๐ 11:52:03 <andythenorth> hmm....maybe I can use some bitstuffing 11:52:08 <andythenorth> 'livery 1 = bit 1' 11:52:11 <andythenorth> and put that in registers 11:52:20 <andythenorth> then check that in a switch 11:52:31 <andythenorth> livery 1 = bit 0 11:52:33 <petern> You could just template the varact chain so it's duped and doesn't need to detect. 11:52:35 <andythenorth> just for obiwan 11:52:51 <andythenorth> I could just template it so it's duped 11:52:58 <andythenorth> that's what I am refactoring out though ๐ 11:53:04 <andythenorth> that was the easy route 11:53:44 <andythenorth> some of the varact2 chains are already huge, so replicating them entirely, for a single ID check ... oof 11:53:54 <petern> Fair 11:54:01 <andythenorth> also....I want to do magic variants ๐ 11:54:15 <petern> prop 25? 11:54:25 <andythenorth> is a prop I never found a good use for 11:54:32 <andythenorth> 'user storage' 11:54:44 <petern> newgrf author storage 11:55:05 <andythenorth> it seems like a bad work around for 'my compile doesn't know all the IDs' 11:55:14 <andythenorth> or maybe it was for cross-grf restaurant cars 11:55:18 <petern> Or it means it's ID agnostic. 11:55:20 <andythenorth> pretty certain the latter 11:55:38 <andythenorth> it's so european train sets can all detect the restaurant car 11:55:46 <andythenorth> "that's gone well" 11:56:03 <petern> case 0x46: return v->GetEngine()->grf_prop.local_id; 11:56:17 <andythenorth> prop 25 would be nice, if it was readable ๐ 11:56:42 <andythenorth> actually I have no idea if that's true 11:56:49 <andythenorth> it might be readable, and might not be nice 11:56:58 <andythenorth> I think we looked sometime this year 11:57:45 <petern> Ah right it's combined with cargo consist information. 11:58:27 <petern> And all the bits are combined from current vehicle to the end of the chain. That is probably a bit silly. 11:58:29 <andythenorth> 'so useful' 11:58:38 <andythenorth> it's for finding the restaurant car 11:58:48 <petern> It's basically very specialised for one feature that MB probably used once. 11:59:34 <petern> We could expose it by itself. 12:00:05 <petern> That would mean you could use it for its original purpose via prop 42, or just raw. 12:00:09 <petern> OR you could just use engine id. 12:01:09 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054005397834432562/image.png 12:01:09 <petern> Need to fix these ๐ 12:03:05 <petern> The offset is adjusted somewhere to account for it being drawn relative to the foundation's offset. 12:03:53 <petern> Hmm, I should see what happens if I undrawn 12:08:51 <DorpsGek> [OpenTTD/OpenTTD] PatrickJosh commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#issuecomment-1356784644 12:12:52 <petern> Ah it's being moved by the bounding box change of the parent sprite. Bums. 12:13:26 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054008488612864062/image.png 12:13:32 <petern> Can't win ๐ 12:14:08 <petern> Can't believe this code is so... dramatic. 12:17:53 <andythenorth> mmmm 12:20:20 <andythenorth> hmm what var is nml mapping vehicle_type_id to? 12:20:24 <andythenorth> /me looks 12:20:40 <petern> 0xc6 I assume 12:20:59 <petern> 0x46 + 0x80 12:21:00 <andythenorth> yup 12:21:10 <andythenorth> what does that return for a variant in purchase list? 12:21:17 <petern> The engine ID. 12:21:20 <petern> Not the variant. 12:21:37 <andythenorth> ok, bug must be in my code 12:21:38 <petern> Hmm, if that's any clearer :p 12:22:18 <petern> There isn't a way to get the engine ID of the variant, but it's not impossible to add if needed. 12:22:54 <andythenorth> currently I have a bug with purchase list sprites 12:23:18 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054010970348990475/image.png 12:23:24 <andythenorth> checking the ID works once the vehicle is built 12:23:49 <andythenorth> same code appears to pick up the ID of the variant group 12:23:58 <petern> andythenorth: does it? 12:24:05 <andythenorth> seems not ๐ 12:24:31 <andythenorth> there's some quote about assumptions 12:24:40 <Pruple> parent or self? 12:24:45 <petern> Self. 12:25:32 <petern> case 0xC4: return Clamp(_cur_year, ORIGINAL_BASE_YEAR, ORIGINAL_MAX_YEAR) - ORIGINAL_BASE_YEAR; // Build year 12:25:32 <petern> case 0xDA: return INVALID_VEHICLE; // Next vehicle 12:25:36 <petern> Yeah, missing ๐ 12:27:47 <petern> Adding ๐ 12:28:20 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220 12:30:00 <petern> Hopefully that works. 12:30:15 <andythenorth> /me compiling 12:30:51 <petern> Good because I haven't lol yolo 12:32:23 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054013258656387073/image.png 12:32:23 <andythenorth> game on 12:32:44 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054013347688882216/image.png 12:33:07 <andythenorth> ok, that PR should definitely be merged ๐ 12:33:21 <andythenorth> we've now found all the bugs 12:38:52 *** tokai|noir has joined #openttd 12:38:52 *** ChanServ sets mode: +v tokai|noir 12:40:26 <petern> What do to with #10255? 12:40:47 <petern> Also #10220 now contains my experimental "make reset_engines randomize again" code... 12:40:49 <petern> Oops 12:40:52 <Gwyd> What does variants do different to subcargoes? 12:41:09 <petern> They are visible in the purchase list, and autoreplace. 12:41:18 <Gwyd> Nice 12:41:33 <petern> Variants are literally separate engines, just grouped in the lists for convenience. 12:41:57 <Gwyd> Right, so they can't be "repainted"/swapped once purchased? 12:42:37 <petern> You can repaint by autoreplacing them, so... kinda. 12:43:06 <Gwyd> Interesting 12:43:36 <petern> That will reset the engine age of course, though. 12:43:42 <andythenorth> 'refurb' 12:44:00 <petern> Yeah 12:44:10 *** tokai has quit IRC 12:44:21 <andythenorth> the 'tin of Cat yellow' refurb method applied to diggers before they go to auction 12:44:22 <EmperorJake> This is a major disadvantage of the variant system, because you'll lose the vehicle age/original build date 12:44:29 <andythenorth> shrug 12:44:53 <andythenorth> introduce a spec for refurbs 12:44:54 <EmperorJake> But I'm probably weird in that I like to see my vehicles get old 12:45:08 <Gwyd> I like it 12:45:13 <andythenorth> add a flag to autoreplace 12:45:24 <andythenorth> 'copy engine age when replacing with a variant' 12:45:29 <petern> Potentially yes. 12:45:39 <petern> There's space for ti. 12:45:58 <andythenorth> callback on the grf, to determine if a variant is allowed to maintain age or not 12:46:03 <petern> no ๐ 12:46:38 <andythenorth> was it lunch yet? 12:46:44 <petern> Thtat leads to "you have to replace it to see if you can refurb it" chicken & egg 12:46:59 <Gwyd> I'm not the biggest fan of using this for liveries but I can't think of a better way 12:47:28 <andythenorth> in some previous discussions, this was an unpopular route 12:47:32 <andythenorth> on the other hand 12:47:38 <andythenorth> it's got the most lolz 12:47:51 <petern> This is the route that has a PR. 12:48:08 <Gwyd> Exactly 12:48:11 <JGR> Cargo subtypes is incredibly awkward 12:48:17 <andythenorth> variants also will get massively abused, which will be interesting 12:48:33 <andythenorth> people can do e.g. stats changes and stuff 12:48:44 <andythenorth> which is not what it's for, but we'll learn something 12:48:44 <Gwyd> I think variants for similar types of train from a norther European island will be useful 12:48:59 <andythenorth> what will we learn? https://www.youtube.com/watch?v=46h7oP9eiBk 12:49:18 <petern> Not enough state machine 12:49:23 <andythenorth> imagine you think building fixed length consists is a good idea ๐ 12:49:24 <Gwyd> I think it makes more sense to have different power/capacities with different variants than different liveries 12:49:24 <petern> </rage quits> 12:49:29 <andythenorth> this is a way to do them 12:49:51 <petern> Variants allows both those tasks. 12:49:53 <andythenorth> you can do different brake force 12:49:57 <andythenorth> different ETH index 12:50:00 <andythenorth> different engine variants 12:50:04 <andythenorth> different wheelslip control 12:50:08 <petern> Something which is designed for liveries only can only do liveries. 12:50:16 <Gwyd> This is true 12:50:19 <andythenorth> different brake systems 12:50:26 <andythenorth> speed restrictions on freight-only locos 12:50:48 <andythenorth> different signalling systems 12:50:54 <andythenorth> different radio types 12:51:13 <andythenorth> you can do AC or DC traction motors 12:51:14 <Gwyd> Variant variants when? 12:51:19 <petern> Already 12:51:24 <andythenorth> petern: are they still nestable? ๐ 12:51:26 <andythenorth> lol 12:51:28 <petern> Yes 12:51:29 <Gwyd> You can nest? 12:51:30 <Gwyd> Wow 12:51:43 <andythenorth> you know how it goes, when you leave nerds unsupervised with a nestable system 12:51:50 <andythenorth> maximum hierarchy 12:51:51 <Gwyd> Gonna make a newgrf where they're all under "train" 12:51:58 <andythenorth> yes, see the lolz 12:52:04 <Gwyd> Then "British" then "electric" 12:52:04 <Brickblock1> You could group them by traction type lol 12:52:10 <petern> There's some screenshots in here somewhere, but I've no idea how to find them again. 12:52:26 <JustANortherner> Gwyd: What's an electric train? 12:52:59 <Gwyd> Hold on let me translate to northerner 12:53:07 <petern> Train -> Europe -> UK -> British -> Electric -> DC -> 600v -> ... 12:53:11 <petern> Perfect. 12:53:17 <Brickblock1> petern: https://cdn.discordapp.com/attachments/477434889508093952/1048709847425745030/image.png 12:53:20 <Gwyd> Futuristic sci-fi train 12:53:27 <petern> Brickblock1: Thanks! 12:53:29 <JustANortherner> petern: Very few British electrics have ever been 600v DC... 12:53:32 <Gwyd> That runs on magic 12:53:42 <petern> Some have? I just made up that value ๐ 12:53:46 <andythenorth> we might need a search in buy menu ๐ 12:53:58 <petern> andythenorth: actually I was consider that the other night. 12:54:02 <petern> That and the station list. 12:54:04 <andythenorth> yup 12:54:05 <JustANortherner> I think there was a random system that had 600v DC, but most of it has been 750v FC... 12:54:15 <andythenorth> and industry fund list 12:54:19 <JustANortherner> (Well, the DC stuff...) 12:54:24 <andythenorth> but not the current search widget ๐ 12:54:37 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054018853073584208/image.png 12:54:54 <Gwyd> Train>Standard Gauge>Eurasian>European>Western European>British>English>Southern English>Single Power Source>Electric>DC>750V>Multiple Units>... 12:54:57 <JustANortherner> Overheads are mostly 25kV AC except for the Tyne and Wear these days, which is 1.5kV DC 12:55:03 <petern> That's object classes, so yeah. 12:55:13 <andythenorth> Gwyd: you will rapidly run into the librarian problem, if you do hierarchies ๐ 12:55:27 <JustANortherner> But Diesel is superior traction 12:55:27 <andythenorth> at some point, you need a new hierarchy 12:55:42 <JustANortherner> Gwyd knows its true, that's why he moved away from the wires 12:55:45 <andythenorth> then there's indexes and catalogues 12:55:51 <JustANortherner> And the stabiliser rails 12:55:56 <petern> Gwyd, the only caveat is there is no provision for categories, variant engines always follow from another engine. 12:56:03 <andythenorth> ^ that 12:56:08 <petern> I wonder though, you might be able to do it with an unbuildable engine. 12:56:32 <petern> As the system forces the variant parent to be shown if it's not buildable but variants are. 12:56:41 <andythenorth> almost certainly definitely nearly probably lunch 12:56:49 <andythenorth> and another covid test 12:57:34 <Gwyd> petern: Even with AVAILABLE_CLIMATES: BITMASK(NO_CLIMATE)? 12:57:44 <Gwyd> Interesting 12:57:48 <JustANortherner> https://cdn.discordapp.com/attachments/1008473233844097104/1054019654626054177/20221204_123407.jpg 12:57:48 <JustANortherner> This is superior to... 12:57:55 <Gwyd> I'm curious how this links into spec 12:58:06 <Gwyd> JustANortherner: Nah 12:59:08 <Gwyd> Do you declare the parents of a variant or the children of a master type? 12:59:24 <JustANortherner> Actually... that's a point... 12:59:35 <JustANortherner> Super Shoebox vs. normal Shoebox 12:59:51 <JustANortherner> That'd be a lot easier with this sorta parent/child system 13:01:38 <petern> andythenorth: I thought about it but I'm having a mince pie instead for some reason 13:08:32 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054022354000412762/image.png 13:08:32 <petern> Oh 13:10:25 <petern> Huh, it's 'working' but I also get trails elsewhere. 13:11:55 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054023207428051115/image.png 13:11:55 <petern> Where is THAT coming from :/ 13:13:35 <petern> We don't have an anti-HOM mode. 13:14:13 <petern> I wonder if that's easy to add. Hmm. 13:14:29 <petern> (Debug mode that shows where we are not drawing pixels) 13:22:14 <petern> I wonder if <https://github.com/OpenTTD/OpenTTD/pull/10254> helps Wolf01's issue. Probably not. 13:41:01 <petern> I don't get why that bit of sprite is being drawn there. 13:43:24 <andythenorth> hmm covid vertigo, super 13:43:27 <andythenorth> feel like I'm floating 13:43:33 <petern> I wonder if it's a bug in the subsprite rendering. 14:01:53 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #10254: Change: Vertically centre sprite font relative to TrueType font. https://github.com/OpenTTD/OpenTTD/pull/10254#pullrequestreview-1222032266 14:08:37 *** WormnestAndroid has quit IRC 14:15:03 <petern> Hmm, no, it happens without that too. 14:15:54 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054039308698394664/image.png 14:16:05 <petern> Okay, it's really being drawn twice. hmm. 14:18:32 <andythenorth> twice is twice as good 14:18:36 <andythenorth> twice as nice 14:23:27 <MnHebi> if we draw peter twice do we get twice the code? 14:25:34 <petern> Yes but unfortunately good code is less code. 14:33:14 <petern> Hmm, so it is drawn twice but it's meant to be a separate pass, drawing a different bit of the viewport. 14:33:23 <petern> The coordinates are all the same :/ 14:37:54 <Pruple> sounds like bullshit barry 14:38:09 <Pruple> so many ttdp features just hacked together 'til they worked well enough ๐ 14:39:24 <petern> Let's blame TTDP yes 14:39:32 <petern> Just my workplace... they've left, we'll blame them. 14:39:42 <Pruple> yes 14:49:37 <petern> I'm beginning to think a different approach is needed ๐ 14:50:07 <petern> (One which is technically more of a hack, but may just work) 14:51:38 <andythenorth> if we stick around long enough 14:51:41 <andythenorth> we have to blame former us 14:51:46 <andythenorth> they were idiots 14:52:21 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054048480370380972/image.png 14:52:21 <andythenorth> train #2: valid or invalid? 14:52:33 <andythenorth> this was a bug 14:52:39 <andythenorth> now considering combo variants ๐ 14:53:14 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054048704874688532/image.png 14:53:14 <andythenorth> I suppose this is more correct 14:55:43 <petern> I think so. 14:56:06 <petern> Multihead flag? Should be the same engine_id right. 14:56:42 <petern> To be fair, I always "come clean" when something is my fault. 14:57:00 <andythenorth> it's articulated rather than multi-head ๐ 14:57:04 <petern> Oh 14:57:06 <andythenorth> multi-head class 20 could be a thing 14:57:12 <andythenorth> like a HST, but noisier and slower 14:57:21 <andythenorth> troll HST 14:57:34 <petern> Yeah, you'll need the head engine id then ๐ 14:58:08 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054049936704032809/4371.png 14:58:20 <petern> heh 14:58:32 <petern> Just let the user build two separate engines right? 14:58:36 <andythenorth> meh 14:59:09 <andythenorth> users shouldn't have choices ๐ 14:59:26 <andythenorth> ok this branch now has the same result as a week ago, but refactored 14:59:32 <andythenorth> what was I doing? ๐ 14:59:35 <Gwyd> andythenorth: Fixed length multiple units anyone? 14:59:48 <andythenorth> variants 15:00:14 <Gwyd> I am secretly making progress on the horse EMUs 15:00:23 <petern> ffs, half-tile is still fucked L. 15:06:07 <andythenorth> oof 15:06:45 *** Wolf01 has joined #openttd 15:06:57 <andythenorth> ok now for mail van livery variants ๐ 15:14:06 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10256: WIP Fix #10248: Ground sprites depend on foundation sprite offsets. https://github.com/OpenTTD/OpenTTD/pull/10256 15:14:15 <petern> Putting it there so I don't just lose it :p 15:21:21 <TallTyler> andythenorth: Thereโs an abandoned PR that just needs some formatting - could probably be adopted and finished pretty easily ๐ 15:21:21 <TallTyler> https://github.com/OpenTTD/OpenTTD/pull/8984 15:21:56 <TallTyler> Same story with the industry directory: https://github.com/OpenTTD/OpenTTD/pull/8982 15:24:02 *** sla_ro|master has joined #openttd 15:33:59 <petern> The station/object searches are different beasts ๐ 15:41:13 *** WormnestAndroid has joined #openttd 15:41:24 <petern> 20 minutes left before Tesco shuts. Oh well. 15:44:21 <andythenorth> oh it's Sunday 15:44:21 <dwfreed> is there some holiday today, or do they normally close at this time on sundays? 15:44:27 <andythenorth> /me lost track 15:46:59 <petern> 4pm, normal Sunday time for supermarkets. 15:48:53 <dwfreed> ah 15:49:14 <dwfreed> I'm in the US, we don't know what reasonable hours are 15:50:32 <dwfreed> eg, Walmart is open until 11 PM every day 15:56:26 <TallTyler> Some used to be 24 hours 15:57:04 <TallTyler> I live a short walk from an allegedly 24 hour chapel but it was closed at 11 am on a Tuesday recently so I donโt know what to believe 16:00:04 <Pruple> there is, and has been for many years, exactly one supermarket in Queensland that's open 24 hours a day, 364 and a half days a year 16:00:51 <Pruple> because it's technically (though not quite actually) at the international terminal at Brisbane Airport 16:01:14 <Pruple> it gets very busy on public holidays 16:13:04 <petern> This one used to be 24/7 except weekends, but they close overnight now. 16:14:33 <andythenorth> hmm 16:14:40 <andythenorth> variants stuff nearly works for magic 16:14:43 <andythenorth> such magic 16:14:45 <petern> Nearly? 16:15:54 <andythenorth> I have to remove some ctrl-click magic 16:15:57 <andythenorth> and make mail cars work 16:16:08 <andythenorth> mail cars have 4 liveries currently ๐ 16:16:12 <andythenorth> magically 16:16:42 <andythenorth> they know if they are in a passenger train, or a pure mail train and switch sprites accordingly 16:16:53 <andythenorth> then they have further 2 livery options each 16:17:10 <andythenorth> 'varaction 2, what could go wrong?' 16:17:44 <petern> <https://wiki.openttd.org/en/Community/Community> 16:17:52 <petern> Why is that site so... prominent? 16:19:12 <andythenorth> Community about Community 16:19:32 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird opened issue #10257: [Bug]: overhead wire on front-facing sloped bridgeheads is drawn 1px too high https://github.com/OpenTTD/OpenTTD/issues/10257 16:19:51 <Pruple> most gamebreaking bug ever 16:20:18 <petern> That's it, we're cancelling OpenTTD. 16:25:53 <petern> If I do #10256 an alternate way, it still needs special treatment for half-tile sprites. Oh well. 16:26:35 <petern> Hmm, squash commit (get PR # in history) vs non-squash (maintain separation of commit changes) 16:38:31 *** Tirili has joined #openttd 16:42:17 <petern> Flippage? 16:43:23 <kamnet> andythenorth: That's why we need the PikkaTTD branch. No more NewGRFs, you play with what Pikka gives you and you like it ๐ 16:46:05 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #10254: Change: Vertically centre sprite font relative to TrueType font. https://github.com/OpenTTD/OpenTTD/pull/10254 16:56:43 <andythenorth> variants in 13 beta for christmas? ๐ 16:58:50 <petern> road stops? 16:59:09 <andythenorth> oo 16:59:22 <andythenorth> hmm currently certain Horse choices are regretted 17:02:53 <petern> Oh 17:04:57 <andythenorth> too much magic ๐ 17:05:08 <andythenorth> it was good magic, in a world without liveries on variants 17:05:49 <petern> Can we have a few more weeks before Xmas? 17:06:01 <andythenorth> I would like 1 extra week 17:06:24 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054082217288138852/image.png 17:06:24 <andythenorth> the first variant is auto-magical 17:06:35 <andythenorth> and will adapt to other engines etc 17:06:44 <andythenorth> I am going to put some sprite over it with layers 17:06:49 <andythenorth> rabbit in a hat 17:07:01 *** ag has joined #openttd 17:07:01 <ag> Dear god 17:07:10 <ag> That's way too many 17:07:25 <andythenorth> ok I'll just delete all of it 17:07:41 <andythenorth> did we forget the lolz? 17:08:19 <petern> lolz at the line drawing bug 17:09:07 <andythenorth> well it follows the terrain ๐ 17:09:19 <andythenorth> it's accurately skeumorphic 17:10:39 *** Wormnest has joined #openttd 17:13:10 <andythenorth> hmm can I be arsed to repaint 19 mail wagons 17:13:24 <andythenorth> what does RUKTS do? 17:15:40 <petern> ag: Too many for what? 17:16:35 <petern> RUKTS does hidden cargo subtype livery refit 17:20:56 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054085871747469423/image.png 17:21:13 <petern> Which type of passengers do you want? 17:21:52 <andythenorth> red ones 17:21:54 <andythenorth> faster 17:23:42 <petern> But of course I had to buy the train to see what liveries there were. 17:24:47 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054086844226220183/image.png 17:24:47 <petern> That's cool 17:24:56 <petern> If there were previews it'd benice. 17:25:41 <ag> Nvm 17:27:11 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054087447501352980/image.png 17:27:11 <petern> Well that's revealing. I commented out the draw call and it's still drawn. 17:27:24 <petern> ag: What though ๐ 17:28:13 <ag> You know, my previous comment regarding way too many liveries in IH2 17:28:28 <petern> Hmm, I'd like so see IH2 with engine expiry off. 17:28:35 <petern> THAT will be too much : 17:28:42 <ag> I just want 3cc 17:29:11 <petern> One of the points of it is the fold/unfold purchase list so you don't need to see all different liveries. 17:29:24 <ag> Then I will be able to replicate my most favourite livery of all 17:29:24 <ag> Swallow livery 17:29:30 <andythenorth> it's the internet, someone will always complain 17:29:32 <andythenorth> the rules 17:29:38 <petern> Uh oh, another call for 3cc. Might have to do it? 17:30:06 <andythenorth> well 17:30:10 <petern> I surmise that this sprite is being drawn twice. And always was, just normally it's drawn twice at the same point. Maybe? 17:30:45 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054088343727636570/image.png 17:30:45 <andythenorth> goes it ban variants in 'simple gameplay' mode? 17:30:53 <andythenorth> pls no combinatorial settings 17:31:22 <petern> Okay, I commented out ALL the draw calls in the PS/CS system and... it still draws them lol 17:31:47 <andythenorth> GG 17:32:43 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054088837892149318/image.png 17:32:46 <petern> Now it's not. 17:33:23 <ag> Very psychedelic 17:33:31 <ag> Lovely 17:35:06 <petern> Release, right? 17:35:45 <andythenorth> is that Dall-E? 17:37:07 <andythenorth> hmm I need to pick out this reversing livery-swapping magic crap now 17:37:53 <MnHebi> ag: nah, 4cc pls 17:41:42 <petern> Oh yes. in way 4cc might be easier than 3cc... 2cc with an overlay sprite using different 2cc 17:44:58 <Pruple> petern: does it? 17:47:01 <Pruple> petern: tbh I find it hard enough finding somewhere sensible to put 2cc on vehicles these days, I don't know why anyone would want more D: 17:47:51 <Pruple> things like yellow fronts, white and black bits I'll usually do explicitly, bearing in mind that ~95% of players will only ever set one CC and I still want the livery to look good ๐ 17:48:13 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054092738808795256/Screen_Recording_2022-12-18_at_17.47.30.mov 17:48:19 <ag> Well unless you are obsessed like me, yes 17:48:23 <andythenorth> I could make coaches swap CC on flip 17:48:30 <andythenorth> wagons already do this 17:48:38 <andythenorth> previously flip swapped the actual sprite 17:49:10 <andythenorth> it's a stupid hidden feature, but it costs about 6 lines of code 17:49:28 <andythenorth> only downside is can't flip articulated vehicles 17:50:24 <andythenorth> Pruple: 3CC has 2 reasons, neither are good ๐ 17:50:24 <andythenorth> 1. released Horse has the stupid 'choose company colours to change livery' feature 17:50:24 <andythenorth> 2. Network Southeast Livery needs 3 CC 17:50:34 <petern> Hmm, sometimes, for sprites on foundations, it calls AddTileSpriteToDraw instead of AddChildSpriteToFoundation. 17:50:56 <MnHebi> tbh I'd want at least 1 more CC for different nose color choices. 17:51:14 <andythenorth> variants ๐ 17:51:22 <petern> Is nose colour important? 17:51:26 <ag> andythenorth: This exactly 17:51:27 <andythenorth> you can recolour them live ๐ 17:51:47 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054093639023861870/image.png 17:51:47 <andythenorth> this grey is recoloured from CC 17:51:59 <petern> In-game painter. 17:52:15 <andythenorth> would need a fancy name 17:52:22 <andythenorth> ChunkyPixels 17:52:28 <MnHebi> some countries use red rather than yellow as nose color 17:52:32 <Pruple> petern: houses on foundations don't seem to be attached, was my non-expert observation before submitting the bug ๐ 17:53:04 <petern> It was the ground sprite. Not use if it was a zbase mess up or I did it wrong. 17:54:09 <MnHebi> and around here they are going with green as nose warning color these days: http://vaunut.org/kuva/159802?a=1 17:54:54 <Pruple> mind you, you don't need a 3cc interface to do things like changing recolour maps in newgrf 17:55:29 <Pruple> UKRS3 doesn't have any black steam locomotive sprites - they're all CC, just using a black recolour sprite. ๐ 17:55:49 <andythenorth> hmm what was I doing? 17:56:04 <Pruple> flipping recolours 17:56:23 <andythenorth> yair 17:56:37 <MnHebi> making awesome as always 17:57:32 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054095085421211658/image.png 17:57:32 <andythenorth> pls make this button go away 17:58:18 <Pruple> needed for ancient grf compatibility? 17:58:45 <andythenorth> probably 18:00:43 <petern> Is it not disabled/hidden if the NewGRF says so in action 14? 18:01:41 <andythenorth> dunno 18:01:55 <andythenorth> nml tries to do magical things with palette 18:02:19 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054096289761079427/Evilbottom_Train_Depot_.png 18:02:20 <andythenorth> hmm shall I dust off this parcels livery? 18:02:32 <andythenorth> so realism 18:02:46 <ag> Lovely 18:09:33 <andythenorth> hmm 18:09:42 <andythenorth> will I draw more than 4 pax / mail liveries? 18:09:45 <andythenorth> doubt it 18:12:14 <petern> So 18:12:38 <petern> I wonder why this thing takes different paths. 18:18:05 <petern> Oh duh, it's because the foundation sprite is clipped. Hmm. 18:21:36 *** Flygon has quit IRC 18:21:45 <petern> I might have a thing 18:26:40 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054102416049578145/image.png 18:26:40 <petern> Ta da? 18:27:30 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10256: WIP Fix #10248: Ground sprites depend on foundation sprite offsets. https://github.com/OpenTTD/OpenTTD/pull/10256 18:27:39 <LordAro> shipit 18:28:15 <petern> I found the issue, AND it made the code simpler. 18:28:20 <glx[d]> and foundation is not visible if you extand track ? 18:28:42 <petern> (Simpler than the buggy version, not simpler than before the change) 18:30:24 <petern> glx, the issue with my change that stumped me most of the day is that if the foundation part isn't visible at all, it can still draw the ground sprite on top, but I was giving it offsets as it was still on top. 18:31:03 <petern> Hmm, need to check the other caller of OffsetGroundSprite() properly 18:31:28 <petern> if (statspec != nullptr && HasBit(statspec->flags, SSF_CUSTOM_FOUNDATIONS)) { 18:31:35 <petern> NewStations I guess? 18:33:21 <petern> LOL it's wrong :/ 18:33:57 <glx[d]> yes newstations 18:35:32 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10256: Fix #10248: Ground sprites depend on foundation sprite offsets. https://github.com/OpenTTD/OpenTTD/pull/10256 18:35:33 <petern> Done. 18:35:43 <petern> 047- 18:35:43 <petern> 0 18:35:43 <petern> 0 18:35:47 <petern> oops 18:37:37 <petern> And the reason for the change at all is that the way it is coded currently requires foundation sprites to use specific offsets, otherwise the ground sprite is drawn in the wrong place. 18:38:00 <petern> Sprite offsets should really only affect that sprite itself. 18:38:22 <petern> But I had to allow both paths due to how they're already used. 18:38:46 <petern> The town building with a lift is one of those. 18:39:17 <petern> toyland effects 18:39:31 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/e5720325ffaba2634c80d9d8fac992bd28abc495 18:39:32 <DorpsGek> - Update: Translations from eints (by translators) 18:42:48 <petern> DrawIndustryAnimationStruct is a fun one. 18:42:53 <petern> image_1, image_2, image_3 18:43:05 <petern> Those are multi-purpose depending on what is drawing. 18:43:29 <petern> Sometimes it's a sprite number offset, sometimes x, sometimes y. 18:43:31 *** Fransenn has joined #openttd 18:43:31 <Fransenn> all: https://discord.gg/eboobs 18:44:24 <glx[d]> Discord Moderator: ^^ 18:48:49 <dP> andythenorth: in firs when industry requires all cargoes for the boost does it affect production how much of each cargo is supplied? I.e. is there any difference between doing, say, 1000 of X, 1000 of Y, 1000 of Z or like 2998 X, 1 Y and 1 Z ? 18:49:02 <andythenorth> no difference 18:49:06 <andythenorth> supplied, or not supplied 18:50:41 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1054108461304139876/Screenshot_from_2022-12-18_22-43-51.png 18:50:41 <dP> played a bit of firs yesterday xD 18:51:03 <dP> I tend to just pile up everything in one place 18:51:13 <dP> seems way simpler that way 18:51:17 <dP> I was a goal game ofc 18:51:21 <petern> Who needs signals 18:51:55 <dP> actually, who even needs trains :p 18:51:55 <andythenorth> sometimes that user bits thing would be useful ๐ 18:52:04 <dP> I just forgot about ships entirely xD 18:52:08 <andythenorth> but checkable as a prop on other vehicles ๐ 18:52:35 <andythenorth> I have a horrific loop checking IDs, and now variants means I need to check a lot more ๐ 18:52:48 <dP> would be fun to make a pond next time and build all industries around it xD 18:53:15 <MnHebi> Call it the Deathly Lake 18:53:22 <andythenorth> ^^ enables ship exploits 18:53:25 <andythenorth> FIRS likes ships 18:53:43 <petern> Ship collisions? 18:54:02 <petern> Okay, bridge wire offsets... 18:54:39 <dP> collision will make them useless xD 18:55:04 <TallTyler> I tried to nerf ships and it was quite unpopular ๐ 18:55:21 <dP> and it's not like there are no other ways to move stuff in place in large quantities 18:55:24 <TallTyler> Also didnโt work on bridges properly 18:56:07 <MnHebi> cause bridges forbidden transporter magic. 18:56:27 <Pruple> ships not being able to drive through each other would be pretty cool... especially now we can build multiple docks at a station ๐ 18:56:28 <dP> lol, another game idea: place all industries like they're on the cargo flow chart on the firs website and move stuff with ships 18:57:11 <Pruple> if it means we lose the wonky ship bridges, so much the better ๐ 18:57:26 <petern> I wouldn't mind docking locations being single-use only. 18:57:40 <petern> A standard dock already has 3 (iirc) docking locations now. 18:58:27 <petern> And if I ever complete newgrf docks it would give a good reason to built vast docks layouts which would otherwise be pointless ;D 18:59:29 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054110674319589516/image.png 18:59:29 <petern> Step 1: Throw up. Step 2: Hmm, tiny even at 4x... 18:59:57 <dP> in goal games it's solved just by limiting min distance between docks to like 15 tiles 19:00:49 <Pruple> petern: it's almost easiest to see in opengfx, because it creates a gap in the bright line of pixels. 19:03:06 <Pruple> but you can definitely see in that one too the wire is higher than it should be ๐ 19:04:54 <petern> > Also note that the result of GetSlopePixelZ() is very special for bridge-ramps. 19:04:56 <petern> That bodes 19:06:21 <petern> It's okay on the NW/NE slopes right? 19:06:49 <Pruple> yes 19:07:35 <petern> cos the tile z is 0 19:07:38 <petern> I bet 19:10:54 <MnHebi> goes throws out 2.5d shenanigans and makes everything 3d underneath? 19:21:15 <andythenorth> hmm....so that user-defined byte on trains ๐ 19:21:27 <andythenorth> nah nvm, massive look up tables by ID in the grf are 'fine' 19:21:44 <andythenorth> does tend to consume action 2s for procedures, but eh 19:25:49 *** gelignite has joined #openttd 19:27:48 <petern> hm 19:28:00 <petern> raw prop 25? 19:28:29 <petern> Someone will abuse it for inter-grf communication. 19:29:38 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054118263891697734/image.png 19:29:39 <petern> lol yes, bridge z is 24, non-bridge z is 23. 19:31:59 <Pruple> ๐ค 19:32:14 <andythenorth> self.auto_magic_magic 19:32:17 <andythenorth> good var name 19:32:46 <Pruple> I sometimes have to stop myself using comedy variable names 19:32:58 <Pruple> "will I remember what it means in six months?" 19:33:59 <andythenorth> this one is optimised for find-and-replace shortly ๐ 19:44:15 <petern> Hmm 19:44:34 <petern> If the bridge z is different there, then do trains also end up in the wrong spot... 20:09:09 <petern> Hmm, placing elrail needs to mark neighbouring tiles dirty too 20:24:04 *** wallabra has joined #openttd 20:26:47 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054132644041990224/image.png 20:26:47 <petern> something something something 20:27:59 <petern> OpenGFX you say. 20:28:24 <andythenorth> why not? 20:28:41 <andythenorth> kinda tempted to play the game 20:28:45 <andythenorth> instead of coding it 20:28:45 *** wallabra_ has joined #openttd 20:29:16 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054133268766785686/image.png 20:29:16 <petern> Looks okay now, not sure what it was like 20:32:47 <Pruple> andythenorth: now you're being silly 20:34:03 *** wallabra has quit IRC 20:34:03 *** wallabra_ is now known as wallabra 20:36:09 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10258: Fix #10257: Incorrect wire position on sloped bridge heads. https://github.com/OpenTTD/OpenTTD/pull/10258 20:38:41 <LordAro> so is that 2 15-year old bugs you've fixed today? 20:39:03 <petern> ๐คท 20:39:54 <Pruple> quick, find some more ๐ 20:40:08 <petern> All it takes is a decent report ๐ 20:40:34 <Eddi|zuHause> that's a hard task 20:41:30 <petern> Often these are things people assume everyone knows, and while we may have vaguely been aware at some point... 20:41:58 <petern> We should find a state--machine bug too. 20:42:09 <petern> Just to have state machines in the mix. 20:42:27 <petern> Anyway, notbase can now have better looking foundations and wires. 20:42:32 <Pruple> o/ 20:42:49 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054136679000191006/image.png 20:42:49 <andythenorth> maybe I could improve the + icon 20:42:59 <andythenorth> something a bit unpleasant about it when repeated 20:43:08 <andythenorth> I think it's the shadow pixels 20:43:14 <petern> Hmm. 20:43:28 <petern> Same feeling in the settings window? 20:43:49 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054136933095313449/image.png 20:43:54 <petern> Now that you mention it... ๐ฎ 20:43:56 <andythenorth> we don't shadow other icons 20:44:00 <andythenorth> we do shadow fonts, but eh 20:44:32 <Pruple> they'd be more legible with a full black + imo 20:44:37 <andythenorth> also the orange 20:44:40 <andythenorth> isn't pleasant 20:44:45 <petern> Like the flag. 20:44:52 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054137193964249199/image.png 20:45:18 <petern> Does that work okay on the mauve background? 20:46:05 <andythenorth> probably not 20:46:09 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054137517403807794/image.png 20:46:09 <andythenorth> dunno about this 20:46:13 <andythenorth> nah 20:46:14 <andythenorth> bad 20:46:17 <petern> Medi-kit? 20:46:26 <andythenorth> soul globe 20:46:33 <petern> Have a look at stations 20:47:05 <andythenorth> maybe Pruple will be inspired 20:47:07 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054137761365495908/image.png 20:47:07 <andythenorth> I am not ๐ 20:47:11 <TallTyler> Shadow pixels might look better if they were consistent, instead of missing on the bottom 20:47:22 <andythenorth> what do groups do? 20:47:26 <petern> Yes, it might be that. 20:47:38 <TallTyler> And the angle is wrong too 20:47:40 <andythenorth> groups same horrific orange 20:48:05 <TallTyler> Fix the orange to matchโฆwhat else is orange? 20:48:06 <andythenorth> should at least be gold 20:48:15 <andythenorth> all the nearby text is gold 20:48:17 <andythenorth> iirc 20:48:22 <TallTyler> (In text I mean, not logo and stuff) 20:48:31 <andythenorth> (unless I mix up gold and orange) 20:48:52 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054138201331212338/image.png 20:48:56 <petern> Not sure it's the same shade 20:49:16 <TallTyler> Doesnโt look like it 20:50:04 <TallTyler> Does the sprite + get used when a non-sprite font is used? 20:50:25 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054138593775452290/image.png 20:50:25 <petern> Such SVG 20:50:29 <andythenorth> such 20:50:41 <petern> Yes, it's not drawn as text. 20:50:57 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054138724734218303/image.png 20:50:57 <andythenorth> hmm variants are frigging awesome for engines, but quite confusing for coaches 20:51:00 <andythenorth> well 20:51:09 <andythenorth> the ctrl-click fancy reverse thing has to die 20:51:23 <petern> I dunno how to fi the line-drawing bug ๐ 20:51:31 <andythenorth> fi fi fi 20:51:31 <petern> Which is why I opened an issue for it. 20:51:33 <andythenorth> like pi 20:52:09 <andythenorth> maybe coaches should always just match the engine ๐ 20:52:13 <andythenorth> no railway modelling for you 20:52:29 <TallTyler> Bad idea: group wagons/coaches by colour and have the variants be different sizes ๐ 20:52:38 <petern> heh 20:52:59 <petern> He'll need to develop a new template pipeline for that ๐ 20:53:02 <andythenorth> would have to name liveries and crap 20:53:15 <andythenorth> "Intercity vehicles" 20:53:19 <andythenorth> "GNER vehicles" 20:53:21 <andythenorth> other crap 20:53:26 <petern> Too much realism 20:53:31 <andythenorth> it has a certain appeal 20:53:36 <andythenorth> like filing lego bricks by colour 20:54:17 <petern> Global livery-selection system 20:54:51 <petern> Pick a livery, and it shows those as the variant parent, so you don't need to open the groups. 20:54:58 <petern> Or filter on it. 20:55:05 <petern> That needs names again tho 20:56:48 <TallTyler> I still think wagon subtypes should be variants - merchandise vans, food tankers, etc 20:57:54 <TallTyler> I still want a mode where I buy universal wagons and they refit to a random appropriate sprite each time theyโre loaded - Railroad Tycoon 3 style trains 20:58:04 <TallTyler> Obviously this will never happen ๐ 20:59:46 <petern> It's possible... 21:00:30 *** imlegos has joined #openttd 21:00:30 <imlegos> TallTyler: So NUTS? 21:00:55 <imlegos> Though I guess it doesn't let you refit at station 21:02:05 <andythenorth> I wrote a spec for global livery system 21:02:08 <andythenorth> with a new action 21:02:13 <andythenorth> but I can't be arsed with it 21:02:17 <andythenorth> and I doubt anyone else can 21:03:03 *** arikover has joined #openttd 21:05:08 <petern> Indeed 21:09:23 <andythenorth> can't find that gold text colour ๐ 21:09:30 <andythenorth> haven't bothered looking it up in src 21:09:37 <andythenorth> currently guessing 21:12:33 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054144161382674563/image.png 21:12:33 <andythenorth> wrong wrong ๐ 21:13:15 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054144336750706828/image.png 21:13:15 <andythenorth> better without the shadows though 21:13:50 <TallTyler> Settings looks like orange, text in buy menu is gold 21:15:28 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054144895436214312/image.png 21:15:28 <andythenorth> with actual shadows 21:15:34 <andythenorth> not broken shadows 21:15:42 <andythenorth> but the angle is wrong 21:19:47 <petern> Yeah, needs to be 1x1 21:25:02 <andythenorth> I prefer no shadow TBH 21:25:24 <petern> new option ๐ 21:28:21 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054148139243798538/image.png 21:28:49 <andythenorth> resized, less ugly 21:28:54 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054148274556252240/image.png 21:28:54 <andythenorth> doesn't line up though 21:29:22 <petern> That's fine, it's because it's a matrix and they are "a bit" weird. 21:29:47 <petern> Although your sprites should be centred, check that y_offset thing ๐ 21:29:48 <andythenorth> I find the current icon weird 21:32:06 <DorpsGek> [OpenTTD/OpenTTD] andythenorth opened pull request #10259: Draft: plus / minus icon redraw https://github.com/OpenTTD/OpenTTD/pull/10259 21:32:16 <andythenorth> try it? ๐ 21:32:21 <andythenorth> not convinced yet but eh 21:32:30 <andythenorth> nothing says christmas like spending 3 days drawing the same icon 21:33:14 <petern> What's zBase's? 21:33:46 <andythenorth> you're really going to make me look? ๐ฆ 21:33:52 <andythenorth> I thought Pruple was doing it ๐ 21:34:14 <andythenorth> lol non-chunky 12.2 21:34:16 <andythenorth> oof 21:34:17 <andythenorth> so flat 21:34:36 <andythenorth> sadly I don't have zBase 21:34:40 <andythenorth> nor the internet 21:36:28 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #10258: Fix #10257: Incorrect wire position on sloped bridge heads. https://github.com/OpenTTD/OpenTTD/pull/10258#pullrequestreview-1222094990 21:37:49 <LordAro> andythenorth: your branch appears to include some other commits :p 21:38:31 <LordAro> ...and not actually include the changed pngs ? 21:39:08 <dP> andythenorth: have you tried just black + without the circle? 21:39:30 <dP> andythenorth: orange was better :/ 21:41:54 <TallTyler> What about the CargoDist + icons? 21:43:01 <petern> Is there some other than the station cargo list? 21:43:20 <TallTyler> No, that's what I mean 21:43:32 <petern> Okay. They are just text + and - ๐ 21:45:02 <andythenorth> oh I probably changed ../media 21:45:15 <andythenorth> extra grf always confuses me 21:48:05 <andythenorth> ok fixing 21:48:21 <LordAro> feel like grf sources shouldn't be getting copied to media... 21:49:33 <DorpsGek> [OpenTTD/OpenTTD] andythenorth updated pull request #10259: Draft: plus / minus icon redraw https://github.com/OpenTTD/OpenTTD/pull/10259 21:52:08 <andythenorth> the extra commits are because it is based on 10220, otherwise you can't see variants ๐ 21:55:46 *** arikover has quit IRC 22:06:37 <petern> You can see the sprite in the settings window, and the groups window, and the cargo subtype refit window ๐ 22:07:22 <andythenorth> yes 22:07:32 <andythenorth> it just looks different in the buy menu with sprites ๐ 22:07:36 <andythenorth> and the ragged edge 22:08:02 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054158122559750204/image.png 22:08:02 <andythenorth> this isn't as bad as I expected 22:08:58 <petern> I am... not convinced ๐ 22:10:18 <andythenorth> best to let it sit a bit 22:10:23 <andythenorth> inspiration might strike 22:10:37 <andythenorth> the current icons are....yuck 22:10:45 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054158806877220964/image.png 22:10:45 <andythenorth> hmm....random mail wagons? 22:11:04 <petern> this->ascender = ScaleFontTrad(_default_font_ascender[fs]); 22:11:06 <petern> Oh ๐ 22:11:52 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054159090584129587/930820-0042020475172028Clay20Cross2C2020-8-9329-M.png 22:11:52 <andythenorth> parcels trains are untidy 22:11:57 <petern> Perfect 22:12:08 <petern> 1993 22:12:20 <petern> It's all by road these days ๐ญ 22:12:42 <petern> Odd, this is compiling. 22:12:58 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054159360701509632/555d50384214e1ec95e4dacf68709818.png 22:13:38 <petern> Trains are so efficient <photo of diesel engine belching fumes> 22:14:51 <LordAro> 22:10:23 < andythenorth> inspiration might strike 22:14:54 <LordAro> heh, strike. 22:17:52 <petern> Hmm, it almost compiles 22:19:32 <JustANortherner> andythenorth: Hey look, it's the International Station that never International'ed 22:20:21 *** Tirili has quit IRC 22:21:49 *** Tirili has joined #openttd 22:26:00 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054162644334026832/image.png 22:26:00 <petern> Such SVG 22:26:18 <petern> Needs some tweaks but it works again 22:26:41 <andythenorth> see 22:26:44 <andythenorth> that is better 22:26:53 *** Tirili has quit IRC 22:26:54 <andythenorth> lacks a certain pixel-ness, but 22:27:04 <andythenorth> it's better 22:27:08 <andythenorth> and I didn't have to draw it ๐ 22:27:55 <petern> It's anti-aliased and everything. 22:28:09 *** Tirili has joined #openttd 22:28:33 <petern> Only, because some of the orange parts are quite thin there's also a minor gap between the shadow. 22:29:40 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054163569123545109/image.png 22:29:40 <petern> Transport icons eh? 22:29:47 *** Tirili has quit IRC 22:30:05 *** gelignite has quit IRC 22:31:02 <andythenorth> very 22:34:10 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054164701929558147/image.png 22:34:10 <andythenorth> did we experiment with dropping the default variant from the nested list? 22:34:33 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054164797735850004/image.png 22:34:33 <andythenorth> like this, but not ๐ 22:42:57 <petern> If you "buy" the grey one what does it show? 22:43:22 *** _aD has joined #openttd 22:43:30 <andythenorth> it rotates the group one as expected 22:44:00 <petern> Pic? 22:44:13 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054167230935478333/image.png 22:44:29 <petern> Well hidden heh 22:44:42 <andythenorth> works as expected ๐ 22:45:04 <petern> Okay so it could perhaps automatically switch to an available variant. 22:45:07 <andythenorth> it's quite nice visually not repeating the group parent in the sub-tree 22:45:18 <andythenorth> that was the thing I was trying to show ๐ 22:45:33 <petern> Well 22:45:51 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054167640018538597/image.png 22:45:51 <andythenorth> gets quite...repeaty 22:45:59 <petern> Sounds obvious but because it supports nesting that gets tricky 22:46:15 <andythenorth> did we discuss how nesting might be evil ๐ 22:46:18 <petern> But maybe 22:46:22 <andythenorth> I didn't try nesting yet 22:46:25 <petern> Nesting is awesome. 22:46:29 <andythenorth> turtles 22:46:31 <andythenorth> all 22:46:34 <andythenorth> the way 22:46:35 <petern> People have already asked for it! 22:46:47 <petern> Just not you 22:46:55 <andythenorth> just not me 22:47:34 <andythenorth> I feel some of these variants lack a ~~reason~~ purpose ๐ 22:47:36 <andythenorth