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Log for #openttd on 18th December 2022:
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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 ๐Ÿ˜‰
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 itโ€™s 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> ๐Ÿ˜›
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 ๐Ÿ˜›
11:51:39  <petern> Probably the only thing it knows ๐Ÿ™‚
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 ๐Ÿ˜›
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 ๐Ÿ˜›
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 ๐Ÿ˜›
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 ๐Ÿ˜„
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 ๐Ÿ˜„
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 ๐Ÿ˜›
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 ๐Ÿ™‚
12:27:47  <petern> Adding ๐Ÿ™‚
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 ๐Ÿ˜›
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 ๐Ÿ™‚
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 ๐Ÿ˜›
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? ๐Ÿ˜›
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 ๐Ÿ˜„
12:53:46  <andythenorth> we might need a search in buy menu ๐Ÿ˜›
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 ๐Ÿ˜›
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 ๐Ÿ˜›
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 ๐Ÿ™‚
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 ๐Ÿ™‚
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 ๐Ÿ˜›
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 ๐Ÿ˜„
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 ๐Ÿ™‚
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 ๐Ÿ˜›
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? ๐Ÿ˜›
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 ๐Ÿ˜›
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: Thereโ€™s an abandoned PR that just needs some formatting - could probably be adopted and finished pretty easily ๐Ÿ™‚
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
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15:33:59  <petern> The station/object searches are different beasts ๐Ÿ™‚
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 donโ€™t 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 ๐Ÿ˜›
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)
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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 ๐Ÿ™‚
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? ๐Ÿ˜›
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 ๐Ÿ™‚
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
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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 ๐Ÿ˜›
17:09:19  <andythenorth> it's accurately skeumorphic
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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 ๐Ÿ˜„
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 ๐Ÿ™‚
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 ๐Ÿ˜›
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 ๐Ÿ˜›
17:51:22  <petern> Is nose colour important?
17:51:26  <ag> andythenorth: This exactly
17:51:27  <andythenorth> you can recolour them live ๐Ÿ˜›
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 ๐Ÿ™‚
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. ๐Ÿ™‚
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.
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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.
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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 ๐Ÿ˜›
18:52:04  <dP> I just forgot about ships entirely xD
18:52:08  <andythenorth> but checkable as a prop on other vehicles ๐Ÿ˜›
18:52:35  <andythenorth> I have a horrific loop checking IDs, and now variants means I need to check a lot more ๐Ÿ˜„
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 ๐Ÿ™‚
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 didnโ€™t 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 ๐Ÿ™‚
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 ๐Ÿ˜‰
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 ๐Ÿ™‚
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 ๐Ÿ˜›
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
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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> ๐Ÿค”
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 ๐Ÿ˜›
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
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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
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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
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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> ๐Ÿคท
20:39:54  <Pruple> quick, find some more ๐Ÿ™‚
20:40:08  <petern> All it takes is a decent report ๐Ÿ˜‰
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... ๐Ÿ˜ฎ
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 ๐Ÿ˜›
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 matchโ€ฆwhat 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> Doesnโ€™t 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 ๐Ÿ™‚
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 ๐Ÿ˜›
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 ๐Ÿ˜›
20:52:38  <petern> heh
20:52:59  <petern> He'll need to develop a new template pipeline for that  ๐Ÿ™‚
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 theyโ€™re loaded - Railroad Tycoon 3 style trains
20:58:04  <TallTyler> Obviously this will never happen ๐Ÿ˜›
20:59:46  <petern> It's possible...
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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
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21:05:08  <petern> Indeed
21:09:23  <andythenorth> can't find that gold text colour ๐Ÿ˜›
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 ๐Ÿ˜›
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 ๐Ÿ˜‰
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 ๐Ÿ™‚
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? ๐Ÿ˜›
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? ๐Ÿ˜ฆ
21:33:52  <andythenorth> I thought Pruple was doing it ๐Ÿ˜›
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 - ๐Ÿ™‚
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 ๐Ÿ™‚
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22:06:37  <petern> You can see the sprite in the settings window, and the groups window, and the cargo subtype refit window ๐Ÿ˜‰
22:07:22  <andythenorth> yes
22:07:32  <andythenorth> it just looks different in the buy menu with sprites ๐Ÿ˜›
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 ๐Ÿ™‚
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 ๐Ÿ™‚
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 ๐Ÿ˜ญ
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
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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
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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 ๐Ÿ˜›
22:27:55  <petern> It's anti-aliased and everything.
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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?
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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 ๐Ÿ˜›
22:42:57  <petern> If you "buy" the grey one what does it show?
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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 ๐Ÿ˜›
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 ๐Ÿ™‚
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 ๐Ÿ˜›
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 ๐Ÿ˜›
22:47:36  <andythenorth

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