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#openttd IRC Logs for 2019-07-06

---Logopened Sat Jul 06 00:00:55 2019
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00:49<reldred>holy crap
00:49<reldred>planet tt-forums still works????
00:49<reldred>I don't even know if I can log into the root shell on that anymore
00:50<reldred>that bloody planet planet software used to screw up all the time I can't believe it's still up XD
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02:26<andythenorth>o/
02:26<reldred>aloha
02:35<reldred>How are semi transparent pixels done in TTD again? I'm looking at how MB did them in newstations and it looks like he's using one of the cycle colours.
02:36<reldred>and looking at one of the old grfs I put out ages ago that I don't have sources for anymore and it used a weird yellow shade
02:40<reldred>ahh found it, recolor sprites
02:40<andythenorth>is it 802 glass effect? https://newgrf-specs.tt-wiki.net/wiki/RecolorSprites
02:41<reldred>Yup I think so
02:42<reldred>I'm just wondering for the flat looking trees if I can do a fake shadow at their base, use the recolor sprite with the action A to then make that fake shadow the glass effect.
02:43<reldred>I mean there's a few things, I love SAC's trees but they need more variations in height and need better shading to help them 'pop'
02:43<reldred>and a small little fake shadow effect might help too.
02:44<Eddi|zuHause>reldred: with 32bpp you can also use alpha to make semi-transparent things
02:44<reldred>True
02:44<reldred>I'm woondering if I just port them to 32bpp but stick to the pallete just to leverage transparency.
02:44<reldred>Best of both worlds
02:45<reldred>gah, there's so many things I want to make and not enough time :)
02:45<Eddi|zuHause>common problem :p
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02:48<reldred>How do I handle 32bpp? do I just start feeding grfcodec 32bpp non-indexed png's and $$$ profit? I mean I've no interest in extra zoomlevels or anything.
02:50<Eddi|zuHause>you need grfv8/info version 32, and then there's special syntax to add 32bpp sprites (you still need 8bpp as base)
02:52<Eddi|zuHause>and you might need to pass a parameter to grfcodec
02:52<reldred>Okay, so I need to include both 8bpp and 32bpp or it's just that the 32bpp sprite definitions are just structured different to differentiate from the 8bpp?
02:53<Eddi|zuHause>you need both 8bpp and 32bpp
02:53<reldred>Got it, I take it the people making 32bpp specific sets are just putting blank sprites or something?
02:53<Eddi|zuHause>most people will never see the 8bpp anymore, but they need to be there
02:54<reldred>I was just going to say, not many running copies of OpenTTD that _can't_ run 32bpp sprites now innit?
02:54<Eddi|zuHause>yeah, blank, or autoconverted if you can be botered to set that up
02:58<nielsm>V made this a while ago for auto-converting to 8bpp: https://github.com/V453000/RGBA-Eater
02:58<reldred>Oooh neat
02:59*reldred puts a gold star sticker on it
02:59<reldred>I'll come back to that at some point
03:00*andythenorth wonders what Apple did to OpenTTD
03:00<andythenorth>100% CPU use in a small game
03:01<andythenorth>3 companies, 100 trains, 100 ships, 1k RVs
03:01<andythenorth>FPS is about 22
03:03<andythenorth>FPS drops to about 18 in busier areas of the map
03:03<reldred>Are we at a point yet where we can have random variations for replacing a single realsprite?
03:07<reldred>cos I'm thinking at this stage I'll have to implement some of my ideas as newobjects that I then spam the crap out of during map generation.
03:12<andythenorth>I'm 99% that randomising realsprites is done via random action 2
03:14<reldred>yeah but that's only for things with action0 support innit?
03:14*andythenorth waves hands
03:14<andythenorth>dunno :)
03:14<reldred>I was just wondering if another method came about during the 32bpp shenanigans.
03:23<Eddi|zuHause>you need somewhere to store the random bits, because you don't want to rerandomize every time the screen gets refreshed
03:24<reldred>Yeah that's right. Now I remember. I remember bugging patchman about this and got the same answer
03:24<reldred>something something maparrray something something
03:24<Eddi|zuHause>(well, there are methods to have a global random seed and a formula that takes that and a coordinate)
03:24<Eddi|zuHause>(railtypes use that for fence variations)
03:25<Eddi|zuHause>(but they still only get like 2 random bits out of that)
03:26<reldred>Still, two bits is four variations.
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03:27<reldred>Anyway, I think I can achieve waht I want with newobjects anyway, I'm just wondering now if I can do variational graphics based on height above sealevel or blocking construction altogether.
03:27<Eddi|zuHause>that should be possible
03:28<Eddi|zuHause>there should be a variable for height, and a callback for placement
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04:26<DorpsGek_II>[OpenTTD/website] TrueBrain closed issue #91: Daily builds are not being updated https://git.io/fj6F7
04:26<DorpsGek_II>[OpenTTD/website] TrueBrain commented on issue #91: Daily builds are not being updated https://git.io/fj6pd
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05:06<DorpsGek_II>[OpenTTD/website] TrueBrain commented on issue #91: Daily builds are not being updated https://git.io/fj6ht
05:17<andythenorth>Horse 88%
05:32<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6hC
05:34*andythenorth plays OpenTTD
05:34<andythenorth>it's really good
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05:51<DorpsGek_II>[OpenTTD/website] TrueBrain commented on issue #91: Daily builds are not being updated https://git.io/fj6hz
05:51*peter1138 plays Art Of Noise.
05:51<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6hg
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06:14<andythenorth>Horse 89%
06:22-!-sla_ro|master [~sla.ro@84.117.88.126] has quit []
06:35<andythenorth>ouch FPS now 16
06:38*andythenorth wonders if it's FIRS animations :P
07:21<reldred>more horse morse
07:21<reldred>morse?
07:25<andythenorth>Horse 90%
07:25<andythenorth>time to release
07:25<andythenorth>I get it to 90%, release an alpha, then add more trains :(
07:26<andythenorth>this is Alpha 11 :P
07:26<Wolf01>DLC
07:26<Wolf01>DLC for a DLC
07:30<andythenorth>oh bananas is broken again
07:30<andythenorth>such lolz :)
07:30<andythenorth>bananas web interface is dead?
07:30<andythenorth>I should just use musa eh
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07:52<reldred>I really should upload some of these heightmaps I've made
07:54<reldred>Although one of these is absolutely punitive with maxheight left on 255, the other one has better seperation of mountains and flat lowland
07:55<frosch123>iron moose
07:55<reldred>that can be the north american specific one
08:00<andythenorth>oh ffs
08:00<andythenorth>I clicked the industry directory button
08:01<andythenorth>game crashes
08:01*andythenorth was in pause mode, destroying an AI company
08:01<andythenorth>no autosave
08:02<andythenorth>I have to kill the AI to try to get some FPS back
08:06<andythenorth>done :)
08:06<andythenorth>killing both AIs improves performance by about 3 FPS
08:06<andythenorth>maybe 2 FPS
08:07<andythenorth>getting about 18 FPS now
08:08<andythenorth>why does knocking off PBS reservations make such a difference?
08:09<andythenorth>maybe it's coincidence :P
08:20<reldred>sigh, I wish more sets had maglevs like the old nars 2.0
08:20<reldred>I loved the maglev that had
08:21<andythenorth>I considered Horse maglev
08:21<andythenorth>the default maglev tracks are ugly though :D
08:22<reldred>See, I love the original ttd maglev tracks, I can't stand the opengfx ones.
08:26<Eddi|zuHause>i use the SMITS one
08:27<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6ja
08:30<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6jw
08:31<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6jo
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08:40*andythenorth considers maglev
08:41<andythenorth>nah, I have far too much started-but-not-finished
08:41*andythenorth wonders what railtype curve speed is supposed to do :P
08:41<andythenorth>https://newgrf-specs.tt-wiki.net/wiki/Action0/Railtypes#Curve_Speed_advantage_multiplier_.2811.29
08:49<@peter1138>Is it lunch time?
08:50<nielsm>I had a kebab
08:55<andythenorth>I had leftover kebab
08:59<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7640: Fix f53817987: unsafe mix of type 'TileIndex' and type 'bool' https://git.io/fj6jp
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09:03<@peter1138>I had, uh, salad.
09:03<Soni>hi
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09:12<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7640: Fix f53817987: unsafe mix of type 'TileIndex' and type 'bool' https://git.io/fjieJ
09:18<reldred>Huh, the vactrain set has a replacement for maglev that doesn't look bad
09:19<DorpsGek_II>[OpenTTD/OpenTTD] glx22 merged pull request #7640: Fix f53817987: unsafe mix of type 'TileIndex' and type 'bool' https://git.io/fj6jp
09:33<DorpsGek_II>[OpenTTD/OpenTTD] joshvickerson commented on issue #7623: Support for macOS Catalina. https://git.io/fjieZ
09:35<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7623: Support for macOS Catalina. https://git.io/fjiec
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09:47<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on issue #7623: Support for macOS Catalina. https://git.io/fjie0
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09:58<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
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11:04<+glx>maybe I should just force merge https://github.com/OpenTTD/CompileFarm/pull/36
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11:40<LordAro>glx: go for it
11:41<DorpsGek_II>[OpenTTD/CompileFarm] glx22 merged pull request #36: Fix: always upgrade vcpkg.exe https://git.io/fjw6b
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12:17<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on issue #7633: Extremely low (x1/128) track build/remove cost severely restricts the track conversion feature. https://git.io/fjiJ1
12:29<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7633: Extremely low (x1/128) track build/remove cost severely restricts the track conversion feature. https://git.io/fjiJD
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12:52<nielsm>are there NRT GRFs with multiple tram types?
12:52<Eddi|zuHause>probably unelectrified/electrified?
12:59<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjKYR
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13:42<nielsm>peter1138: https://www.tt-forums.net/viewtopic.php?f=31&t=85539 -- not sure if this actually is a bug, but it's a report
14:37<nielsm>I tried making it highlight the docking tiles in red: https://0x0.st/zLbr.png https://0x0.st/zLbs.png
14:37<Eddi|zuHause>are you sure about that?
14:40<nielsm>if (_viewport_highlight_station->docking_station.Contains(t)) return THT_RED;
14:40<nielsm>pretty sure that's the way to check
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15:01<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7638: Change: Limit in-editor warnings in VS 2019 https://git.io/fjiTa
15:02<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7638: Change: Limit in-editor warnings in VS 2019 https://git.io/fj63e
15:03<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjiTV
15:04<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #7633: Extremely low (x1/128) track build/remove cost severely restricts the track conversion feature. https://git.io/fjKqE
15:04<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjKYR
15:05<LordAro>nielsm: tanks, wasn't sure if you were done with the branch
15:05<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjiTr
15:08<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7628: Fix #7625: Road infrastructure cost is correctly updated when upgrading your own roads. https://git.io/fjiTK
15:10<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7627: Fix #7626: Allow building of drive-through stops over one-way/blocked roads owned by towns (instead of crashing). https://git.io/fjiT6
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16:17<@peter1138>nielsm, well the issue is that PR had sat on the system for a few months, and I was no longer working on it.
16:18<nielsm>so "it works but is not really complete"
16:18<nielsm>?
16:19<@peter1138>nielsm, there were probably things to be picked up in reviews .
16:19<+glx>at least it's tested now
16:19<@peter1138>AFAIK it worked in my testing. But my testing is not always comprehensive.
16:20<LordAro>this is why we have nightlies :p
16:20<@peter1138>Yes. I'm just saying, it's probably best to figure it out and not ask me as I no longer know, and I'm unlikely to be able to just dip in. It's just luck I saw your highlight :p
16:22<@peter1138>if (IsDockingTile(ti->tile)) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);
16:22<@peter1138>Is what I was using to debug docking tiles.
16:23<@peter1138>docking_station.Contains() will show every tile in the area, but the area just contains the extents, not the actual tiles.
16:25<@peter1138>https://paste.openttdcoop.org/px1itvjyb
16:25<@peter1138>nielsm, ^^
16:28<@peter1138>And back I go to lurking :p
---Logclosed Sat Jul 06 16:38:59 2019
---Logopened Sat Jul 06 16:39:05 2019
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16:44<Samu>im going to start the last round soon!
16:45<Samu>please provide me a openttd config
16:49<Samu>someone
16:49<Samu>send me a PM on the forum
16:50<Samu>with config
16:50<Samu>account is Xarick
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16:52<@peter1138>So exciting.
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17:23<Samu>still no config :(
17:23<Samu>anyone send me their openttd.cfg
17:23<LordAro>no
17:23<Samu>PM me @ Xarick in the forum
17:25<LordAro>if you're not testing anything specific, just randomise some settings yourself
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21:02<Eddi|zuHause>is that just me or is https://wiki.openttd.org/Compiling looking a bit outdated?
21:46<+glx>msys2 is ok I think, MSVC 2015 is valid for 2015, 2017 and 2019
21:46<Eddi|zuHause>yeah, but maybe the "historic" ones could be removed from the list?
21:48<+glx>maybe
21:50<Eddi|zuHause>a separate "Compiling: Historic" category?
21:51<Eddi|zuHause>no idea how you create and manage categories
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---Logclosed Sun Jul 07 00:00:56 2019