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#openttd IRC Logs for 2016-03-01

---Logopened Tue Mar 01 00:00:23 2016
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08:22<argoneus>good trains
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11:52<jackyf>Hello, I'm coding an OpenTTD patch and looking for a way to draw/apply a half-transparent solid colored "tile rectangle" over each tile. Does anybody know is a certain patch of piece of functionality does anything like this? The closest I could find is a tile highlighting functionality (DrawTileSelectionRect) but that is based on predefined sprites palettes as I understand. Any pointers?
11:58<frosch>usually you do drawtileselection, but you can also try PALETTE_MODIFIER_TRANSPARENT
11:58<frosch>like the newspaper darkening
12:03<frosch>there are town zone patches and stuff, which add another method for highlighting
12:03<frosch>but it's visually complicated imho
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12:05<frosch> <- stuff like that
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12:12<jackyf>thanks for pointers! from that screenshots I see there is a way to highlight borders with different borders (like default highlighting), I wondered is there a way to apply solid coloring, not only border rect
12:13<jackyf>I also see from the code that PALETTE_MODIFIER_TRANSPARENT is a bit in sprite
12:13<frosch>even the patch in the screenshot needs to add seprate sprites for that
12:13<jackyf>I see
12:16<jackyf>so that suggests there is no easy way to produce PaletteID on the fly, and this'd be the answer to my question then :)
12:17<jackyf>thanks again, I will look for other ways
12:19<Eddi|zuHause>that depends on how "easy" you think adding a new sprite is
12:20<Eddi|zuHause>like, look at the commit that added the "all black" palette for drawing the map border
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12:20<Eddi|zuHause>that was part of "more heightlevels", i think
12:21<Eddi|zuHause>it originally added a black version of each of the ground tiles, but before inclusion it was changed to use the regular groundtiles but "recoloured" to completely black
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12:46<jackyf>Eddi|zuHause: thanks for a pointer, I think I found this commit, some parts are beyond my knowledge
12:47<jackyf>Eddi|zuHause: but do I undertand correctly that it'd require one static palette per one color, so if one wants 16 colors, it's 16 palettes to define?
12:48<Eddi|zuHause>yes, that is basically how company colours work already
12:54<jackyf>ack, I see
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13:35<argoneus>did somebody say
13:36<Eddi|zuHause>no. nobody did that in days.
13:42<V453000>I heard a guy say fuck trains
13:45<@DorpsGek>Commit by translators :: r27515 /trunk/src/lang (polish.txt thai.txt) (2016-03-01 19:45:37 +0100 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>polish: 1 change by lion
13:45<@DorpsGek>thai: 11 changes by ityellow
13:46<Ketsuban>Don't fuck trains. It doesn't end well for anyone involved.
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13:53<argoneus>I'm pretty sure there's a rule 34 of fucking trains
13:54<Ketsuban>Kantai Collection exists, I don't doubt there's a train one as well.
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13:59<DanMacK>Hey all
13:59<DanMacK>@seen andythenorth
13:59<@DorpsGek>DanMacK: andythenorth was last seen in #openttd 51 minutes and 45 seconds ago: <andythenorth> :)
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14:02<andythenorth>DanMacK o/
14:03<DanMacK>Nice timing
14:06<Eddi|zuHause>did hell just freeze over?
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14:41<@DorpsGek>Commit by frosch :: r27516 /trunk/src (58 files in 3 dirs) (2016-03-01 20:41:31 +0100 )
14:41<@DorpsGek>-Update: Documentation
14:49<@DorpsGek>Commit by frosch :: r27517 branches/1.6/ (2016-03-01 20:49:40 +0100 )
14:49<@DorpsGek>[1.6] -Branch: for incrementing numbers
14:52<roidal>is there a way to figure out when a vehicle get obsolete?
14:52<Eddi|zuHause>not really
14:53<roidal>okay, maybe another question
14:53<Eddi|zuHause>the GRF may define a model lifetime, but there is a huge random number added to that
14:53<roidal>if i had the option active that vehicle never get obsolet
14:53<roidal>does they if i deactivate this option during gameplay?
14:55<Eddi|zuHause>i have no idea what happens if you deactivate the setting
14:58<Eddi|zuHause>sure, you can do that to enforce it
15:00<@DorpsGek>Commit by frosch :: r27518 /trunk (15 files in 12 dirs) (2016-03-01 21:00:22 +0100 )
15:00<@DorpsGek>-Update: Numbers
15:01<Eddi|zuHause>frosch getting really descriptive with the commit messages
15:05<frosch>numbers are difficult
15:05<Eddi|zuHause>no, it's "zehn"
15:06<@DorpsGek>Commit by frosch :: r27519 /branches/1.6 (7 files in 4 dirs) (2016-03-01 21:06:23 +0100 )
15:06<@DorpsGek>[1.6] -Update: Documentation
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15:09<@DorpsGek>Commit by frosch :: r27520 tags/1.6.0-RC1/ (2016-03-01 21:09:02 +0100 )
15:09<@DorpsGek>-Release: 1.6.0-RC1
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15:12<frosch>andythenorth: only for firs :)
15:14<andythenorth>it’s not done yet :P
15:14*andythenorth must get izzy wizzy busy
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15:18<andythenorth>should I buy this?
15:20<frosch>does not look like lego
15:20<frosch>so, why would you?
15:20<andythenorth>I have stopped buying Lego
15:20<andythenorth>now buying trains
15:20<andythenorth>bought too many
15:20<andythenorth>now selling trains
15:21<frosch>you know, when people say stocks are bad, it does not necessarily imply other stuff is better :)
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15:34<_johannes>Does someone know what it means that yapf has called NOT_REACHED() in yapf_base.hpp:309?
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15:35<_johannes>it suggests some problems, but none of them relate to what I've done
15:35<Eddi|zuHause>_johannes: NOT_REACHED() is a panic button for something that the original programmer thought can never happen
15:35<frosch>according to the comment, you have created an invalid norm for A*
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15:36<_johannes>frosch: I think I never changed the norm
15:36<Eddi|zuHause>you mean like returning negative weights?
15:36<frosch>not over-estimating the distance
15:36<_johannes>the comment suggests that, but I did not change anything about the weights
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15:42<@Alberth>not under-estimating, is it? 0 as estimate gives Dijkstra, which is still optimal
15:43<frosch>hmm, yeah
15:44<frosch>it has to give an "at least" cost estimate
15:51<frosch>@topic set 1 1.5.3, 1.6.0-RC1
15:51-!-DorpsGek changed the topic of #openttd to: 1.5.3, 1.6.0-RC1 | Website: * (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | Logs: @logs | if this channel is really spammy
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15:57<frosch>Eddi|zuHause: you may now look for missed numbers
15:57<Eddi|zuHause>i probably won't, though.
15:58<V453000>wats new?
15:58<frosch>V453000: support for brix and firs
15:59<V453000>:D ?
15:59<V453000>:D ?
16:01<V453000>rocks :D
16:01<frosch123>Also, i can now Talk with myself when bored
16:01<frosch>indeed, rocks
16:02<V453000>looking forward to see what the generator looks like
16:02<frosch>mapgen is still crap, if you mean that :p
16:02<V453000>not today though, managed to generate a factorio map with 2 oil sources per 2000x2000 tiles ._.
16:02<V453000>mapgen karma too bad today
16:03<V453000>luckily I discovered that after 2 hours, not 20
16:03<frosch>my latest map has tons of oil, but hardly iron ore
16:03<frosch>i hope f maps become more predictable
16:04<V453000>I know there was some work on .13 generator
16:04<V453000>idk what exactly
16:04<frosch>yes, there was a blog
16:07<V453000>well, at least I won't be wasting that much time on factorio :P
16:18<_johannes>valgrind reports use of an unitialized value in saveload.cpp:2279 ( if (lzma_easy_encoder... )
16:19<_johannes>is it known
16:20<frosch>that stuff comes from lzma
16:22<_johannes>ah, oh, this is no opentt library? :)
16:26<frosch>saveload.cpp is ottd
16:26<frosch>but that line only contains lzma stuff
16:26<frosch>the variables are static initialised or, intialized directly before
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19:20<drac_boy>hi supermop, need a superbucket? sorry about that joke ;)
19:22<Sylf>whoa, you guys skipped alpha and beta releases this time
19:22<Sylf>1.6 <3
19:24<drac_boy>hi sylf?
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19:26<drac_boy>how doing
19:26<Sylf>sleepy @ 6:30PM
19:31<drac_boy>going sleep early or going try find something to do tonight instead?
19:37<Sylf>I'll see...
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19:38<BiG_MEECH>anyone have info on FIRS II ?
19:39<Sylf>beta2 is out
19:39<BiG_MEECH>yeah wanted to check it out
19:39<BiG_MEECH>can we run a game in welcome server with it?
19:39<Sylf>load her up
19:40<BiG_MEECH>I have no Rcon access :D
19:40<BiG_MEECH>if you hadn't noticed , I haven;t been here in like 2 years xD
19:49<drac_boy>hi MEEEECH? ;) hehe
19:49<BiG_MEECH>heh, have we met before?
19:51<drac_boy>not sure, but your nick is something tho :)
19:51<drac_boy>how big are you? :P
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19:54<BiG_MEECH_>real big
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19:55<drac_boy>very funny
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20:07<drac_boy>anyway going off for tonight...might be too busy with weather tomorrow to be indoor much to draw more but heh...we'll just have to see :-s
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---Logclosed Wed Mar 02 00:00:24 2016