Log for #openttd on 5th October 2019:
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00:04:35  <DorpsGek_III> [OpenTTD/OpenTTD] kernigh opened issue #7761: is offline via IPv6
00:05:58  <Eddi|zuHause> they should just abandon IPv6 as a failed experiment </andy>
00:08:17  <DorpsGek_III> [OpenTTD/website] kernigh opened issue #101: is offline via IPv6
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06:04:23  <DorpsGek_III> [OpenTTD/OpenTTD] joestringer commented on pull request #7057: Fix: A few minor compile warnings under MinGW
06:15:57  <DorpsGek_III> [OpenTTD/website] TrueBrain closed issue #101: is offline via IPv6
06:15:58  <DorpsGek_III> [OpenTTD/website] TrueBrain commented on issue #101: is offline via IPv6
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06:22:39  <nielsm> morning...
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07:28:49  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7057: Fix: A few minor compile warnings under MinGW
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07:32:00  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7759: Codechange: Use std::vector for industry tile layouts
07:32:51  <andythenorth> o/
07:33:29  <LordAro> sup
07:33:56  <andythenorth> IPv6 again? :)
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07:37:25  <andythenorth> oof should I join reddit?
07:37:44  <andythenorth> so many opinions that need...engaging with
07:39:23  <stefino> hi all. Is possible to code industry tile which will have  variable graphics dependent of amount of cargo in idustry?
07:40:06  <stefino> like Dutch stations tiles
07:41:50  <andythenorth> yes, which variable would be used for 'cargo in industry'?
07:41:52  <andythenorth> stockpile?
07:41:58  <andythenorth> some value in a perm storage?
07:44:22  <stefino> is possible to have both of them at once?
07:45:00  <andythenorth> yes
07:45:05  <andythenorth> are you using NML?
07:45:27  <stefino> yes NML :)
07:45:47  <andythenorth> ok
07:46:10  <andythenorth> in the graphics chain, you can use a switch to check any of the available variables or load values from storage
07:46:47  <andythenorth> the switch will decide which spritelayouts to use
07:47:42  <andythenorth> industry has all the 'waiting cargo' vars
07:48:12  <andythenorth> oh those docs might be outdated
07:48:57  <stefino> ooohI tried to find these informations in industry tile page :)
07:49:37  <andythenorth> tiles can read from their industry
07:49:38  <stefino> mean update where is possible to have more produces and income cargos?
07:49:48  <andythenorth> yes
07:49:55  <andythenorth> if you have nmlc 0.4 the docs are accurate
07:50:16  <andythenorth> if you have newer unreleased nmlc with 16-cargo industry support, new docs need writing
07:50:56  <stefino> so 16 income and 16 produced cargos now?
07:51:23  <andythenorth> OpenTTD supports that
07:51:48  <andythenorth> and nmlc has support for that coded, but not in a released version
07:51:55  <andythenorth>
07:53:35  <stefino> okay okay...we have prepared our industry chains for older 3/2 version so there is no problem for us. But in the future we will use more cargo I think :)
07:54:02  <andythenorth> 16 is good
07:54:11  <andythenorth> the 3/2 is a very nice creative constraint
07:54:21  <andythenorth> but sometimes more is just better
07:57:02  <stefino> yes yes I know :)
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07:59:08  <stefino> and maybe one question from different part of OTTD. I´m finishing NRT graphics and have a question about bus stops and cargo stops. Will be possible to code different graphics for each roadtype?
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08:07:45  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7759: Codechange: Use std::vector for industry tile layouts
08:26:03  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7759: Codechange: Use std::vector for industry tile layouts
08:27:37  <nielsm> hmm... would be it possible to replace the memcpy() and memset() functions with ones that verify whether the type they're writing to is POD or should actually be handled by C++ ?
08:30:23  <nielsm> it would probably make everything fail to compile
08:32:41  <_dp_> idk what you're doing but pretty sure using any mem function is a bad practice :p
08:32:51  <nielsm> in C++ yes
08:33:31  <nielsm> when std::is_pod<T>::value == false then memset() and memcpy() on the object is definitely UD
08:36:34  <_dp_> why do you even need to check for pod? why not just use std::copy and std::fill and such everywhere?
08:38:00  <nielsm> I suppose those are an option...
08:38:31  <nielsm> oh wait, for some reason std::copy is C++17
08:38:39  <nielsm> while std::copy_if is C++11
08:39:04  <nielsm> std::copy_n exists in C++11
08:40:15  <nielsm> also need std::fill_n for C++11
08:40:46  <nielsm> oh... wait no I'm reading wrong
08:41:10  <nielsm> they do exist since C++98 or something similarly early
08:43:43  <_dp_> yeah, copy should be pre c++11
08:48:31  <nielsm> argh, cheat.cpp and cheat_type.h treat a struct of same-type members as an array
08:50:24  <_dp_> cheaters :p
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08:53:18  <_dp_> looks like ub tbh
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08:54:54  <LordAro> nielsm: ew
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09:33:11  <Heiki> says “You can browse through all available files by selecting one of the four main categories at the top of this page”, apparently that assumes a quite large value of “four”
09:37:24  <andythenorth> bananaramas
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11:09:37  <Eddi|zuHause> <andythenorth> so many opinions that need...engaging with <-- is there someone wrong on the internet?
11:09:46  <andythenorth> not wrong
11:09:54  <andythenorth> but maybe requiring enlightenment
11:10:04  <DorpsGek_III> [OpenTTD/OpenTTD] generateui opened issue #7762: Emoji results in question mark
11:11:31  <frosch123> planetmaker: are you doing something on devzone?
11:14:13  <andythenorth> oof it took me 3 hours to write 4 lines of code
11:14:33  <andythenorth> 2 hours 55 minutes of that was figuring out what not to write :P
11:14:36  <Eddi|zuHause> maybe that means you're becoming a better programmer? :p
11:14:43  <andythenorth> I doubt it
11:14:54  <andythenorth> I think my programming skill is like my win rate in Blitz
11:14:58  <andythenorth> stuck at 53.16%
11:15:11  <andythenorth> I program about as well now as I did when I was 7
11:15:31  <Eddi|zuHause> my professor used a rule of thumb: "a bad programmer writes 100 LOC in an hour, a good programmer writes 10 LOC in an hour"
11:15:52  <andythenorth> if someone had taught me both hex and binary when I was a kid, I might have been better
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11:16:19  <andythenorth> I used to copy out basic programs with "&ff" etc in and no clue what that meant
11:20:45  <andythenorth> devzone is having a lie down eh?
11:23:06  <frosch123> it rebooted at 3am
11:23:14  <frosch123> no idea why
11:23:22  <frosch123> no status from the hoster
11:25:48  <Eddi|zuHause> i should dig out some programs that i wrote as a kid
11:26:05  <Eddi|zuHause> i might still have a diskette with them
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11:33:20  <Eddi|zuHause> i have disk drives, but they're not hooked up to anything
11:48:06  <Eddi|zuHause> i don't think i have enough drives to make a floppotron, though
11:56:52  <frosch123> andythenorth: looks like i found the right container to restart
11:56:58  <andythenorth> hurrah
11:58:06  <andythenorth> thanks
11:58:30  * andythenorth wonders about the github migration for the repos 
11:58:39  <andythenorth> oh but eints :)
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13:17:12  <glx> hmm for me #7762 is not a bug
13:21:31  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #7762: Emoji results in question mark
14:33:57  <supermop_Home> yo
14:38:58  <supermop_Home> time to give up on this game, made a mess of getting round a mountain and it looks naff
14:39:07  <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker commented on issue #7762: Emoji results in question mark
14:40:23  <supermop_Home> planetmaker how about petitioning to get the TT font vehicle symbols added as emoji instead?
14:42:49  <planetmaker> supermop_Home, it doesn't need so much petitioning... more creating glyphs
14:44:19  <supermop_Home> I meant petitioning Unicode consortium
14:44:34  <planetmaker> ah :D :D
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15:17:46  <frosch123> i wonder what our font rendering does with emoji
15:17:54  <frosch123> out fonts are definitely monochrome
15:19:00  <frosch123> planetmaker: devzone rebooted at 3 am, i restarted the proxy container around noon. then stuff appeared to work again
15:19:13  <frosch123> no idea what happened otherwise
15:22:57  <glx> I tried some with arial unicode they don't look too bad
15:23:43  <glx> ❤ and ✔work for me
15:24:14  <glx> but the smileys are not in the font :)
15:25:28  <frosch123> 🦰🦲🦳🏻🏼🏽🏾🏿
15:25:34  <frosch123> no idea how to combine them :)
15:27:08  <frosch123> damn, no unicode nicknames, i tried 🐸
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15:35:21  <andythenorth> hmm
15:35:23  <andythenorth> very Blitz
15:35:31  <andythenorth> did I need to do some newgrf?
15:35:45  <frosch123> have you considered replacing firs cargo names with emojis?
15:35:53  <frosch123> there are various fruit and food emojis
15:36:58  <supermop_Home> "Onigiri Wagon"
15:40:02  <andythenorth> o_O
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15:54:11  <nielsm> could we convert the opengfx sprite fonts into truetype and ship with the game? :D
15:57:01  <nielsm> (regardless of that, we really ought to make some truetype versions of the various icon glyphs so they can scale and look good together with other vector fonts)
16:04:26  <frosch123> i think junajo tried that
16:04:32  <frosch123> no idea how far
16:04:41  <frosch123> but he started with making svg icons
16:05:03  <nielsm> full svg seems like overkill really
16:05:28  <nielsm> since svg has insanely many feature
16:06:00  <frosch123> oh, also the android port did something
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16:11:47  <andythenorth> svg for a pixel game :P
16:11:49  <andythenorth> lol
16:13:49  <frosch123> <- there are lots of them
16:13:56  <frosch123> not pretty, but a start if you want to go that way
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16:53:50  <nielsm> hmm why does this break with some but not all industries
16:58:33  <Eddi|zuHause> what is that, a bohr bug?
17:05:54  <andythenorth> what breaks? o_O
17:07:25  <nielsm> it rejects the definition of the General Store in FIRS 2
17:08:33  <nielsm> okay figured out why
17:09:36  <andythenorth> does anyone know how to use railtype prop 11?  and what the expected result is?
17:10:40  <Eddi|zuHause> andythenorth: it's probably not useful because lack of fractional values?
17:12:23  <nielsm> allright, made everything more complicated for no gain so far
17:12:26  <nielsm> and it seems to work
17:12:53  <LordAro> :)
17:13:01  <nielsm> should probably implement the new grf properties first so I can generate some test data!
17:13:52  <andythenorth> Eddi|zuHause: I don't really understand what it does
17:13:55  <andythenorth> I can read the docs fine
17:14:09  <Eddi|zuHause> andythenorth: it makes trains faster in curves
17:14:52  <andythenorth> not really
17:14:57  <andythenorth> that's just what it says it does
17:15:03  <andythenorth> it doesn't actually do that
17:16:05  <Eddi|zuHause> andythenorth: who knows, maybe nobody tested in the last 15 years? :p
17:16:33  <andythenorth> I did look for it in src, I'm sure it's there
17:16:41  <andythenorth> and I did look in nml, it looked correct
17:16:57  <andythenorth> but with curve_speed_multiplier I get 98mph in a 2 tile curve
17:17:05  <andythenorth> curve_speed_multiplier 1 *
17:17:14  <andythenorth> curve_speed_multiplier 2 I get 98mph in a 2 tile curve
17:17:22  <andythenorth> maybe I should try 255 :P
17:17:24  <Eddi|zuHause> and 0?
17:17:44  <andythenorth> I'll test some more :)
17:18:04  * andythenorth wonders where in src it will be
17:18:52  <Eddi|zuHause> rti->curve_speed?
17:20:03  <andythenorth> yup
17:20:30  <andythenorth> L354 train_cmd.cpp
17:21:34  <Eddi|zuHause> with a little bit of squinting that sorta looks like what the docs said
17:22:51  <andythenorth> so unless rti->curve_speed isn't set correctly
17:22:54  <andythenorth> the error must be me
17:23:38  <andythenorth> oh
17:23:46  <andythenorth> what does "if max_speed != absolute_max_speed" do here?
17:23:55  <andythenorth> my test trains are entering the curves at full speed
17:24:16  <Eddi|zuHause> that's UINT16_MAX
17:24:28  <Eddi|zuHause> aka "infinite"
17:27:39  <Eddi|zuHause> sum += pos - lastpos; <-- that seems a little bit nonsense to me? because the +pos will cancel out with the next iteration's -lastpos, so essentially you get verylastpos-firstpos?
17:29:33  <frosch123> andythenorth: how fast is your train at max?
17:29:40  <andythenorth> 186mph
17:29:46  <andythenorth> and it has tilt bonus FWIW
17:30:09  <frosch123> so you should notice a big slow down with 2x 45° curves
17:30:22  <frosch123> property 11 should reduce that slowdown
17:30:58  <frosch123> oh, i remember, that property somewhat fails with articulated parts
17:31:30  <frosch123> articulated parts make the train "longer" and the curve less sharp
17:31:56  <Eddi|zuHause> imho, it should be a property of the track layout, and independent from the train length
17:32:25  <frosch123> it's more or less how many curves the train is on
17:32:34  <frosch123> so very short trains are also not affected
17:32:34  <Eddi|zuHause> probably a bit easier: be calculated from the reserved path
17:34:05  <Eddi|zuHause> frosch123: sure, but that wouldn't explain the values he's (not) seeing?
17:34:08  <andythenorth> I need twitch L:P
17:34:51  <frosch123> there are also art streams, so you can also stream licking pixels into shape
17:35:21  <andythenorth> anyway, I have set curve_speed_multiplier: 255;
17:35:35  <andythenorth> but I get the same speed through 2 45º curves as with elrail
17:35:50  <andythenorth> I'm sure it's user error, but I can't see where
17:37:10  <andythenorth>
17:37:13  <andythenorth> 'TEST' railtype
17:37:22  <andythenorth> I guess I should decompile it and check prop 11
17:39:49  <nielsm>  <- the good commit messages
17:40:25  <andythenorth> got an 11 followed by 255
17:42:30  <andythenorth> nielsm: :)
17:45:06  <Eddi|zuHause> andythenorth: might be an nml bug?
17:46:14  <andythenorth> well the prop appears to be there
17:46:25  <andythenorth> in-game newgrf debug doesn't show props for railtype
17:46:31  <nielsm> oh well, guess I'll have to dig out grfcodec now
17:46:42  <nielsm> and make some fun new industries
17:46:46  <andythenorth> o_O
17:46:50  <nielsm> (original industries with new layouts)
17:47:19  <Eddi|zuHause> andythenorth: well, but 255 sounds like a wrong value
17:47:37  <andythenorth> nah I set that to be sure I hadn't misunderstood the spec
17:50:19  <andythenorth> well it's a mystery
17:52:46  <andythenorth> I tested with non-articulating, non-tilting trains, same result
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18:16:50  <nielsm> will it blend??
18:17:55  <nielsm> at least somewhat
18:20:28  <nielsm> oh, forgot my endian a bit :P
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18:28:07  <nielsm> good, it's loading as it should!
18:30:42  <andythenorth> \o/
18:45:51  <Eddi|zuHause> next step: it should actually do something? :p
18:47:09  <andythenorth> anyone tried my grf? :D
18:50:53  <nielsm> sorry to busy with my own one
18:51:02  <nielsm> and yeah need to make it actually do something with all the extra data :P
18:51:19  <nielsm> will have to rip out a lot of the industry creation code now :(
18:53:25  <nielsm> <- working branch, not going to PR that one ;)
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19:14:07  <nielsm> oh, so that's what INDUSTRYBEH_ONLY_NEARTOWN means
19:14:27  <nielsm> distance 9 or less from town sign for the industry north corner
19:14:52  <nielsm> what even uses that?
19:15:13  <Eddi|zuHause> bank?
19:15:20  <nielsm> I don't think it does, no
19:15:29  <Eddi|zuHause> water tower?
19:15:30  <frosch123> toyshop or something
19:15:37  <nielsm> bank just needs town pop > 1200 and replace buildings
19:15:40  <nielsm> hm maybe those yes
19:15:44  <frosch123> bank and water tower both build over houses iirc
19:17:07  <Eddi|zuHause> distance 9 to town sign and not overbuild houses might get tricky?
19:17:18  <frosch123> yes
19:18:02  <frosch123> though i think there are two flags: may build over houses and mus build over houses
19:25:00  <andythenorth> there are
19:25:19  <nielsm> andythenorth: for the industry "can this be built here?" callback, what would make more sense to pass as the layout used? the master layout index selected, or the tile layout index selected for the main building?
19:25:31  <andythenorth> oof
19:25:38  <nielsm> I'm leaning towards master layout
19:25:51  <andythenorth> master layout seems closer to current implementation?
19:25:57  <nielsm> I think so yes
19:26:12  <frosch123> localtion check mostly tests slopes
19:26:29  <frosch123> so it must know the same thing as the resulting graphics would now
19:26:44  <nielsm> since the master layout choice also affects what sub-buildings will appear, but the same tile layout for main building could be used in multiple master layouts
19:27:21  <nielsm> frosch123 does it? I think the slope requirements are defined in the tile graphics and not the callback
19:27:51  <frosch123> there are two callbacks, one for the whole industry, and one per tile. not sure which you meant
19:28:05  <nielsm> the one for whole industry, callback 28
19:28:39  <frosch123> i guess i would have to read your draft :p
19:29:27  <nielsm>
19:29:47  <nielsm> pretty sure that's all the control over land shape the grf has
19:30:21  <nielsm> oh... right there _is_ callback 2F
19:30:23  <nielsm> hm
19:30:37  <frosch123> i would expect cb28 to be called only once, so for the master layout
19:30:44  <frosch123> the sublayouts would only get the tile check
19:31:33  <nielsm> I should probably just introduce an extra variable for those two callbacks
19:31:49  <nielsm> the existing variable remains the tile layout, the new variable is master layout
19:31:56  <frosch123> wasn't cb28 the horrible one? with all custom variables
19:32:07  <nielsm> yes
19:33:17  <frosch123> cb2f has the layout in bits 0..7 of var18, so sublayout would go into bits 8..15 or similar
19:33:56  <frosch123> for 28... well, i guess we do not care about ttdp anymore, so same could be done with var 86
19:34:27  <frosch123> oh wait, if cb28 is called only once, there is no sublayout at all, right?
19:34:27  <nielsm> andythenorth: how about we figure out a way for rail stations to build up slopes (only for newgrf railtypes), that could be a special feature for narrow gauge!
19:34:37  <andythenorth> o_O
19:34:42  <nielsm> there is a sublayout for the main building
19:34:42  <andythenorth> what about on water also?
19:35:01  <Eddi|zuHause> didn't wolf01 have a patch for sloped road stations?
19:35:20  <frosch123> yes, 10 years old or so :)
19:36:02  <frosch123> andythenorth: iirc when airports are flooded: when water reaches the airports, all planes crash. the airport remains until the planes expire
19:36:43  <Eddi|zuHause> didn't we allow airport layouts with water tiles?
19:36:57  <frosch123> have there ever been other games which have the water-flooding behaviour of ottd sea?
19:37:37  <nielsm> dward fortress? :D
19:37:53  <nielsm> -d+f
19:38:58  <frosch123> doesn't water have an amount there? so it does not flood infinitely
19:39:45  <nielsm> yeah, unless it's an infinite source (edge of map, or aquifer tile)
19:42:31  <nielsm> hm, okay callback 28 gets master layout, callback 2F gets tile layout
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19:50:52  <DorpsGek_III> [OpenTTD/OpenTTD] FLHerne commented on issue #7762: Emoji results in question mark
19:55:50  * andythenorth wants stations on water
19:55:50  <andythenorth> on foundations that look like piers
19:57:23  <andythenorth>
19:58:49  <andythenorth> or I could just do this :P
20:18:13  <nielsm> hmm, it compiles
20:24:37  <nielsm>  <-- one industry!
20:25:21  <andythenorth> :D
20:29:56  <nielsm>
20:30:56  <nielsm> fetch, build, fill the map with produral power plants!
20:32:36  <andythenorth> I had a lolz idea
20:32:41  <andythenorth> can we build perimeter fences?
20:32:59  <nielsm> that would be difficult
20:33:32  <nielsm> you mean like some kind of generated fence around the built area?
20:34:35  <frosch123> most ogfx+ industries do that
20:34:53  <frosch123> they test adjacent tiles whether they belong to the same industry
20:36:12  <nielsm> ah, callback for graphics selection after construction?
20:37:02  <frosch123> yes
20:37:03  <nielsm> so it wouldn't work for disjoint buildings
20:37:05  <andythenorth> FIRS has fences around the industry
20:37:12  <andythenorth> but I am thinking we put it into tiles
20:37:35  <frosch123> nielsm: why?
20:37:37  <andythenorth> so it's not on the industry tiles, but enclosing all the sub-layouts
20:39:48  <nielsm> frosch123: since the industry can't put fences on tiles it does not own
20:40:14  <frosch123> ah, yes, each part would be fenced on their own
20:40:49  <frosch123> but i would not consider that wrong
20:40:56  <frosch123> you can build a road between them
20:41:29  <nielsm>
20:41:41  <nielsm> that's the kind of thing I was going for :D
20:42:16  <andythenorth> I'm curious about connecting them visually somehow
20:42:33  <andythenorth> I don't use gaps in FIRS much because it's confusing if the industry is one or several
20:43:02  <andythenorth> magic neighbouring ground tiles? o_O
20:43:03  <frosch123> pikka oilrigs were scattered
20:43:16  <andythenorth> some kind of special ground texture?
20:43:34  <frosch123> it probably does not work for all industries, but some industries are fine if they are disconnected
20:44:03  <andythenorth> is there an option to force sublayouts to be contiguous? o_O
20:44:09  <andythenorth> oh I could do it in the tile check maybe
20:44:17  <frosch123> andythenorth: wouldn't that defeat the point of them being build on different height levels?
20:44:37  <frosch123> isn't this stuff suited for firs farms?
20:44:45  <nielsm> I haven't done much with smart positioning yet
20:45:12  <nielsm> it just makes a range and places the sublayouts inside that
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20:45:24  <frosch123> in the last picture, the part at the bottom is somewhat too far away, but the other 3 parts are fine
20:45:25  <nielsm> trying to place them adjacent would be much more work :)
20:46:13  <nielsm> yeah like, this is a single plant:
20:46:35  <nielsm> in this case it doesn't look wrong to have a single transformer station separate
20:46:41  <nielsm> but it could be weird with other building types
20:48:01  <andythenorth> it would suit farms well, the fields help keep it together
20:49:01  * andythenorth considers setting n nearby tiles to some other sprites
20:49:15  <andythenorth> wasteland :P
20:49:25  <andythenorth> half-brown earth would do it :P
20:49:46  <frosch123> hmm, so a variable area of tiles, some buildings placed randomly, and the rest filled with fields for stockpile tiles
20:49:57  <andythenorth> o_O maybe
20:50:02  <frosch123> s/for/or/
20:53:33  <andythenorth> I found with more in-out cargos, more room is needed for stations :)
20:53:40  <andythenorth> which implies bigger industries
20:54:15  <andythenorth> just the gaps are a bit confusing?
20:58:40  * andythenorth invents giant industries
20:58:55  <frosch123> 8kx8k ?
20:59:55  <nielsm> tried doing oilwells too:
21:02:44  <andythenorth> yeah they're good
21:02:56  <Samu> hi
21:03:04  * andythenorth wonders about defining a perimeter around industries
21:03:14  <andythenorth> something like
21:03:45  <andythenorth> * define a perimeter compose of tiles in an (x,y) list
21:04:04  <andythenorth> * for each tile, iff empty, provide graphics
21:04:11  <nielsm> I think "infill" for disjoint proclayout industries would best be handled by the industry-generated newobjects idea
21:04:23  <andythenorth> can we build rails over objects?
21:04:34  <nielsm> I suppose that depends on the object?
21:04:51  <andythenorth> maybe :)
21:04:54  <andythenorth> never made any :)
21:06:04  <nielsm>
21:06:14  <nielsm> bit 2 "anything can remove" perhaps?
21:06:25  <nielsm> I think that means "you can build on top of it"
21:09:08  <Samu> i want to test AIs in NewGRFs maps
21:09:24  <Samu> FIRS?
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21:14:16  <andythenorth> nielsm: farms? o_O
21:14:48  <nielsm> they grow stuff
21:17:09  <frosch123> if you allow building on them, they won't regenerate
21:17:58  <andythenorth> sorry, I was mean, have you tried sublayouts farms?
21:18:08  * andythenorth words, sense make
21:18:14  <nielsm> in locomotion, most industries have a perimeter of bare tiles that can be built over by the player, but are placed by the industry
21:18:38  <nielsm> I think that worked reasonably well
21:19:34  <andythenorth> like?
21:19:48  <nielsm> yes
21:20:16  <andythenorth>
21:20:45  <andythenorth> yeah that looks helpful
21:22:10  <andythenorth> could be placed algorithmically?
21:23:07  <nielsm> if you could set a flag on a tilelayout or the industry for "expand with perimiter objects, radius N" and then one (or perhaps multiple) newobject ids, yes
21:27:47  <andythenorth> it doesn't need full control over field building etc
21:27:55  <andythenorth> the only nice thing would be auto-fencing
21:28:11  <andythenorth> rest could be random from a list? :P
21:28:46  <Eddi|zuHause> <nielsm> yeah like, this is a single plant: <-- spacing might be a little over the top?
21:28:58  <nielsm> Eddi|zuHause we covered that :P
21:29:09  <nielsm> yes, I haven't tried to improve the positioning yet
21:29:45  <Eddi|zuHause> <andythenorth> on foundations that look like piers  <-- stations can have custom foundations
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21:42:03  <andythenorth> good thoug eh nielsm :)
21:42:07  <andythenorth> though *
21:42:27  * andythenorth plots large steel mills
21:42:46  <nielsm> also consider how it'll look when you build a large train station smack in the middle of the spread-out industry
21:43:25  <Eddi|zuHause> in my experience, that space is never enough :p
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22:03:47  <nielsm>  spent way too long on this and accidentally built two stations instead of a joined
22:21:20  <andythenorth> could surround a whole town with industry :)
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23:23:26  * glx is testing github actions
23:24:23  <glx> not very optimised for now as the vcpkg steps are almost as long as building openttd itself
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