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Log for #openttd on 8th July 2016:
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06:06:49  <ccfreak2k> uh
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08:18:53  <Wolf01> o/
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11:23:20  <Wolf01> 'night
11:23:22  <Wolf01> :D
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12:47:49  <andythenorth> :P
12:51:54  <andythenorth> automating cargo sprites is a bit of a pisser :P
12:59:53  <andythenorth> vehicles have different lengths
13:00:00  <andythenorth> so the cargo sprites have to have different lenghts
13:00:05  <andythenorth> bit shit
13:00:21  <V453000> gg python :P
13:01:19  <andythenorth> silly vehicles
13:01:31  <andythenorth> silly cargos
13:01:40  * andythenorth considers making all vehicles same length
13:02:38  <V453000> XD finally?
13:03:07  <andythenorth> or 4px cargos
13:03:19  <andythenorth> and just repeat them
13:03:32  <V453000> bigger looks better
13:03:45  <andythenorth> is the truth :|
13:03:55  <andythenorth> I probably have to draw different lengths
13:20:38  <Samu> 2018, 2048, 2039
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13:37:22  <Alberth> hi hi
13:41:53  <andythenorth> lo Alberth
13:42:28  <Alberth> o/
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15:37:23  <Samu> 2019, 2049, 2040
15:40:17  *** Leanden [~oftc-webi@bcdc1e95.skybroadband.com] has joined #openttd
15:40:33  <Leanden> Andythenorth: do you have a template for create_effect of trains
15:40:43  <Leanden> either electric, diesel or steam etc.
15:40:57  <andythenorth> errr probably
15:41:14  <Leanden> I went to go code it but realised its reeeeeaaalllly long to code
15:41:33  <Leanden> so if theres already a template in place that adjusts the amount of smoke etc for speed/acceleration then thatd likely be easier :)
15:42:10  <andythenorth> I just use the default generators
15:42:32  <andythenorth> there is code for effects in Iron Horse, but it doesn’t affect the generation
15:42:34  <andythenorth> just position
15:42:41  <andythenorth> and it detects railtype I think
15:42:54  <andythenorth> for electro-diesels and such
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15:46:51  <Leanden> what are the defaults?
15:47:02  <Leanden> because i just used SPAWN_EFFECT_DIESEL and there are no effects at all
15:48:55  <Alberth> there is a setting to disable smoke
15:49:23  <Leanden> i disabled breakdown smoke
15:49:25  <Leanden> would that have done it?
15:49:48  <Alberth> never heard of that setting
15:50:15  <Alberth> I only know smoke setting in general, with accelaration etc
15:50:32  <Alberth> so yeah, that might be the one
15:51:08  <Leanden> hmm actually i dont have that flag enabled
15:51:53  <Leanden> https://paste.openttdcoop.org/pnkrfekki
15:52:06  <Alberth> to check you could use a different newgrf, eg iron horse
15:53:04  <Leanden> hmm
15:53:08  <Leanden> i just compiled it again
15:53:12  <Leanden> and the diesel smoke has reappered
15:53:58  <andythenorth> diesel only triggers when accelerating hard
15:54:01  <Leanden> ah no wait
15:54:04  <andythenorth> the defaults have some dubious design choices imho
15:54:09  <Leanden> that with the VISUAL_EFFECT flag
15:54:18  <andythenorth> I sometimes set vehicles to use the steam effect generator
15:54:21  <Leanden> the EFFECT_SPAWN is still not producing any smoke
15:54:47  <andythenorth> Leanden: can you compile any of my grfs?  I don’t have time right now to paste the right nml
15:55:01  <andythenorth> Squid, Road Hog, Iron Horse all have vehicle effects ;)
15:55:03  <Leanden> which grf?
15:55:09  <Leanden> which one is trains?
15:55:13  <andythenorth> Iron Horse
15:55:15  <andythenorth> you’d want the nml
15:55:22  <andythenorth> rather than the python
15:55:26  * andythenorth bbl
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15:56:20  <Alberth> ah, right, python magic :)
15:58:17  <Alberth> need a hand with that?
16:00:42  <Leanden> lol
16:00:43  <Leanden> yes
16:00:50  <Leanden> I have the source code for Iron Horse
16:01:04  <Leanden> but i have no idea how to turn it into an NML file i can actually look at :)
16:01:37  <Alberth> "make" mostly, with installing a few dependencies :p
16:01:44  <Leanden> ye tried make
16:01:59  <Leanden> "/bin/sh: /c/Program: No such file or directory /bin/sh: /c/Program: No such file or directory /bin/sh: /c/Program: No such file or directory /bin/sh: /c/Program: No such file or directory"
16:02:48  <Leanden> tells me im missing something somewhere
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16:03:51  <Leanden> any idea what dependancies im missing?
16:04:07  <Alberth> hmm, that would start with /bin/sh probably
16:04:32  <Alberth> random guess (not a windows user)   mingw, python2, chameleon
16:04:43  <Alberth> but working on getting a build for you
16:04:54  <Leanden> cheers :)
16:04:59  <Leanden> i have MinGW
16:05:02  <Alberth> unfortunately reinstalled the system, so lost all the usual dependencies
16:05:11  <Leanden> i  have python3 i believe
16:05:23  <Leanden> ye i had to reinstall recently so lost all mine as well
16:05:29  <Leanden> chameleon ive never heard of
16:05:40  <Alberth> python templating system
16:06:12  <Leanden> ahh
16:06:19  <Alberth> if you have mingw, then it probably argues with the space character in "c:Program <whatever>"
16:06:44  <Leanden> ye i was just wondering that
16:06:56  <Leanden> should i try and run "make" from gitbash?
16:07:19  <Leanden> nvm got the same error :D
16:09:55  <Alberth> bash is horrible with paths with spaces in it
16:10:18  <Leanden> hmmm
16:10:28  <Leanden> its a system critical folder, so not like i can take the space out either
16:11:08  <Alberth> http://devs.openttd.org/~alberth/iron-horse.nml
16:11:11  <Alberth> 1.2MB
16:11:25  <Leanden> oh thanks :D
16:12:51  <Leanden> *chuckles*
16:12:58  <Samu> 160 hours cpu time and still in 2019
16:13:09  <Leanden> the whole code uses visual_effect_and_powered :D
16:13:41  <Leanden> not the effect_spawn_model_and_powered + callback create_effect: im trying to learn :D
16:15:22  <Alberth> fish and nml have "effect_spawn" in my collection of grf sources
16:16:54  <Alberth> http://devs.openttd.org/~alberth/fish.nml   230KB
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16:49:35  <Leanden> thanks alberth
16:49:38  <Leanden> thats done the trick
16:51:32  <Alberth> great
16:55:48  <Leanden> yay :D
16:56:55  <Leanden> now just to get sounds a'la UKRS
17:00:57  <Alberth> :)
17:01:24  <Alberth> always nice when all the puzzle pieces fit, and it all magically comes to life :)
17:04:40  <Leanden> is the sound effect thing like UKRS possible in NML yet?
17:06:38  <Alberth> I don't know
17:06:57  <Alberth> I never even played UKRS :)
17:13:43  <Leanden> :O
17:15:31  <Leanden> shame on you sir!
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17:16:53  <Alberth> nah, just a strong preference for non-realism :)
17:21:12  <Leanden> ahh :)
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17:52:31  <Samu> 2050, last year at last
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18:11:05  <andythenorth> o
18:12:14  <Alberth> slowly but surely getting there :)
18:12:18  <Alberth> wb andy
18:12:23  <frosch123> hoi
18:12:31  <Alberth> hola
18:13:27  <andythenorth> I guess I have to store the length of each vehicle’s cargo deck / body
18:13:43  <andythenorth> I _could_ encode it in the sprites directly :P
18:14:04  <andythenorth> by drawing a line in a certain colour, and measuring the length with PIL :P
18:14:54  <Alberth> or make an AI that eye-balls it :)
18:15:15  <Alberth> can't just find the cargo deck?
18:15:22  <andythenorth> not trivially
18:15:31  <andythenorth> Leanden: afaik, sound is possible in nml
18:15:55  <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Sound_events
18:15:58  <andythenorth> and related props
18:17:24  <andythenorth> working out the length from pixels is probably quite slow
18:17:32  <andythenorth> relative to just having it stored already in a prop
18:17:44  * andythenorth thinking aloud
18:28:30  <andythenorth> bbl
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18:53:24  <Leanden> ye i saw the sound events thing
18:53:38  <Leanden> would need to have a bit of a poke and test5
18:53:50  <Leanden> i think adding lots of wav files to a newgrf would rapidly make it huge
18:54:11  <Supercheese> it's not so bad
18:54:17  <Supercheese> you compress/recode them a bit
19:00:58  <Alberth> just don't use 32bpp :p
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19:07:41  <Leanden> oh i have no plans to
19:08:10  <Alberth> V is near the 1GB size :p
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19:17:19  <Leanden> is pikka still around
19:17:29  <Leanden> id like to see what wav files he used for UKRS
19:17:54  <andythenorth> you can decompile it with grfcodec
19:18:26  <andythenorth> there are 45 different wavs
19:21:01  <Supercheese> ^ that
19:21:10  <Supercheese> small filesizes too
19:24:51  <Leanden> hmmm grfcodec
19:26:30  <andythenorth> I think there’s a windows binary?
19:26:41  <Samu> last month, finally!
19:27:23  <Samu> 2020, 2050, 2043
19:33:36  <Leanden> ye i got it
19:33:41  <Leanden> got the wav files too
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19:41:36  <Samu> 2051! :)
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19:42:56  <frosch123> Leanden: avoid looping sounds, they do not really work
19:42:58  <Samu> 2 more servers to go
19:43:07  <frosch123> only start sounds / random sounds
19:43:18  <Samu> 163 hours cpu time
19:43:33  <Samu> ships + nocab is a really bad combo
19:44:48  <Leanden> oh :(
19:44:54  <Leanden> i was thinking to have running sounds
19:44:57  <Leanden> idling sounds :(
19:45:13  <Leanden> anyone know the format for calling sound effects
19:45:16  <Leanden> the wiki isnt clear
19:45:28  <frosch123> well, try ukrs, and listen
19:46:15  <Leanden> i like ukrs running sounds
19:53:57  <andythenorth> hmm
19:54:03  <andythenorth> perhaps I only need 3/8 and 4/8 cargo sprites
19:54:25  <andythenorth> that would not be so bad
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19:58:09  <Leanden> unknown property name: sound_effect
19:58:22  <Leanden> when i compile with sound_effect in the properties
20:01:36  <Leanden> sound_effect:					sound("sfx/dmu_run.wav");
20:01:39  <andythenorth> Leanden: try ‘sound’ and the wav name?
20:01:52  <andythenorth> oh no
20:01:58  * andythenorth reading the spec wrong
20:02:01  <Leanden> thats the line of code from my nml
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20:02:25  <Leanden> which matches the spec as far as i can tell
20:02:43  <andythenorth> what if you put it in the callbacks block?
20:04:01  <Leanden> oo it compiled
20:04:03  <andythenorth> hey
20:04:06  <andythenorth> nml bug :)
20:04:20  <andythenorth> ‘sound_effect’ is missing for trains
20:04:29  <andythenorth> action0properties.py
20:04:47  <andythenorth> only provided for ships, rvs, planes
20:05:06  <frosch123> it never existed for trains
20:05:11  <frosch123> because steam/diesel/electric
20:05:33  <andythenorth> this is why I shouldn’t have commit rights, ever :P
20:05:52  <frosch123> hmm, no, no idea what is the reason
20:06:02  <frosch123> but it's not supported by grf
20:06:41  <frosch123> some cs thing
20:06:57  <andythenorth> engine_class eh
20:07:11  <andythenorth> nvm, callback has same effect
20:15:42  <Leanden> so it wont work?
20:18:33  <Samu> 2020, 2043
20:28:51  <frosch123> haha, I love how the F feature video highlights that wagons do not open when in corners, when V said the other day that the train uses so many spries
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20:33:59  <andythenorth> Leanden: cb should work I think
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22:38:10  <Samu> 2021, 2045
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