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Log for #openttd on 5th August 2017:
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00:22:40  <supermop> well flight is delayed 3.5 hours
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00:28:53  <Wolf01> 'night
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06:50:05  <andythenorth> o/
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08:44:30  <Eddi|zuHause> hm... so... a bunch of weird things just happened...
08:44:49  <Eddi|zuHause> 1) C:S crashed, taking my system with it
08:45:17  <Eddi|zuHause> 2) on reboot i randomly decided i'd try to revive my attempt at installing win10, and it actually booted
08:45:43  <Eddi|zuHause> 3) after some minutes of booting, win10 decided "i can't be configured for this hardware", and refused to run
08:46:54  * debdog 'd consider win10 not running good fortune
08:48:08  <Eddi|zuHause> sure, but it didn't actually leave room for figuring out WHY
08:49:30  <debdog> hardware --> prolly missing driver. why not tell which one.... what do you expect from MS?!
08:50:08  <Eddi|zuHause> this computer is not exactly new...
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09:06:31  <Wolf01> Moin
09:06:53  <andythenorth> lo
09:08:32  <Wolf01> Eddi, did you update it to creator update or you installed the last version directly? Because with CU they dropped support for some hardware and processors
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09:13:01  <Eddi|zuHause> i downloaded some install disk a few months ago
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09:25:41  <Wolf01> Andy, slept over NRT?
09:28:13  <Wolf01> https://www.packtpub.com/packt/offers/free-learning Ha!
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09:31:48  <andythenorth> Wolf01: 3 options, need writing up better
09:32:36  <andythenorth> A) leave it as is, but authors can check the labels on the tile when catenary is drawn, and show different sprites depending on tram/ rail / both being powered
09:33:38  <andythenorth> B) author dermines how the existing roadtype / tramtype is upgraded when tramtype / roadtype is added or changed on the tile
09:34:36  <andythenorth> C) catenary tool, either unified (my preference) or separate (realism), or somehow newgrf determined (possible)
09:36:48  <Wolf01> I vote for B, but C is tempting
09:37:18  <andythenorth> I vote for B, but they need writing up better
09:37:26  <andythenorth> and see what frosch thinks
09:43:23  <andythenorth> in all cases, I prefer two principles
09:43:31  <Wolf01> Mmmh, I did it again, I need to import an existing git repository on github...
09:43:49  <andythenorth> (1) newgrf author is responsible for doing right thing resp. ease for players
09:44:14  <andythenorth> (2) hax are hax, the spec shouldn’t be distorted by them
09:44:52  <andythenorth> i.e. catenary is in the spec for showing catenary, not for ropeways, flowerbeds, overhead trams, subways and other crap
09:51:12  <Wolf01> Wetroad.
09:51:25  <Wolf01> I want to make Venice like cities
09:53:30  <Wolf01> Disable inclined roads
09:57:14  <andythenorth> fair
09:57:47  <FLHerne> Would that need a mechanism for cities to choose a roadtype?
09:57:58  <Wolf01> Yes
09:58:47  <FLHerne> And give houses/roads a buildable-on-water flag?
09:59:00  <FLHerne> wowagh
09:59:08  <Wolf01> No
09:59:41  <Wolf01> Wetroads will be actual roads, but not compatible with ROAD like is HAUL
10:00:06  <Wolf01> And don't allow tramways to be built over it
10:00:12  <Wolf01> No catenary
10:02:11  <Wolf01> But this is all about flags
10:02:23  <Wolf01> We'll mark roadtypes as town buildable
10:02:49  <Wolf01> Towns will be able to pick one of them and keep it for the entire game
10:02:57  <Wolf01> Or until you replace the seed tile
10:03:08  <Wolf01> Then you change the town roadtype
10:04:06  <FLHerne> Venice-like cities in the middle of a desert would look slightly odd
10:04:20  <Wolf01> Not my problem
10:04:39  <Wolf01> Also on top of a mountain
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10:06:31  <Wolf01> If you want realism or remove oddities, then is your care to chose the right stuff for your scenario
10:07:57  <FLHerne> Not really seeing how one could do that, without just manually building a scenario
10:08:29  <Eddi|zuHause> in other news: why is there no one-way road with bus lanes?
10:08:35  <FLHerne> I guess 'Venice' is too niche to care much
10:09:15  <Wolf01> <Eddi|zuHause> in other news: why is there no one-way road with bus lanes? <- because I didn't fiddle with that code yet
10:09:25  <FLHerne> But if roadtypes had a "build (only) on water" flag, then a city choosing that roadtype would have to place its centre tile on the sea somewhere
10:09:37  <FLHerne> (or a river, and be a bit stuffed)
10:09:40  <Eddi|zuHause> Wolf01: probably wrong game :p
10:09:55  <Wolf01> C:S?
10:10:57  <andythenorth> hmm
10:10:59  <Wolf01> FLHerne: we won't change mechanics to allow building on water directly, we are just working on roads
10:11:07  <andythenorth> making all the pax engines 12/8 long needs some thought
10:11:14  <andythenorth> otherwise they’ll all look same-same
10:11:46  <Eddi|zuHause> Wolf01: yes
10:11:55  <Wolf01> Make a diesel Centennial 16/8
10:12:21  <andythenorth> I am heading mostly into fake engines
10:12:27  <andythenorth> but with a grain of truth :P
10:12:46  <Wolf01> Call it Decennial :P
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10:39:16  <andythenorth> why can’t road restrict vehicles by type?
10:39:22  <andythenorth> e.g. buses vs. trucks? o_O
10:39:42  <Wolf01> Because there is no such separation, they are just cargo
10:39:52  <Wolf01> You can load pax on a bulldozer
10:40:22  <andythenorth> such realism
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10:46:24  <Flygon> I mean.
10:46:28  <Flygon> They probably do it in India.
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11:01:12  <Alberth> o/
11:02:30  <Wolf01> o/
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11:07:11  <Flygon> o/
11:09:50  <Eddi|zuHause> man, i can't run tram over my dam
11:12:09  <Wolf01> Ha! Test spotted a bad copy-paste
11:15:26  <Alberth> I sometimes wonder if it's not better to never copy/paste :p
11:17:38  <Wolf01> With autocomplete you can almost write code like "A..[TAB][TAB][Down][TAB]", but sometimes you need something a bit more complex which autocomplete already suggest wrong :P
11:19:01  * andythenorth copy-pastes everything :P
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11:21:40  <andythenorth> it’s fantastic that adding a 0.3 long wagon to a 2.8 long train results in a 3.0 train length
11:21:43  <andythenorth> rounding :P
11:22:28  <Wolf01> Like samu and his 0.1 + 0.1 + 0.1 = 0 :P
11:23:29  <andythenorth> can’t help thinking there’s something screwy with the presentation of vehicle lengths :P
11:23:41  <andythenorth> not as useful to the player as it purpots to be
11:23:48  <andythenorth> purports *
11:24:39  <Rubidium> it's in 1/8ths, so... if you want rounding to be gone you need 3 decimal places
11:25:16  <Rubidium> and arguably rounding up is better than rounding down or to the nearest in this case because you definitely don't want your train to be slightly too long
11:34:59  <andythenorth> 3dp seems overkill eh?
11:35:59  <andythenorth> we don’t have a fractions font? o_O
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11:58:16  <Alberth> o/
11:59:30  <Alberth> make it in 1/8s, eg "3 1/8"
12:00:05  <Alberth> or rather /16, since 16/8 is one tile, iirc :)
12:00:18  <andythenorth> that was my thought too :)
12:00:27  <andythenorth> but if we don’t have a fraction font…?
12:01:00  <Alberth> never saw it in the sprite font, as I remember
12:01:59  <Wolf01> Add it
12:02:36  <Alberth> alternatively, express it in base 16 :p
12:03:17  <andythenorth> 3 4/16 would be ok
12:03:32  <andythenorth> rounding to decimals looks like a bug :P
12:04:27  <Alberth> lengths aren't specified in nm either in the real world :p
12:05:04  <Alberth> or rather number of wavelengths of light, iirc :p
12:07:24  <andythenorth> so I’ve patched Iron Horse to 4/8 and 8/8 lengths
12:07:33  <andythenorth> it’s not as good as I hoped :(
12:09:35  <Alberth> if newer engines don't get longer, it should be alright
12:10:23  <andythenorth> there’s no pleasing sense of order when building trains
12:10:27  <andythenorth> because the numbers don’t add up
12:10:52  <andythenorth> possibly the only solution is to use 8/8 vehicles exclusively
12:14:36  <Alberth> just make the platforms 1 tile longer than your train :)
12:15:29  <andythenorth> that’s begging the question :P
12:15:44  <andythenorth> you can’t end-run around my meta-game with solutions like that :|
12:17:48  <Rubidium> planck units!
12:17:57  <Rubidium> then we can just use ints
12:18:24  <andythenorth> we could redefine the length units :P
12:20:18  <Alberth> just say "fits", or "too long" :)
12:22:09  <Wolf01> I think you are creating a problem from nothing
12:22:16  <Eddi|zuHause> i think what andy actually needs is a "don't show fractions in depot" setting
12:22:58  <Eddi|zuHause> (all fractions round up)
12:30:03  <andythenorth> adding ‘0.3’ to ‘1.8’ and getting ‘2.0’ feels like you made a mistake
12:30:17  <andythenorth> as the player
12:30:44  <andythenorth> we could just put gridlines on the depot view :P
12:31:54  <Wolf01> And remove the number
12:32:05  <andythenorth> yes
12:32:16  <Wolf01> Maybe put number on each grid line instead
12:32:29  <andythenorth> I have vertical gridlines in my text editor, at 4 spaces
12:32:37  <andythenorth> I seem to be the only person who does that, but eh
12:33:10  <Alberth> I have seen editor that do that
12:42:52  <andythenorth> not sure how the gridlines could be shown
12:43:12  <andythenorth> if they use 2 pixels (light, dark), they’ll look like dividers, as per road/ship depots
12:50:05  <Wolf01> No light-dark, they should look like a ruler
12:52:20  <andythenorth> needs a mockup :)
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12:57:13  <andythenorth> ha ha
12:57:17  <andythenorth> chibi 4/8 wagons look good
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13:34:00  <Wolf01> for (int w = r.left + this->header_width; w <= r.right; w += TRAININFO_DEFAULT_VEHICLE_WIDTH * 2) {
13:34:00  <Wolf01> 			GfxDrawLine(w - this->hscroll->GetPosition(), r.top, w - this->hscroll->GetPosition(), r.bottom, 0);
13:34:00  <Wolf01> 		}
13:34:14  <Wolf01> andythenorth, depot_gui.cpp:348
13:34:22  <Wolf01> Quick mock
13:48:24  * andythenorth tries
13:49:25  <Wolf01> It's just a mock, misses tile numbers and I don't really know if the TRAININFO_DEFAULT_VEHICLE_WIDTH * 2 step is right
13:50:40  <Wolf01> Also I should have used the scroll position in the for too
14:05:24  <andythenorth> Wolf01: http://dev.openttdcoop.org/attachments/download/8519/TL-guide.png
14:05:29  <andythenorth> spaced at 128px
14:06:16  <andythenorth> works much more directly than watching a number
14:06:22  <andythenorth> much more tactile and visual
14:06:29  <andythenorth> the black line is ugly mind :)
14:07:30  <Wolf01> Yeah, it seem to be more intuitive, maybe with a lighter color and sublines to show half tiles, also the tile number near the main lines
14:07:58  * andythenorth tries other col
14:08:00  <andythenorth> colours *
14:08:41  <andythenorth> does it need to be togglable?
14:08:48  <Wolf01> Could be an option
14:09:13  <Wolf01> A small widget in some corner would be cool
14:09:28  <andythenorth> any option to draw dashed lines?
14:09:34  <Wolf01> Yes there is
14:09:34  <andythenorth> will probably suck but eh :P
14:09:47  <andythenorth> dashed lines are usually worse
14:09:48  <Wolf01> There is line width and dashed
14:10:10  <andythenorth> colour 7, dashed
14:11:33  <Wolf01> http://imgur.com/a/N8Yxo
14:12:05  <andythenorth> how did you dash it?  I’ll adjust my local patch
14:12:45  <Wolf01> On GfxDrawLine() add ", 1, 1" as last arguments
14:13:06  <Wolf01> And replace 0 with 7
14:13:45  <andythenorth> try 9
14:13:56  <andythenorth> think 9 might be better than 7
14:13:58  <Wolf01> If you want to make dashed more spaced chenge the last value
14:14:11  <andythenorth> yup
14:14:16  <andythenorth> looks ok dotted
14:15:08  <Wolf01> http://imgur.com/a/N8Yxo 9, 1, 3
14:15:48  <andythenorth> try 9, 2, 1
14:16:45  <Wolf01> http://imgur.com/a/N8Yxo 9, 2, 1
14:17:34  <andythenorth> 9, 2, 2 is really ugly, don’t bother trying that
14:17:41  * andythenorth tests all the variations :P
14:17:44  <Wolf01> :D
14:19:19  <andythenorth> I think it has to be 9, 1, 2
14:19:29  <andythenorth> I prefer 9, 2, 1 but most people will find it weird
14:19:50  <andythenorth> also the line shouldn’t be 2px wide if it’s showing a precision limit
14:20:10  <Wolf01> We could space by 1px the wagons
14:20:22  <Wolf01> So it doesn't need to be 2px
14:20:48  <peter1138> 7,1,1
14:21:03  * andythenorth tries without dashes
14:21:06  <andythenorth> dashes are ugly
14:21:41  * andythenorth experiments with tick marks
14:25:38  <andythenorth> Wolf01: 9, 1, 1
14:25:43  <andythenorth> there’s no perfect answer here :)
14:25:48  <andythenorth> can we ship it? o_O
14:26:04  <Wolf01> Make it configurable in the game settings
14:26:33  <Wolf01> Yes, we may ship it
14:27:54  <Wolf01> Fix the scrolling, add a show/hide button, add tile numbers
14:28:04  <andythenorth> lose the current count
14:28:18  <Wolf01> Space the wagons by 1px
14:28:51  <andythenorth> where to show the numbers?
14:30:10  <andythenorth> stop aircraft hangar crashing :P
14:30:17  <andythenorth> might be unrelated
14:31:43  <andythenorth> hmm reproducible :P
14:32:07  <andythenorth> ship depots also :)
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14:35:43  <Wolf01> There's no horizontal scrollbar
14:36:03  <Wolf01> Just put an if somewhere and initialize a variable to 0
14:40:37  <andythenorth> would be nice to have a new feature :)
14:46:24  <Wolf01> This feature should be used only in train depots
14:46:56  <Wolf01> So, where I put it, it's not the right place
14:48:11  <Eddi|zuHause> man, i want an overground subway :/
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14:53:50  <Eddi|zuHause> i had a nice route planned, but it crossed the river, and it always said "slope too steep"
14:54:02  <Eddi|zuHause> i'd much rather go overground and bridge the river :/
15:03:08  <andythenorth> patch it?
15:03:36  <Wolf01> Ruler or gauge?
15:04:21  <andythenorth> eddi’s thing
15:04:54  <andythenorth> Wolf01: length counter?
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15:11:06  * andythenorth closes a FS
15:11:16  <andythenorth> such power
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15:22:53  <andythenorth> ho peter1138 commented on this one :) https://bugs.openttd.org/task/6517?project=1&order=lastedit&sort=desc&pagenum=2
15:23:00  <andythenorth> got a patch for it? o_O
15:23:15  <Wolf01> Yes
15:23:39  <Wolf01> https://github.com/andythenorth/NotRoadTypes/tree/no-houses-along-road-flag
15:24:03  <andythenorth> has anyone written a grf to test it?
15:24:54  <Wolf01> I set manually the flag for ELRD and works, for RAIL/ELRL it already isn't considered for houses
15:25:29  <andythenorth> no tram houses :)
15:27:27  <Wolf01> No HWAY, HAUL houses
15:34:28  <andythenorth> could non-track station. tiles be built on slopes? o_O https://bugs.openttd.org/task/1515?project=1&order=lastedit&sort=desc&pagenum=2
15:34:56  <Wolf01> Depends on the orientation
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15:46:25  <andythenorth> can we commit this? :) https://bugs.openttd.org/task/6550?project=1&order=lastedit&sort=desc&pagenum=33
15:47:19  <andythenorth> dynamic desert / undesert? https://bugs.openttd.org/task/6451/getfile/10488/DesertTrans,%201898-10-12%20grass.png
15:47:26  <andythenorth> ^ would mess with industries imho
16:00:42  <Alberth> 6550 seems safe :p
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16:07:07  <andythenorth> for reasons, andythenorth has no commit rights ;)
16:07:50  <Wolf01> Ok, I was too confident that a panel on top of the depot vehicle matrix could have helped to display lines and numbers
16:10:51  <andythenorth> :|
16:12:38  <Wolf01> Padding too doesn't do what I thought
16:12:59  <andythenorth> hmm there are shitloads of actual patches on FS
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16:19:35  <andythenorth> prospect tool? https://bugs.openttd.org/task/2445?project=1&order=lastedit&sort=desc&pagenum=28. o_O
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16:33:36  <Wolf01> andythenorth https://gist.github.com/Wolfolo/9ed1d44e0ab16d769cc4f4e3528b9da3
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16:36:22  <Wolf01> Not many ideas on how to do it better
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17:04:13  <andythenorth> I’ll apply the patch
17:08:14  <andythenorth> Wolf01: it might need support for UI zoom? o_O
17:08:26  <Wolf01> Maybe
17:08:49  <andythenorth> hmm
17:08:50  <andythenorth> shouldn’t
17:08:56  <andythenorth> oh the TL needs changing :)
17:09:13  <andythenorth> gah, how does anyone use 1x UI :P
17:12:40  <andythenorth> Wolf01: we need a different constant than TRAININFO_DEFAULT_VEHICLE_WIDTH
17:12:58  <andythenorth> I think TRAININFO_DEFAULT_VEHICLE_WIDTH might be 28px, which isn’t the one we want ;)
17:13:41  <Alberth> easy, don't touch zoom :p
17:19:14  <andythenorth> hmm the current length counter must know the TL constant
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17:22:40  <andythenorth> what is TILE_SIZE
17:24:32  <andythenorth> that might work
17:25:57  <andythenorth> yeah
17:30:08  <andythenorth> Wolf01: https://gist.github.com/andythenorth/237c6062748a21de30d7fe28f9db5fa9
17:30:16  <andythenorth> fixed length, UI zoom support also
17:30:23  <andythenorth> now just need to fix the number positions :)
17:31:00  <Wolf01> +1
17:33:10  <andythenorth> ach, it needs a gutter
17:33:16  <andythenorth> not just stuck in a row :)
17:33:27  <andythenorth> htf do we do that?
17:33:42  <andythenorth> Alberth: can you remember anything about GUI? :|
17:34:38  <Wolf01> I wanted to add a 8px panel on top to show the numbers, which scrolled horizontally but not vertically... too much work :P
17:34:59  <Wolf01> Drawing on top is easier XD
17:36:43  <andythenorth> obscured by trains if you have enough of them in depot
17:43:07  * andythenorth staring at widget drawing :P
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18:00:42  <Alberth> andythenorth: click on it to use it? :p
18:01:01  <andythenorth> what about when the bit you need to click on doesn’t exist yet? o_O
18:01:06  <andythenorth> meta
18:01:24  <Alberth> construct the bit?
18:01:51  <Alberth> hmm, widget drawing?
18:02:17  <Alberth> OnPaint just draws the entire gui
18:02:39  <Alberth> faking all scrolling by painting stuff at the right spot
18:04:45  <andythenorth> http://dev.openttdcoop.org/attachments/download/8520/TL-guide-2.png
18:04:54  <Alberth> I think standard widgets are drawn later, but not sure
18:05:02  <andythenorth> the numbers at the bottom could use a small row of their own
18:05:12  <andythenorth> they need to scroll with the train rows though
18:05:25  <peter1138> it's all faking
18:05:43  <Alberth> looks a bit confusing wrt other depots
18:06:26  <andythenorth> I know
18:06:38  <Alberth> insert a background widget at the right spot, then in OnPaint draw numbers on it using the scrollbar offset
18:06:42  <andythenorth> there is nowhere else in the main game that uses dashed lines either :P
18:07:11  <Alberth> use clipping to ensure you stay inside the borders of the widget
18:08:36  <andythenorth> do the vertical dividers look too much like the column dividers in other depot types?
18:08:37  <Alberth> draw only the top half at each row, and an additional row indicating the width and the number?
18:08:51  <Alberth> do the vertical dividers look too much like the column dividers in other depot types?  <-- imho yes
18:09:09  <Alberth> it's easy to confuse them as separate boxes
18:09:25  <andythenorth> what’s the downside of the confusion?
18:10:15  <Alberth> is confusion itself not confusing enough?
18:10:20  <andythenorth> probably
18:10:44  <Alberth> people may think ships or RVs are linked, eg
18:10:47  <andythenorth> “draw only the top half” <- top half of what? o_O
18:11:00  <andythenorth> there should be a solution to be found here somewhere
18:11:00  <Alberth> of the vertical line, in each row
18:11:17  <andythenorth> tick marks
18:11:25  <Alberth> or just a 1/4 or so
18:11:26  <andythenorth> couldn’t figure out how to do that :)
18:11:43  <Alberth> draw lots of small vertical lines :p
18:11:59  <Alberth> *short, probably
18:13:24  <andythenorth> like a ruler
18:14:12  <Alberth> a short mark in each row is nice, I think
18:14:21  <andythenorth> current patch (from Wolf01) https://gist.github.com/andythenorth/237c6062748a21de30d7fe28f9db5fa9
18:14:21  <Alberth> useful if the window is high
18:16:23  <Alberth> yeah, the code likely computes height of a row, for placing train piccies
18:16:52  <Alberth> and vertical numbers, and "stopped" icons :p
18:17:27  <Alberth> so don't draw from top to bottom, but do it for each row, and draw 1/2 or 1/4 of the row height
18:18:23  <Wolf01> <Alberth> looks a bit confusing wrt other depots <- train depot is the only gui which isn't a matrix and allow moving vehicles, and drawing lines is confusing? :D
18:19:11  <Alberth> if you're showing boxes that are not boxes, yes I think so
18:19:24  <Wolf01> It's a scale, not a box :P
18:20:13  <Alberth> add a background panel between the rows widget and the scrollbar
18:20:18  <Wolf01> We decided for dashed line and light color exactly to not seem like a box
18:20:49  <andythenorth> also because I couldn’t figure out how to draw tick marks in the rows :)
18:20:52  <andythenorth> maybe I should learn
18:21:30  <Wolf01> DrawString(right, left, y, STR_TICK_MARK)?
18:21:37  <Alberth> W: don't use gray colours that look like box separator :p
18:21:41  <Wolf01> *left, right maybe
18:21:57  <Alberth> nah, just a short vertical line will work
18:22:13  <Wolf01> http://imgur.com/a/N8Yxo <-
18:22:52  <Wolf01> Currently is 7,1,1 but I would go for 9,1,3
18:23:21  <Wolf01> Or 9,1,1
18:23:22  <Alberth> I don't think there is any reason to have them over the entire row, tbh
18:23:48  <Alberth> which then also solves the problem that it can be interpreted as a box
18:23:55  <Wolf01> Yeah, I thought to draw them for each line only for the bottom half
18:24:21  <Alberth> top-half seems to have more open space, at least in the screenshot of andy
18:24:34  <Wolf01> Top half is always covered
18:24:43  * andythenorth patches them in photoshop
18:25:00  <andythenorth> having top AND bottom is very ugly
18:25:15  <andythenorth> logically they should be at bottom, like on a graph/chart axis
18:26:39  <Wolf01> Move the function call into the row drawing function and look if it's better
18:26:46  <andythenorth> and about 25% of height
18:28:03  <Alberth> player only wants to see if train fits on a tile, at the top, you may have a gap due to the wagon shape, you never have a gap at the bottom
18:28:36  <Alberth> but make a function, and it's easy to try both cases
18:28:39  <andythenorth> yup
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18:30:28  <andythenorth> ach where does it draw the rows :P
18:30:30  * andythenorth lost here
18:33:10  <andythenorth> the rows are already drawn when DrawVehicleInDepot() is called
18:33:12  <andythenorth> afaict
18:40:17  <Eddi|zuHause> uhm... my spaghetti train junction looks a bit like a rollercoaster
18:41:57  <Alberth> OnPaint, most likely
18:42:26  <Alberth> could be part of the widget background indeed
18:42:49  <Wolf01> <andythenorth> ach where does it draw the rows :P <- 3 lines below?
18:42:51  <Alberth> but you still need to compute where to draw the train
18:44:07  <Alberth> good point, you get a cb for drawing a widget
18:48:26  <andythenorth> do we need all the tick marks?
18:48:38  <andythenorth> or just to show how far to next integer length?
19:00:38  <Wolf01> Alberth: widget height is resize_y?
19:01:30  <Wolf01> andythenorth: I'm working on show only the scale up to the next integer
19:06:44  <Alberth> no idea, I haven't looked at that code in          years
19:07:05  <Alberth> but it might be the unit of vertical resize, so yeah
19:07:54  <Alberth> no doubt code draws each row from some base y position that get incremented
19:09:51  <andythenorth> I guess if you’re just a bit over the previous integer, you want to see how many wagons to remove also
19:09:53  <andythenorth> hmm
19:33:43  * andythenorth has closed a bunch of FS tickets :P
19:33:49  <andythenorth> slightly cathartic
19:33:58  <andythenorth> “won’t implement"
19:36:16  <andythenorth> there are 792 open though, and a lot I can’t just close ruthlessly :D
19:42:22  <andythenorth> there are certainly duplicates
19:42:28  <andythenorth> it’s tempting to try and find them all :P
19:42:59  <andythenorth> this topic comes up multiple times https://bugs.openttd.org/task/5357?project=1&order=lastedit&sort=desc&pagenum=13
19:43:05  <andythenorth> https://bugs.openttd.org/task/2806?project=1&order=lastedit&sort=desc&pagenum=13
19:55:58  <Alberth> vehicle orders need much more detail
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19:58:44  * andythenorth tries to link the duplicates
19:59:53  <andythenorth> FS needs a ‘frequently requested but not implementing’ status :P
20:00:21  <Wolf01> Easy to add
20:00:49  <Wolf01> I added some weird states to mine :P
20:00:58  <Eddi|zuHause> that's just a special kind of "duplicate"?
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20:08:15  <andythenorth> Eddi|zuHause: kind of :P
20:08:39  <andythenorth> the theory is (afaict) that we keep open feature requests, even if they can’t / won’t ever be done
20:08:56  <andythenorth> but now FS is overwhelming, and most of it is crap :)
20:09:18  <andythenorth> I keep finding little lost patches in the dungheap
20:09:26  <andythenorth> that may or may not be useful, I can’t tell :)
20:10:25  <Alberth> most people don't search closed tickets
20:10:33  <Alberth> if they search at all
20:14:06  <andythenorth> I reckon logs would show they probably don’t :)
20:16:13  <Alberth> nn
20:16:13  <Eddi|zuHause> andythenorth: i think what you need is categories, not statuses, then
20:16:35  <Alberth> "feature request" :p
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20:16:41  <Eddi|zuHause> andythenorth: i.e. patch/bug/feature request/unreasonable request
20:16:50  <andythenorth> Unmeetable Request
20:17:00  <andythenorth> also all the crash logs :P
20:17:09  <andythenorth> because $someone is diligently reading them, right?
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20:19:55  <andythenorth> well I’ve closed about 40 or so tickets :P
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20:32:59  <andythenorth> ‘clone n’ comes up a few times
20:33:04  <andythenorth> is it really a big deal?
20:33:22  <Eddi|zuHause> context?
20:33:23  <andythenorth> I would find it worse to have to enter a number in a box
20:33:32  <andythenorth> https://bugs.openttd.org/task/6181?project=1&order=lastedit&sort=desc&pagenum=5
20:34:22  <Eddi|zuHause> andythenorth: that's like a weaker "template" thing?
20:34:38  <andythenorth> also https://bugs.openttd.org/task/2402
20:34:52  <andythenorth> and https://bugs.openttd.org/task/2902
20:35:00  <andythenorth> people have actually patched it multiple times
20:36:04  <andythenorth> also https://bugs.openttd.org/task/6403?project=1&order=lastedit&sort=desc&pagenum=4
20:41:34  <andythenorth> @calc 826-781
20:41:34  <DorpsGek> andythenorth: 45
20:41:40  <andythenorth> @calc 45/826
20:41:40  <DorpsGek> andythenorth: 0.0544794188862
20:41:47  <andythenorth> 5% fewer issues :P
20:47:17  * andythenorth must to sleep
20:47:29  <andythenorth> Wolf01: who won, you, or the depot GUI? :D
20:48:44  <Wolf01> Te bed :P
20:48:47  <Wolf01> The
20:52:11  <andythenorth> also
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