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00:31:17 *** keoz has joined #openttd 01:28:47 *** Flygon has joined #openttd 02:56:45 *** Gustavo6046 has quit IRC 03:04:31 *** Gustavo6046 has joined #openttd 03:12:17 *** keoz has quit IRC 03:19:12 *** glx has quit IRC 04:24:29 *** keoz has joined #openttd 04:30:11 *** snail_UES_ has quit IRC 04:38:00 *** WormnestAndroid has quit IRC 04:39:50 *** WormnestAndroid has joined #openttd 04:42:00 *** WormnestAndroid has joined #openttd 04:43:48 *** WormnestAndroid has joined #openttd 06:27:59 <_dp_> is it a know bug that things using nearby_tile_* stuff are not updated correctly? https://i.imgur.com/giSE9FF.png 06:28:08 <_dp_> I don't even see any attempts on handling that in the code 06:30:50 <LordAro> if it's not been reported, assume it's not known 06:32:46 *** WormnestAndroid has quit IRC 06:32:59 *** WormnestAndroid has joined #openttd 06:37:10 <_dp_> LordAro, I'm not sure there is even any point reporting it, it's quite tricky to handle correctly so if no one though if it when implementing the feature who's going to do that now? 06:37:46 <_dp_> you need to somehow know what objects use what tiles and make a graph of some sort 06:38:06 <_dp_> *thought of it 06:40:45 <_dp_> well, or update 15x15 area on every change... 06:55:12 *** Lejving has joined #openttd 06:58:03 <Eddi|zuHause> _dp_: how would you even detect that the value changed? 06:58:36 <Eddi|zuHause> _dp_: i'd file that under "newgrf bug" not under "code bug" 06:59:04 <Eddi|zuHause> _dp_: the newgrf could use animation state for that 06:59:54 <Eddi|zuHause> changing the animation state would trigger a proper redraw 07:04:58 <_dp_> Eddi|zuHause, well, grf is quite limited so technically there could be some sort of code analysis for it 07:05:31 <Eddi|zuHause> i don't think that's a good route to go 07:05:50 <_dp_> Eddi|zuHause, by "newgrf bug" you mean as a bug of a particular newgrf? 07:05:56 <Eddi|zuHause> yes 07:06:13 <_dp_> well, I'll be filing it to myself then xD 07:06:27 <Eddi|zuHause> like i said, go via animation state 07:06:33 <_dp_> I think it's a very good route but it's kinda late to go for it 07:07:00 <Eddi|zuHause> i.e. the graphical representation reads the animation state, instead of the nearby_whatever, and the animation callback instead reads nearby_whatever to set the state 07:07:20 *** iSoSyS has joined #openttd 07:07:35 *** iSoSyS has quit IRC 07:07:54 <Eddi|zuHause> the graphical representation then changes properly in the tileloop 07:10:31 <_dp_> is animation stuff triggered without full animation checkbox? 07:13:21 <Eddi|zuHause> yes 07:13:29 <Eddi|zuHause> "full animation" is only palette stuff 07:14:04 <Eddi|zuHause> one of those hysterical misnomers 07:20:30 <_dp_> Eddi|zuHause, but won't using animation mean I'm redrawing every tile each animation frame? 07:21:03 <Eddi|zuHause> you don't have to change state every frame 07:21:25 <Eddi|zuHause> i'm pretty sure it redraws only if the state changes 07:22:15 <Eddi|zuHause> i've never worked with animation state myself 07:22:34 <_dp_> Eddi|zuHause, I'm looking here and it seems that redraw is unconditional https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_animation_base.h#L63 07:22:58 <_dp_> well, I guess I could play around with animation_speed but that still means having a callback every frame 07:24:14 <_dp_> though I guess just a callback isn't that big of an issue 07:24:41 <_dp_> still a lot of stuff to do for something that isn't even animated in a first place :p 07:26:24 <Eddi|zuHause> reading https://newgrf-specs.tt-wiki.net/wiki/Callbacks i think you want the "animation control" callback, not the "next animation frame" callback 07:29:00 <Eddi|zuHause> and the "periodic tile loop" trigger 07:29:55 <Eddi|zuHause> in the "animation triggers" property 07:32:40 <_dp_> yeah, that may also work... 07:33:02 <_dp_> can I have more than 253 frames though? 07:52:38 <Eddi|zuHause> what do you need that many frames for? 07:54:33 <Eddi|zuHause> if you need more than that, you need persistent storage, i guess 07:58:47 *** gelignite has joined #openttd 08:00:55 <_dp_> Eddi|zuHause, same thing I posted yesterday: smooth transition between ground sprites https://i.imgur.com/O4gkC72.png 08:01:11 <_dp_> one tile has 256 states and is combined from 4 sprites 08:02:05 <Eddi|zuHause> i'm not seeing anything in that picture 08:02:39 <Eddi|zuHause> also, don't assume people have read everything written here 08:18:58 <_dp_> Eddi|zuHause, I want to smootheen edge between two ground colors, kind of like this https://i.imgur.com/MdNq23J.png 08:19:13 *** cHawk has quit IRC 08:19:16 <_dp_> yellow stuff is an object with nearby detection 08:20:22 <_dp_> though I kind of screwed up with non-rectangular shapes so no idea how many frames I actually need 08:23:26 <Eddi|zuHause> i guess you should request for GRFv9 to untagle the animation callbacks so you can use the full 8 bits for referencing frames, and have the special start/stop values be outside the 8 bit range 08:24:50 <Eddi|zuHause> dunno if there's enough off-map infrastructure for ebjects to have persistent storage 08:46:59 *** Samu has joined #openttd 09:22:25 *** cHawk has joined #openttd 11:41:43 *** gelignite has quit IRC 12:07:02 <supermop_Home_> good morning 12:26:00 *** glx has joined #openttd 12:26:00 *** ChanServ sets mode: +v glx 12:32:49 *** gelignite has joined #openttd 12:50:07 *** WormnestAndroid has quit IRC 12:53:06 *** WormnestAndroid has joined #openttd 12:54:04 *** WormnestAndroid has joined #openttd 12:54:21 *** WormnestAndroid has quit IRC 13:00:05 *** WormnestAndroid has joined #openttd 13:00:24 <_dp_> I think I'll give up on composing ground from 4 sprites: too fiddly and impractical for graphics. 13:00:43 <_dp_> Also noticed I only have 16 states anyway so 300 sprites isn't an issue 13:00:51 <_dp_> https://i.imgur.com/0aCzL3Y.png 13:06:08 *** snail_UES_ has joined #openttd 13:33:52 *** nielsm has joined #openttd 14:11:13 *** tokai|noir has joined #openttd 14:11:14 *** ChanServ sets mode: +v tokai|noir 14:17:58 *** tokai has quit IRC 14:39:22 *** Smedles_ has quit IRC 14:54:03 *** Wormnest has joined #openttd 15:25:17 *** gelignite has quit IRC 16:05:03 *** cHawk has quit IRC 16:43:14 *** frosch123 has joined #openttd 16:53:10 *** Progman has joined #openttd 17:12:41 *** Wolf01 has joined #openttd 17:32:10 *** gelignite has joined #openttd 17:34:54 *** HerzogDeXtEr has joined #openttd 17:35:15 *** Flygon has quit IRC 18:25:36 *** b_jonas has joined #openttd 18:47:30 *** cHawk has joined #openttd 19:45:48 *** frosch123 has quit IRC 20:44:58 *** gelignite has quit IRC 20:58:58 *** nielsm has quit IRC 21:17:56 *** Samu has quit IRC 21:46:08 *** Wolf01 has quit IRC 22:23:43 *** Progman has quit IRC 22:51:48 *** keoz has quit IRC 23:26:42 *** tokai has joined #openttd 23:26:42 *** ChanServ sets mode: +v tokai 23:33:38 *** tokai|noir has quit IRC 23:53:40 *** HerzogDeXtEr has quit IRC