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#openttd IRC Logs for 2016-01-10

---Logopened Sun Jan 10 00:00:58 2016
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04:43<V453000>seeing spiders everywhere yet_
04:44<Eddi|zuHause>i have loads of spiders, want some?
04:46<Wolf01>i have 8°C at night, want some?
04:47<Eddi|zuHause>well, the white is in the process of disappearing right now
04:48<V453000>Wolf01 is not reading factorio blog apparently "P
04:49<Wolf01>no, i read it once in a week
04:51<Wolf01>nice new concrete graphics
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08:14<Wolf01>how do i loop a song in audacity to be able to cut it in the right position? the once i start it i could move the reproduction cursor to every place i want and it still reproduces the first selection :(
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08:59*andythenorth can’t remember, Audacity is fiddly. But it is great when you figure it out :P
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09:18<frosch123>V453000: a spider is no slug
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10:53<V453000>frosch123: can I have semi-transparent 32bpp image with CC masks in the semi-transparent spots?
10:54<Wolf01>found waldo
10:57<frosch123>V453000: you man make the CC semi-transparent
10:57<frosch123>you cannot mix CC with a custom colour though
10:57<V453000>right, so having the CC mask also go over the semi-transparent parts should work
10:57<V453000>now to get it to work in my rendering setup :d
10:59<Eddi|zuHause>that spiral shape hurts my brain
10:59<frosch123>just in case: you cannot have semi-transparent animated colours though
10:59<Eddi|zuHause>it's not symmetric
11:00<Eddi|zuHause>worse than an escher painting
11:04<@Alberth>as long as trains don't rotate, it should be ok :)
11:11<Wolf01>bridges should rotate
11:16<V453000>yeah Eddi, the endings need work
11:26<Eddi|zuHause>V453000: not only the ends, also the player facing side looks flatter than the opposite side, which looks more bulged out
11:27<Eddi|zuHause>and for the spiral illusion to work, the bottom ends must be lined up in the right way
11:27<V453000>well that is the spiral, butthe geometric is fine
11:27<Eddi|zuHause>as if the spiral were continuing underneath
11:28<Eddi|zuHause>whatever you did, it doesn't work properly.
11:31<V453000>I certainly do not think that this solution is optimal, but I think the issue is elsewhere and can be done much better with this spiral
11:31<Eddi|zuHause>maybe it's the perspective that's wrong...
11:32<Eddi|zuHause>or it is "too right" and doesn't work because of that
11:32<V453000>thing is, the spiral simply spins once per tile ... other options are only multiples of spins per tile
11:34<Eddi|zuHause>maybe the problem is made worse by there being so many intertwined spirals
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11:42<V453000>yes in general it is too messy
11:43<frosch123>i don't think that's a bad thing :)
11:48<V453000>it is, if you look at the 4-tile bridges next to each other, they get kind of weird
11:48<V453000>but yeah, improving stuff, I think having better ends will help a ton
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13:45<@DorpsGek>Commit by translators :: r27492 /trunk/src/lang (catalan.txt greek.txt) (2016-01-10 19:45:35 +0100 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>catalan: 48 changes by juanjo
13:45<@DorpsGek>greek: 2 changes by Jubilee
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14:25<skybon>hello guys
14:26<@Alberth>hi hi
14:32<skybon>I am developing a tool ( for querying various game servers
14:33<skybon>currently working on OpenTTD support, it's complete for single server query and I wonder if there're any docs for master server response
14:38<@Rubidium>where did you find the documentation for a single server?
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14:39<@Rubidium>because normally the stuff for the master server would be fairly close to that
14:44<@Rubidium>and that works?
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14:45<@Rubidium>because that page defines TCP to be the protocol to use, but as fast as I can see the PACKET_SERVER_GAME_INFO does not exist for TCP (anymore)
14:45<skybon>it's UDP
14:45<skybon>and yeah, the description is solid
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14:48<skybon>both master and server info requests are over UDP
14:48<@Rubidium>except that you use UDP and the (outdated) description says TCP... but that's just noting that that bit of documentation is horribly out of date
14:50<skybon>what can I say - "Live and die by documentation." - Matthew Ginnard
14:50<@Rubidium>requesting the master server is fairly simple:;a=blob;f=src/network/network_udp.cpp;h=1cccbf644159b5bc4d94c777f8253d935a9a2914;hb=f5359a70beda7c10e4770f309062be778a5b39ea#l511
14:51<@Rubidium>basically send the protocol and what type of servers you want back (IPv4 or IPv6, where autodetect just looks at the type of protocol the packet was received on... so in your case you might want to request both IPv4 and IPv6
14:52<@Rubidium>receiving the list:;a=blob;f=src/network/network_udp.cpp;h=1cccbf644159b5bc4d94c777f8253d935a9a2914;hb=f5359a70beda7c10e4770f309062be778a5b39ea#l403
14:53<@Rubidium>you'll get a "version" (which is either IPv4 or IPv6), a number of entries and ip:port pairs with differing sizes depending on the type
14:53<@Rubidium>oh, and you can get multiple MASTER_RESPONSE_LIST packets if there are more servers than fit in the list
14:56<skybon>as far as i could understand the first six bytes of a response packet is meta, the rest is a non-delimited list of ip:port pairs
14:57<+glx>type and count
14:59<+glx>the comment seems to miss IPv6 :)
15:00<skybon>are IPv6 hosts intermingled with IPv4 ones in the same list?
15:00<+glx>no they are not mixed
15:01<@Rubidium>glx: "version" 1 = IPv4, "version" 2 = IPv6 though you're right it's not explicitly mentioned
15:02<+glx>but the code is clear enough
15:06<skybon>aha, so the getting both v4 and v6 requires two requests, with byte 5 set to 0 and 1 respectively
15:06<skybon>*byte 5 of udp request packet
15:17<skybon>as for response, byte 3 is response id, byte 4 is v4/v6, byte 5 is number of hosts and byte 6 is always 0
15:19<skybon>what are bytes 1 and 2?
15:21<Eddi|zuHause>the way i understand it, byte 6 is the high byte of byte 5
15:21<Eddi|zuHause>so together they form a 16 bit number
15:22<Eddi|zuHause>(which happens to be 0 a lot of times)
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15:46<V453000>I like this a lot more
15:46<Wolf01>yes, that's really better
15:48<@Alberth>looks springy :)
15:56<Wolf01> springs!
15:56<V453000>yes I know what Alberth meant :)
15:57<V453000>also funny site name for relation to BRIX :P
15:57<@Alberth>I wonder whether the bridge itself should also be coloured
15:58<V453000>too much CC stinks
15:58<V453000>also, consistency with bridge heads :)
15:59<@Alberth>for the light blue it would work, but the other colours are too intense?
16:02<V453000>for the silicon one anything works really, the CC is very non destructive
16:02<V453000>for this colour scheme anyway
16:02<frosch123>yes, CC should be added rarely
16:02<frosch123>i kind of hate stuff that is completely CC by now
16:02<frosch123>but a bit here and there is nice
16:02<V453000>as frosch123 says, CC should be used only when it helps you distinguish, to a point where it is enough to do that
16:03<frosch123>no, i mean: add a stripe of CC to a sprite
16:03<frosch123>but no complete CC surface
16:04<V453000>yeah I understand
16:04<V453000>the same in the end really :P
16:04<V453000>still, if you have some more things to say about it, please do so in the tt-forums thread, I go sleep but I would like some more discussion there :P
16:04<V453000>my brain is totally springy now
16:04<@Alberth>good night :)
16:06<frosch123> <- like that old screenshot
16:06<frosch123>the busstops are horrible :) too much cc
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16:09<@Alberth>ieks :)
16:09<@Alberth>never seen that set though, it looks blocky
16:12<frosch123>it's the old unlicenced 32bpp mess
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16:21<@Alberth>ah, makes sense
16:21<@Alberth>good night
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17:03<skybon>is the master server open source?
17:05<skybon>nice, thanks
17:05<frosch123>same link also exists for git ofc
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23:20<skybon>okay gents, figured it out -
23:20<skybon>thanks for help
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---Logclosed Mon Jan 11 00:00:59 2016