Log for #openttd on 20th July 2020:
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06:27:59  <_dp_> is it a know bug that things using nearby_tile_* stuff are not updated correctly?
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
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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...
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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
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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
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 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
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08:00:55  <_dp_> Eddi|zuHause, same thing I posted yesterday: smooth transition between ground sprites
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
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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
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12:07:02  <supermop_Home_> good morning
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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_>
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