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Log for #openttd on 21st February 2025:
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11:35:36  *** Webster has joined #openttd
11:51:27  <peter1138> What do I do about noisy sprites?
11:52:29  <_zephyris> Noisy snowy rock sprites?
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11:54:32  <johnfranklin> Convert them into coca cola.
11:56:28  <ahyangyi> noisy coke?
11:56:43  <johnfranklin> Plus mentos, yes.
12:07:50  <_zephyris> FWIW, I know exactly what they mean, just need a bit of time to do some drawing.
12:10:43  <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on pull request #13627: Add: Snow-covered rocks are now visible. https://github.com/OpenTTD/OpenTTD/pull/13627#issuecomment-2674390375
12:13:27  <ahyangyi> I don't find these rocky tiles to be more noisy than what the transitional snow tiles already are
12:14:36  <ahyangyi> Though yeah I do prefer the "more realism" version where the snow fill in the cracks
12:15:22  <ahyangyi> not because of realism, but I feel exposed-rocks-in-snow  might look better than exposed-cracks-in-snow
12:16:02  <_zephyris> Quite possibly
12:16:20  <_zephyris> New snowfall tends to go on exposed surfaces, windblown into cracks
12:16:32  <_zephyris> Well, I need time to do a build and test properly I suspect
12:22:56  <peter1138> If you're able to build the PR, then it will be relatively easy to test with different sprites.
12:30:28  <_zephyris> First, lunch!
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14:16:45  <LordAro> yay new errors `error: 'calloc' sizes specified with 'sizeof' in the earlier argument and not in the later argument [-Werror=calloc-transposed-args]`
14:17:38  <peter1138> The thing that doesn't really matter?
14:17:55  <LordAro> yup!
14:18:14  <LordAro> i'd expect you could somehow construct an allocator where it did matter
14:31:32  <peter1138> Alignment and such.
14:57:03  <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1342510405095919616/openttd_originalgraphics_rocksprites_verysnow_lessnoisy.png?ex=67b9e5bf&is=67b8943f&hm=4b9c3bd368b627b62b23a1d428cb684f3d25bc6292d39f235a58811f08d81af2&
14:57:03  <_zephyris> peter1138[d]: Haven't had a chance to build the PR, but had time to quickly tweak the sprites...
14:57:13  <_zephyris> If you feel like testing
14:57:56  <peter1138> Is it just the 4/4 sprites? I wasn't sure as the comment only said "sprite".
14:58:20  <LordAro> that's the one i was looking at
15:01:20  <peter1138> That's still 19 sprites, not 1.
15:04:40  <LordAro> *i guess*
15:07:22  <_zephyris> Yeah, 4/4 is the one which looked worst
15:07:41  <_zephyris> the 1-3/4 overlay onto a partially grass tile, which looks noisy, so it fitted
15:19:15  <peter1138> Okay, I set it building while I carry on reverting a 3 year old commit for $work.
15:27:36  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1342518093934497923/image.png?ex=67b9ece8&is=67b89b68&hm=f7b2395cb6acdd500c8e6a67109d25334519f8e087b08e8352257969e4073e9b&
15:28:16  <peter1138> 12:14 < ahyangyi> Though yeah I do prefer the "more realism" version where the snow fill in the cracks
15:28:39  <peter1138> If there's a different set that has this instead we could try it. I just went with what I saw first.
15:32:39  <LordAro> idk, those blueish pixels around the edges of the tiles still don't look like they really fit to me
15:32:57  <LordAro> maybe it's just been too long since i tried to use original_windows
15:34:42  <peter1138> Around the edges?
15:38:20  <LordAro> https://i.imgur.com/gj6ihIo.png
15:38:27  <LordAro> etc.
15:38:34  <peter1138> Oh.
15:38:35  <peter1138> Oh my.
15:38:45  <peter1138> That's the basese.t
15:39:16  <LordAro> oh yeah, so it is
15:39:23  <LordAro> rocks are making them a lot more obvious though ;)
15:39:37  <peter1138> More obviously than the tile borders on all the plain snowy tiles?
15:40:10  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1342521257014329394/image.png?ex=67b9efda&is=67b89e5a&hm=1fd6a848942972ed981996f1f96dbb62f828890e98bb4f88cc63f39fdb1efdc0&
15:40:25  <LordAro> i'm not bothered by the tile borders
15:40:34  <peter1138> Rocks have always been "just within" the tile borders.
15:40:55  <peter1138> The alternate set that aren't used are full tiles, and they look pretty bad if you force them instead.
15:41:06  <LordAro> i think the fact that there's more than two colours for the plain ground tiles makes it less obvious
15:42:03  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1342521728953487360/image.png?ex=67b9f04b&is=67b89ecb&hm=1a0cdb613dccda16c59aeebfa916ad9bb14737f69dccf62ff871ddfbfa94e4fa&
15:43:18  <LordAro> hang on, no, it's not the baseset, the pixels i'm looking at are definitely darker than the plain snow tiles
15:43:52  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1342522184974995538/image.png?ex=67b9f0b7&is=67b89f37&hm=1da36a13583028f3611895924ef77d349922c3bf16f02ad21d07de22f344581f&
15:44:04  <LordAro> or maybe it is the tile border that i'm looking at
15:44:09  <LordAro> idfk what i'm talking about
15:44:11  <peter1138> With OpenGFX 2 (which it's not designed for) which has grey edges that don't fit in.
15:44:48  <LordAro> yeah, that definitely highlights the edges that I think I don't like
16:55:25  <_zephyris> If anything, I should probably 'protect' the tile borders from being overlapped, which will make the borders more obvious...
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18:02:36  <andythenorth> oh I've crashed nmlc 🙂
18:03:30  <andythenorth> https://gist.githubusercontent.com/andythenorth/e3d4242396b9655452fd6b87addfd17a/raw/9dd6046693ddc9339796efac076a73522d26aa21/gistfile1.txt
18:04:27  <andythenorth> not sure which of my 1.4 million lines of nml caused that 😛
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18:12:25  <andythenorth> I guess I patch `can_add` with some exception handling?
18:20:08  <andythenorth> `assert self.first_set + 1 <= self.max_id`
18:21:03  <andythenorth> I've exceeded action 1 range?
18:23:01  <andythenorth> (this is a big refactor of Horse compile, things are expected to go wrong, just not sure what the cause is here)
18:37:17  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13630: Fix 8f14894024: Badge widths were not updated on interface scale change. https://github.com/OpenTTD/OpenTTD/pull/13630
18:39:26  <LordAro> andythenorth: `self.max_id = 0x3FFF if feature in action2.features_sprite_layout else 0xFFFF`
18:39:29  <LordAro> i'd say so
18:39:59  <LordAro> though it's not immediately clear why that assert is there, given that's what the function seems to be checking...
18:40:49  <LordAro> _glx_ should know, given he added it 3 months ago :p
18:46:01  <frosch123> Andy has more than 16k spritesets? I wonder what percentage of horse sprites have been seen by any player
18:47:24  <andythenorth> think this is a refactoring bug 😛
18:54:46  <_glx_> LordAro: the assert existed before I touched it
18:54:57  <LordAro> it was different though
18:57:17  <_glx_> but indeed it should have be an `if ...: return false`
18:57:42  <LordAro> _glx_: though i notice that it's the (assert) precondition of a few other functions in that file too
18:58:16  <_glx_> yeah, but preconditions are expected to be checked before calling them 🙂
19:00:34  * peter1138 hangry?
19:00:59  <andythenorth> yup
19:01:43  <LordAro> _glx_: feels a bit duplicatey in such cases (possibly) :)
19:19:07  <DorpsGek> [OpenTTD/nml] PeterN updated pull request #359: Add: Support for NewGRF badges. https://github.com/OpenTTD/nml/pull/359
19:39:21  <DorpsGek> [OpenTTD/OpenTTD] liviubasic opened issue #13631: [Bug]: Infinite money by transfer to nowhere https://github.com/OpenTTD/OpenTTD/issues/13631
19:44:07  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #13631: [Bug]: Infinite money by transfer to nowhere https://github.com/OpenTTD/OpenTTD/issues/13631
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19:56:11  <DorpsGek> [OpenTTD/OpenTTD] liviubasic commented on issue #13631: [Bug]: Infinite money by transfer to nowhere https://github.com/OpenTTD/OpenTTD/issues/13631
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20:16:28  <peter1138> Hmm, people complaining that Apple caved in, by disabling ADP, instead of completely withdrawing from the UK.
20:19:31  <andythenorth> I feel betrayed
20:19:51  <andythenorth> would have been bad for our infra though, if they'd remote killed the MBP
20:23:19  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on issue #13631: [Bug]: Infinite money by transfer to nowhere https://github.com/OpenTTD/OpenTTD/issues/13631
20:31:46  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #13595: Codechange: explicitly initialise Company member variables https://github.com/OpenTTD/OpenTTD/pull/13595
20:32:45  <xarick> that picture in 13630 with the blue dices, are that a sprite from a newgrf or is it part of baseset?
20:37:16  <peter1138> NewGRF.
20:37:42  <xarick> aww 😦
20:38:12  <xarick> anything similar to a dice in the baseset?
20:44:47  <xarick> yeh
20:59:19  <andythenorth> HorseDice
21:15:16  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #13595: Codechange: explicitly initialise Company member variables https://github.com/OpenTTD/OpenTTD/pull/13595
21:36:31  <peter1138> Hmm
22:01:10  <peter1138> Betrayed by whom?
22:11:58  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #13632: Codechange: use std::allocator over malloc/free for Squirrel memory management https://github.com/OpenTTD/OpenTTD/pull/13632
22:13:23  <peter1138> Woof
22:34:14  <wensimehrp> meow
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22:47:58  <xarick> will that make squirrel faster?
22:48:12  <_glx_> why ?
22:48:19  <xarick> memory management 😦
22:49:09  <_glx_> it's just the low level part, not where time is lost
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23:13:00  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1342635213020201002/image.png?ex=67ba59fb&is=67b9087b&hm=3e4e40a129ae2b83e1e9052c02d8f62ab117d700e15e00ec12c4848238ad1ab9&
23:13:09  <peter1138> Something went wrong with this terminal...
23:17:53  <xarick> i fail at bool logic again 🙂
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23:42:41  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13633: Codechange: Use parameterised-GetString() for vehicle related windows. https://github.com/OpenTTD/OpenTTD/pull/13633

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