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00:04:35 <DorpsGek_III> [OpenTTD/OpenTTD] kernigh opened issue #7761: www.openttd.org is offline via IPv6 https://git.io/JeCJa 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: www.openttd.org is offline via IPv6 https://git.io/JeCJi 01:26:07 *** Webster has joined #openttd 01:26:14 *** SmatZ has joined #openttd 01:26:16 *** Hirundo has joined #openttd 01:26:44 *** Yexo has joined #openttd 01:26:44 *** Terkhen has joined #openttd 01:26:44 *** ChanServ sets mode: +o Terkhen 01:27:10 *** planetmaker has joined #openttd 01:27:10 *** ChanServ sets mode: +o planetmaker 01:27:15 *** avdg has joined #openttd 01:28:15 *** V453000 has joined #openttd 01:28:15 *** tneo has joined #openttd 01:28:17 *** XeryusTC has joined #openttd 01:28:45 *** Ammler has joined #openttd 01:29:15 *** fonsinchen has joined #openttd 01:29:45 *** Osai has joined #openttd 01:38:24 *** WormnestAndroid has quit IRC 01:38:36 *** WormnestAndroid has joined #openttd 01:44:35 *** Flygon has joined #openttd 01:48:59 *** tokai|noir has joined #openttd 01:48:59 *** ChanServ sets mode: +v tokai|noir 01:53:25 *** glx has quit IRC 01:55:44 *** tokai has quit IRC 01:59:12 *** Wormnest__ has joined #openttd 02:02:05 *** HerzogDeXtEr has quit IRC 04:19:58 *** Pikka has joined #openttd 05:29:19 *** Smedles has quit IRC 05:34:34 *** Smedles has joined #openttd 05:41:46 *** Smedles has quit IRC 05:55:59 *** Smedles has joined #openttd 05:57:00 *** Smedles has quit IRC 05:57:49 *** Smedles has joined #openttd 06:04:23 <DorpsGek_III> [OpenTTD/OpenTTD] joestringer commented on pull request #7057: Fix: A few minor compile warnings under MinGW https://git.io/JeCkl 06:15:57 <DorpsGek_III> [OpenTTD/website] TrueBrain closed issue #101: www.openttd.org is offline via IPv6 https://git.io/JeCJi 06:15:58 <DorpsGek_III> [OpenTTD/website] TrueBrain commented on issue #101: www.openttd.org is offline via IPv6 https://git.io/JeCJi 06:20:12 *** nielsm has joined #openttd 06:22:39 <nielsm> morning... 06:49:38 *** Progman has joined #openttd 07:03:37 *** sla_ro|master has joined #openttd 07:14:22 *** Samu has joined #openttd 07:28:49 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7057: Fix: A few minor compile warnings under MinGW https://git.io/JeCkQ 07:30:12 *** andythenorth has joined #openttd 07:32:00 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7759: Codechange: Use std::vector for industry tile layouts https://git.io/JeCk7 07:32:51 <andythenorth> o/ 07:33:29 <LordAro> sup 07:33:56 <andythenorth> IPv6 again? :) 07:36:18 *** stefino has joined #openttd 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 https://newgrf-specs.tt-wiki.net/wiki/NML:Industries#Industry_variables 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> outdated..you 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> https://github.com/OpenTTD/nml/commits/master 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 :) 07:57:24 *** WormnestAndroid has quit IRC 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? 08:04:37 *** WormnestAndroid has joined #openttd 08:07:45 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7759: Codechange: Use std::vector for industry tile layouts https://git.io/JeCIf 08:26:03 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7759: Codechange: Use std::vector for industry tile layouts https://git.io/Jecjs 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 08:51:29 *** arikover has joined #openttd 08:53:18 <_dp_> looks like ub tbh 08:54:09 *** Etua has joined #openttd 08:54:54 <LordAro> nielsm: ew 08:57:24 *** WormnestAndroid has quit IRC 09:18:13 *** firewire1394 has joined #openttd 09:20:59 *** Etua has quit IRC 09:25:53 *** WormnestAndroid has joined #openttd 09:28:51 *** Samu has quit IRC 09:33:11 <Heiki> http://bananas.openttd.org/en 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 10:07:24 *** tokai has joined #openttd 10:07:24 *** ChanServ sets mode: +v tokai 10:08:38 *** Etua has joined #openttd 10:14:13 *** tokai|noir has quit IRC 10:17:58 *** stefino has quit IRC 10:32:33 *** Etua has quit IRC 10:33:24 *** WormnestAndroid has quit IRC 10:33:38 *** WormnestAndroid has joined #openttd 10:37:14 *** firewire1394 has quit IRC 10:58:47 *** frosch123 has joined #openttd 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 https://git.io/JeCLb 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 11:16:03 *** HerzogDeXtEr has joined #openttd 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 11:30:45 *** Webster has joined #openttd 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 :) 12:20:12 *** tokai|noir has joined #openttd 12:20:12 *** ChanServ sets mode: +v tokai|noir 12:27:08 *** tokai has quit IRC 12:27:54 *** Etua has joined #openttd 13:03:01 *** Pikka has quit IRC 13:06:45 *** glx has joined #openttd 13:06:45 *** ChanServ sets mode: +v glx 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 https://git.io/JeCLb 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 https://git.io/JeCLb 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 14:45:22 *** Flygon has quit IRC 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 🐸 15:35:15 *** Etua has joined #openttd 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 15:42:27 *** tokai has joined #openttd 15:42:27 *** ChanServ sets mode: +v tokai 15:47:23 *** Progman has quit IRC 15:49:23 *** tokai|noir has quit IRC 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 16:06:15 *** firewire1394 has joined #openttd 16:11:47 <andythenorth> svg for a pixel game :P 16:11:49 <andythenorth> lol 16:13:49 <frosch123> https://dev.openttdcoop.org/projects/jjgui/repository/show/gfx/svg <- there are lots of them 16:13:56 <frosch123> not pretty, but a start if you want to go that way 16:19:12 *** Progman has joined #openttd 16:47:33 *** Etua has quit IRC 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? https://newgrf-specs.tt-wiki.net/wiki/Action0/Railtypes#Curve_Speed_advantage_multiplier_.2811.29 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> https://dev.openttdcoop.org/attachments/download/9503/termite.grf 17:37:13 <andythenorth> 'TEST' railtype 17:37:22 <andythenorth> I guess I should decompile it and check prop 11 17:39:49 <nielsm> https://0x0.st/zwSq.txt <- 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 17:54:25 *** Wormnest__ has quit IRC 17:59:37 *** Lejving has joined #openttd 18:05:51 *** WormnestAndroid has quit IRC 18:06:47 *** WormnestAndroid has joined #openttd 18:16:50 <nielsm> will it blend?? https://0x0.st/zwSJ.png 18:17:55 <nielsm> at least somewhat https://0x0.st/zwSt.png 18:20:28 <nielsm> oh, forgot my endian a bit :P 18:22:59 *** WormnestAndroid has quit IRC 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> https://github.com/OpenTTD/OpenTTD/compare/master...nielsmh:indproclayout2 <- working branch, not going to PR that one ;) 19:06:29 *** Samu has joined #openttd 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> https://newgrf-specs.tt-wiki.net/wiki/Action0/Industry_Tiles#Land_shape_flags_.280D.29 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 19:46:02 *** gelignite has joined #openttd 19:50:52 <DorpsGek_III> [OpenTTD/OpenTTD] FLHerne commented on issue #7762: Emoji results in question mark https://git.io/JeCLb 19:55:50 * andythenorth wants stations on water 19:55:50 <andythenorth> on foundations that look like piers 19:57:23 <andythenorth> https://live.staticflickr.com/5268/5867031883_a4c86c810c_b.jpg 19:58:49 <andythenorth> or I could just do this :P https://www.tt-forums.net/download/file.php?id=209002 20:18:13 <nielsm> hmm, it compiles 20:24:37 <nielsm> https://0x0.st/zwQ1.png <-- one industry! 20:25:21 <andythenorth> :D 20:29:56 <nielsm> https://github.com/nielsmh/OpenTTD/compare/indproclayout...nielsmh:indproclayout2 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> https://0x0.st/zwQO.jpg 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 20:45:14 *** Etua has joined #openttd 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: https://0x0.st/zwQ4.png 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? https://www.tt-forums.net/viewtopic.php?f=26&t=41607&start=4460#p1225818 20:58:40 * andythenorth invents giant industries 20:58:55 <frosch123> 8kx8k ? 20:59:55 <nielsm> tried doing oilwells too: https://0x0.st/zwQn.png https://0x0.st/zwQ5.png https://0x0.st/zwQR.png https://0x0.st/zwQ7.png 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> https://newgrf-specs.tt-wiki.net/wiki/Action0/Objects#Object_flags_.2810.29 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? 21:11:43 *** sla_ro|master has quit IRC 21:11:49 *** Samu has quit IRC 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? https://www.myabandonware.com/media/screenshots/c/chris-sawyer-s-locomotion-klt/chris-sawyer-s-locomotion_3.png 21:19:48 <nielsm> yes 21:20:16 <andythenorth> https://alchetron.com/cdn/chris-sawyers-locomotion-93fbfcd6-a534-4d3b-b1a4-30274bb42ac-resize-750.jpeg 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: https://0x0.st/zwQ4.png <-- 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 21:35:03 *** firewire1394 has quit IRC 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 21:58:30 *** frosch123 has quit IRC 22:03:47 <nielsm> https://0x0.st/zw1_.jpg 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 :) 22:29:20 *** Wormnest__ has joined #openttd 22:35:20 *** gelignite has quit IRC 22:50:31 *** andythenorth has left #openttd 23:00:33 *** Etua has quit IRC 23:02:50 *** Etua has joined #openttd 23:06:31 *** nielsm has quit IRC 23:23:26 * glx is testing github actions https://github.com/glx22/OpenTTD/pull/1 23:24:23 <glx> not very optimised for now as the vcpkg steps are almost as long as building openttd itself 23:24:35 *** WormnestAndroid has joined #openttd 23:41:02 *** Pikka has joined #openttd