Log for #openttdcoop.devzone on 10th March 2011:
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02:53:46  <Brot6> FISH - Revision 614:70230bee6fba: Add: graphics files for Small Utility Tug (andythenorth) @
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04:33:11  <Brot6> FISH - Revision 615:9e018aa304bf: Change: don't need to include small utility vessel - it's not u... (andythenorth) @
04:33:11  <Brot6> FISH - Revision 616:f6b710a98ab5: Feature: Small Utility Tug (andythenorth) @
04:33:11  <Brot6> FISH - Revision 617:79f6b1a0815f: Feature: set name for Utility Tug (Small) (andythenorth) @
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04:59:39  <Brot6> CHIPS Station Set - Feature #2399 (Closed): Simple concrete track tile, with automatic buffers (andythenorth) @
05:36:23  <Brot6> OpenGFX+ Landscape - Revision 56:97cf30407bc6: Fix #2407: Gridded alpine ground sprites had anima... (planetmaker) @
05:42:56  <Brot6> CHIPS Station Set - Revision 26:248776f24ae3: Change: slight change to code formatting (andythenorth) @
05:42:56  <Brot6> CHIPS Station Set - Revision 27:626840d46ba7: Add: template for non-track tiles (andythenorth) @
05:42:56  <Brot6> CHIPS Station Set - Revision 28:e7fbe4d93dd4: Change: rename a template (andythenorth) @
05:51:48  <andythenorth> Yexo: is 2 the minimum number of tiles defined in station action 0?
05:51:57  <andythenorth> I tried with 1 and ottd crashed repeatedly
05:54:54  <Brot6> OpenGFX+ Landscape - Revision 57:ccd3b34e9620: Doc: Prepare for 0.2.1 (planetmaker) @
05:54:54  <Brot6> OpenGFX+ Landscape - Revision 58:03bb03f637c9: Added tag 0.2.1 for changeset ccd3b34e9620 (planetmaker) @
05:56:04  <planetmaker> the two track directions, andythenorth
05:56:10  <andythenorth> thought so
05:56:30  <andythenorth> spec says 'you can specify fewer as well'
05:56:37  <andythenorth> without identifying how many :P
05:56:54  <Brot6> ogfx-landscape: update from 0.2.0 to 0.2.1 done -
05:56:55  <planetmaker> :-)
06:07:55  <Brot6> CHIPS Station Set - Revision 29:b7356d96b301: Feature: empty tile for cobble (andythenorth) @
06:07:56  <Brot6> CHIPS Station Set - Revision 30:0303396cae9f: Feature: empty tile for concrete (andythenorth) @
06:07:56  <Brot6> CHIPS Station Set - Revision 31:4fce2b698a0b: Feature: empty tile for mud (andythenorth) @
06:10:54  <Brot6> CHIPS Station Set - Revision 32:2d53a5927f5a: Feature: set non-track bits for empty tiles (andythenorth) @
06:15:49  <Brot6> CHIPS Station Set - Revision 33:b06726f9b291: Feature: name tiles correctly (andythenorth) @
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06:53:43  <Brot6> 2cc train set - Feature #2007: Complete Rework of Freight rolling stock (EmperorJake) @
07:44:25  <Brot6> CHIPS Station Set - Revision 34:754748568bd2: Change: provide improved buffer graphics (andythenorth) @
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08:37:34  <Brot6> FIRS Industry Replacement Set - Revision 1850:049377e9d8e5: Change: Junk Yard uses a FIRS mud til... (andythenorth) @
08:37:34  <Brot6> FIRS Industry Replacement Set - Revision 1851:ea89bb1690e1: Change: different ground tile for Bau... (andythenorth) @
08:37:34  <Brot6> FIRS Industry Replacement Set - Revision 1852:3a6dfc4894b2: Change: different ground tile for Bui... (andythenorth) @
08:37:36  <Brot6> FIRS Industry Replacement Set - Revision 1853:c7443d5d847c: Change: different ground tile for Lum... (andythenorth) @
08:37:40  <Brot6> FIRS Industry Replacement Set - Revision 1854:343998119d17: Change: different ground tile for Jun... (andythenorth) @
08:37:46  <Brot6> FIRS Industry Replacement Set - Revision 1855:08ddffb0fa8a: Change: different ground tile for Dai... (andythenorth) @
08:37:50  <Brot6> FIRS Industry Replacement Set - Revision 1856:075990209a4e: Change: different ground tile for Lim... (andythenorth) @
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10:30:20  <Brot6> CHIPS Station Set - Revision 35:895d1cd0947f: Feature: improved appearance of Mud sprites (andythenorth) @
10:40:23  <dihedral> :-)
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10:50:30  <Terkhen> hmm... usually when that happens I lose my connection too
11:12:57  <Brot6> 2cc train set - Feature #2246: ONCFM ZAB1000 (Voyager1) @
11:19:05  <Brot6> CHIPS Station Set - Revision 36:893f044fedb0: Fix: SW / SE buffers appear above railway vehicles (andythenorth) @
11:20:09  * andythenorth considers a release of CHIPS :)
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11:27:33  <Brot6> CHIPS Station Set - Revision 37:e541717efd27: Change: update docs preparatory to release (andythenorth) @
11:27:33  <Brot6> CHIPS Station Set - Revision 38:7941568d0131: Change: hide the test stations (andythenorth) @
11:29:31  <Brot6> CHIPS Station Set - Revision 39:4af9c97b2cd8: Added tag 0.1 for changeset 7941568d0131 (andythenorth) @
11:29:49  <Brot6> chips: update from  to 0.1 done (31 errors) -
11:30:54  <planetmaker> wow. 31 errors?
11:31:04  <andythenorth> renum failure apparently
11:31:12  <andythenorth> we should figure that out :P
11:31:37  <planetmaker> no fatal failure. But warnings which should be resolved
11:32:07  <planetmaker> But... didn't you get those when building?
11:32:10  <planetmaker> locally?
11:59:12  <Ammler> wow, already a relase! :-D
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12:00:06  <planetmaker> the self-adapting buffers are worth it :-)
12:00:09  <Ammler> hmm, the nfo is missing for releases
12:00:10  <planetmaker> I guess
12:00:14  <planetmaker> yeah :-(
12:00:15  <Ammler> let me check...
12:01:24  <Ammler> did moving the nfo to the "uncommon" root really solve the dependency issues?
12:01:37  <Ammler> anyway, fixed :-)
12:01:44  <Ammler> I force a rebuild :-)
12:03:09  <Brot6> chips: update from 0.1 to 0.1 done (31 errors) -
12:03:24  <Ammler>
12:03:32  <planetmaker> :-)
12:04:18  <Ammler> the error in the devzone build log is to ignore, I didn't remove the sprites/*.nfo to be downwards comptiblwe
12:04:45  <planetmaker> ah
12:05:13  <planetmaker> hm. Couldn't you modify it to not give an error? Quite easy, I think
12:05:19  <Ammler> well, downwards might be the wrong word
12:05:45  <planetmaker> for i in `ls *.nfo sprites/*.nfo`; do cp $i blah; done
12:05:48  <Ammler> planetmaker: we could make type pnfo
12:05:53  <Ammler> pmnfo*
12:06:15  <planetmaker> yeah. And then add the nml there in the `ls ...` list, too
12:06:33  <Ammler> that was not that serious :-P
12:06:47  <Ammler> you really want a special type for the grfs using your makefile?
12:07:14  <Ammler> pmnfo=planetmakers
12:07:20  <planetmaker> no, I don't
12:07:23  <Ammler> :-D
12:07:32  <planetmaker> but is it needed?
12:08:00  <Ammler> might be easier to make a type for nonpm nfo?
12:08:01  <planetmaker> you can tell the CF to look in the common places for the nfo. That's got nothing to do with my cf
12:08:11  <planetmaker> I don't understand. why?
12:08:21  <planetmaker> just look at the places where nfo might be and pick that
12:08:30  <Ammler> that is not part of the build script
12:08:33  <planetmaker> which is . sprites/ src/
12:08:39  <Ammler> it does not care, what you build
12:09:05  <Ammler> I see no sense to look in src?
12:10:34  <Ammler> DevZone2 won't have default settings anymore, there you need to define the whole settings
12:10:55  <Ammler> (or just copy from another place)
12:13:35  <planetmaker> well. I don't mind if the makefile framework can come with all those required settings.
12:13:56  <Ammler> shouldn't be a issue
12:14:12  <Ammler> make dzspec or so :-)
12:14:55  <Ammler> and enabling by giving the path to the spec at redmine
12:15:29  <Ammler> maybe I should learn a bit ruby :-P
12:16:24  <planetmaker> hm. Well... then write a module which allows to enable those things via redmine ;-)
12:16:34  <planetmaker> hm, or maybe we should use Jason ;-)
12:16:45  <Ammler> who is jason?
12:16:55  <planetmaker> oracle-free hudson
12:16:55  <Ammler> or do you mean json?
12:17:00  <Ammler> ah
12:17:08  <Ammler> well, isn't that for java only
12:17:22  <planetmaker> hm... or jenkins? dunno. something with "j" :-P
12:17:52  <Ammler> well, if dih wants do maintain it, ok with me :-)
12:18:37  <planetmaker> jenkins is the name
12:18:56  <Ammler> our current setup is just upper flexible, it could build everything
12:19:29  <Ammler> (theoretically also windows mingw stuff)
12:20:16  <Ammler> the main idea for "my" devzone2 was to make it completely obs capable
12:20:36  <Ammler> but I wouldn't really mind, if someone else would help me :-P
12:21:43  <Ammler> also I wouldn't mind to trash my scripts...
12:24:56  <planetmaker> hm
12:25:41  <Ammler> basically it would mean, use one official build script, which could also be used anywhere else
12:26:17  <planetmaker> yes
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13:24:07  <Yexo> andythenorth: openttd assumes the number of tile layouts is even
13:25:12  <andythenorth> ooh
13:29:25  <andythenorth> I don't think I know enough to rewrite the docs yet :)
13:35:01  <Yexo> that part is not in the spec, it's a (possible wrong) assumption by openttd
13:43:38  <andythenorth> it did crash rather crossly :P
13:47:27  <andythenorth> grr
13:47:45  <andythenorth> I fixed the buffers for SW direction wrt to trains being drawn over them
13:47:50  <andythenorth> but not for SE it seems
13:47:56  <planetmaker> he
13:48:23  <andythenorth> :(
13:48:37  <planetmaker> sounds like I 'fixed' the animated pixels prior to ogfx-landscape 0.2.0
13:49:41  <andythenorth> I guess the sprite sorter looks at the origin point
13:49:45  <andythenorth> and maybe the extents
13:50:15  <andythenorth> Yexo: any ideas of how to fix ^
13:50:24  <andythenorth> ?
13:50:32  <Yexo> not really, but I'll try
13:51:04  <andythenorth> me too :)
13:51:16  <andythenorth> I thought it would be a problem, but it's solvable for SW, so should be solvable for SE :)
13:53:34  <Yexo> the bounding boxes the the SE sprites are completely wrong
13:53:40  <planetmaker> different tile layouts. Once as child sprite to the foreground building. Once as child sprite to the ground
13:53:48  <planetmaker> shouldn't that work?
13:53:51  <Yexo> press ctrl+b and see for yourself
13:54:46  <andythenorth> one day I'll understand the bounding boxes :P
13:54:50  <andythenorth> then FIRS will stop flickering
13:54:53  <Yexo> andythenorth: I can have a go at those, but it's boring work, so I'm not going to try if you do it
13:55:19  <andythenorth> ok
13:55:20  <andythenorth> I'll let you know if I win or get frustrated
13:56:00  <Yexo> swap x offset with y offset and x extend with y extend for all SE sprites with regards to their equivalent SW sprites
13:57:25  <andythenorth> oh
13:57:31  <andythenorth> ok
13:57:39  <Yexo> actually, nvm
13:57:42  <andythenorth> I'm 1 pixel from solving it differently :)
13:57:44  <Yexo> I'll fix it
13:58:24  <andythenorth> I've done it
13:58:41  <andythenorth> but I don't like it
13:58:53  <andythenorth> I don't understand extents properly, so I've just moved x and y and the actual position of buffer graphic until it works
13:59:38  <andythenorth> Yexo: should I commit, or do you want to do it properly?
13:59:45  <Yexo> I'm doing it properly
14:00:10  <andythenorth> thanks :)
14:00:33  * andythenorth reverts
14:01:23  <Yexo> due to the templates it was far less work than expected :)
14:01:27  <andythenorth> he
14:01:54  <Brot6> CHIPS Station Set - Revision 40:1ed1fb82ae38: Fix: bounding boxes for all NW-SE tiles (yexo) @
14:02:27  <Yexo> the bounding boxes are still somewhat too big, but that doesn't hurt
14:02:32  * andythenorth tests
14:03:15  <andythenorth> works
14:03:15  <andythenorth> nice
14:03:15  <andythenorth> Yexo: got time to discuss cargo support?
14:03:28  <Yexo> yes
14:03:38  <andythenorth> I don't fully understand spec yet
14:04:19  <andythenorth> but I'm thinking each tile would have capability to show a lot of cargos
14:04:19  <andythenorth> but only one at once
14:04:19  <andythenorth> the one with the most waiting
14:04:52  <Yexo> yes
14:04:54  <andythenorth> I can draw the cargo sprites separately and we can put the in as child sprites
14:04:55  <andythenorth> we can nest in another template to handle the current buffers / no buffers tiles
14:05:02  <Yexo> or you can have a tile react only to a certain cargo
14:05:22  <andythenorth> I am initially looking for minimum number of tiles in build menu
14:05:54  <Yexo> indeed
14:05:56  <andythenorth> :)
14:06:17  <Yexo> ok, so the tile will just show cargo for the type that's most on the station
14:09:03  <andythenorth> I think so
14:09:55  <Yexo> we could get the amount of cargo for each known cargo type
14:09:56  <andythenorth> and not too many different levels either - demands more drawing
14:10:10  <Yexo> than switch randomly between any of those with a value > 0
14:10:31  <andythenorth> we can experiment to see what's best
14:13:10  <planetmaker> sounds awesome :-)
14:26:53  <Brot6> CHIPS Station Set - Revision 41:12b633381821: Add: basic action14 (yexo) @
14:34:06  <andythenorth> Yexo: I'll stick some cargo sprites in shortly
14:51:49  <andythenorth> Yexo, planetmaker, anyone - how many levels of cargo are reasonable?
14:51:53  <andythenorth> 2
14:52:02  <andythenorth> ?
14:52:02  <andythenorth> some / lots
14:52:21  <Yexo> as many as you want to draw ;)
14:52:27  <andythenorth> in that case some / lots
14:52:52  <planetmaker> every FIRS cargo ;-)
14:52:53  <andythenorth> with quite a visible difference
14:53:23  <andythenorth> this is about showing cargo waiting :P
14:54:17  <planetmaker> sure. And every cargo could be waiting ;-)
14:55:01  <planetmaker> I'd be quite happy, if you could use for FMSP and ENSP though a vehicle like I transport on OpenGFX+Train's wagons :-P
14:55:16  <planetmaker> which are... "stolen" from HEQS iirc
14:55:23  <planetmaker> at least partially
14:55:35  <andythenorth> I can probably do that
14:55:58  <andythenorth> but also that's an interesting problem
14:55:58  <andythenorth> at the fertiliser plant for example, that would be all wrong
14:58:02  <planetmaker> sure. Though they could certainly use a vehicle to move fertilizer
14:58:09  <planetmaker> so... not entirely wrong
14:58:54  <planetmaker> feel free to expand the list of needed sprites :-P
15:00:07  <planetmaker> my stance there is: one cargo representation graphically for now. Other looks are for later ;-)
15:01:50  <Brot6> DictatorAI - Revision 92:c1e7fe92f731: - Now we will refuse to buy another vehicle on a route if ... (krinn) @
15:04:20  <andythenorth> I don't know how it would figure out vehicles versus crates versus whatever anyway
15:04:30  <andythenorth> I'll probably just use quite generic cargo initiall
15:04:43  <andythenorth> y
15:34:47  <Brot6> CHIPS Station Set - Revision 42:b0e47ec1ff48: Add: graphics files for lumber cargo (andythenorth) @
15:35:00  <andythenorth> Yexo: ^ we have ourselves some lumber graphics
15:35:06  <andythenorth> they include some pink to help placement
15:35:14  <andythenorth> I'll knock that out one the offsets are correct
15:36:02  <Yexo> top row = complete tile, middle row  = north side, bottom row = south side?
15:36:17  <Yexo> want me to code them?
15:36:17  <andythenorth> yup
15:36:23  <Yexo> great :)
15:36:25  <Yexo> on it now
15:36:25  <andythenorth> please
15:36:36  <andythenorth> I can faff with offsets etc if you need help
15:36:38  <andythenorth> 2 x orientations
15:36:48  <andythenorth> 2 x levels of cargo
15:37:28  <andythenorth> are you going to nest cpp templates yet?
15:37:34  <Yexo> we have to chose something now though
15:37:45  <Yexo> we can make one giant action1 and put all sprites in there
15:38:18  <Yexo> or like now have a separate action1 per ground type and put all cargo sprites (like these) in via action9
15:38:35  <Yexo> we can also duplicate the cargo sprites in every action1 (that'll be lots of duplicated sprites)
15:39:16  <andythenorth> hmm
15:39:26  <andythenorth> in FISH / HEQS, I template the action 1
15:39:39  <andythenorth> using a define for the filename
15:40:04  <andythenorth> e.g.
15:40:15  <andythenorth> I was thinking of doing the same here
15:40:44  <Yexo> andythenorth: that's not the problem, but the cargo graphics (lumber_cargo.png) are reused for multiple tile types, right?
15:40:56  <Yexo> so you'd need to include them in multiple action1's
15:40:57  <andythenorth> yes
15:41:46  <andythenorth> yes
15:41:46  <andythenorth> I don't have a problem with that :)
15:41:46  <andythenorth> CPP will do the work
15:41:46  <andythenorth> our sprite count will be...impressive :P
15:41:51  <Yexo> ok
15:42:56  <planetmaker> high sprite counts bloat a grf ;-)
15:43:04  <andythenorth> nvm
15:43:07  <planetmaker> But... ok, if it un-bloats the needed work :-)
15:43:08  <andythenorth> it gets it done :P
15:43:12  <planetmaker> :-)
15:43:15  <Yexo> we can deal with that later
15:43:47  <Yexo> where can I find the most complete cargotable?
15:44:15  <planetmaker> of what?
15:44:23  <Yexo> all possible cargos we might support
15:44:34  <planetmaker> OpenGFX+Trains / RVs have a complete CTT for everything needed
15:44:58  <planetmaker> But that might be more than this set might need
15:45:34  <planetmaker> But if you leave out the toyland stuff there, you got everything
15:46:25  <andythenorth> Yexo: you want a CTT, or just a list?
15:46:58  <Yexo> CTT, copied it from ogfx+trains now
15:47:38  <planetmaker> that's all cargos from default climates/ECS/FIRS/PBI
15:48:46  <planetmaker> the gap in the CTT is of no consequence; it's my way to indicate which are explicitly referenced in a refit property (first 32) and which are just supported
15:49:54  <Yexo> planetmaker: chips is nfo, so I'm copying the output nfo, there is no gap there :)
15:50:04  <planetmaker> he, right :-) forgot
15:53:49  <Yexo> andythenorth: graphics are: some / lots / some / lots?
15:53:54  <andythenorth> yes
15:53:58  <Yexo> so random variation between 1/3 and 2/4?
15:53:58  <Yexo> ok
15:54:10  <andythenorth> I'll do some crates next - they can be generic to many cargos
15:54:16  <andythenorth> do we get cargo classes at stations?
15:54:42  <andythenorth> and how does the random variation work?
15:54:52  <planetmaker> just reference random bits
15:55:25  <planetmaker> like your industry CC variations
16:18:31  <andythenorth> I might find more cargo variations are needed
16:18:38  <andythenorth> every tile is going to look very similar
16:18:48  <andythenorth> on a large station it's going to be a nasty repeating pattern
16:19:00  <andythenorth> but already I decided I don't want to draw too many cargos :P
16:22:43  <planetmaker> haha ;-)
16:23:20  <planetmaker> Well. Wrt bulk cargos a few variations of some piles suffice - and the rest might be done by means of a nice set of recolour sprites ;-)
16:23:46  <planetmaker> and those piles could be moved by one of your HEQS vehicles ;-)
16:24:22  <Brot6> CHIPS Station Set - Revision 43:f1b04eebc55f: Add: graphics files for crates cargo (andythenorth) @
16:25:37  <andythenorth> hmm
16:25:40  <andythenorth> good point
16:25:45  <Brot6> CHIPS Station Set - Revision 44:8e09c47b5b4e: Add: CTT (yexo) @
16:25:54  <andythenorth> I was thinking of randomising in n buildings or other sprites as well
16:27:57  <andythenorth> walls of cargo can be broken up by cranes, buildings etc
16:28:22  <Brot6> CHIPS Station Set - Revision 45:0c1a20bfcc72: Fix: make groundsprites for empty tiles share their... (yexo) @
16:32:27  <andythenorth> hmm
16:32:55  * andythenorth tries to work out if things like 'wood loading station' can broadly be avoided
16:33:16  <Yexo> for loading stations, probably yes
16:33:31  <Yexo> though if someone has very good service and never cargo at the station it'll be boring
16:33:44  <Yexo> for unloading stations there is no way to figure out which cargo can arrive there
16:33:45  <andythenorth> var 48 looks potentially interesting for drop-off stations
16:33:51  <andythenorth> prone to unintended consequences though
16:34:56  <Yexo> var 48 as it's currently implemented in openttd is compeltely useless
16:35:04  <andythenorth> he
16:35:34  <Yexo> you get climate-dependent bits set
16:36:14  <Yexo> which means you don't know what the bits mean without detecting every known cargo set (and possible parameters for those too)
16:36:29  <Yexo> and if you do that it's still not future proof
16:36:53  <andythenorth> bleargh
16:37:10  <Yexo> var 65 is more useful
16:37:41  <andythenorth> oh yes
16:37:56  <andythenorth> I might mix cargo with equipment and buildings
16:38:15  <andythenorth> I like the pattern of default stations and was thinking of replicating the concept
16:38:41  <andythenorth> signs / buildings / roof 1 / roof 2
16:38:42  <andythenorth> so only 4 variations for any station type
16:38:58  <andythenorth> cargo / building / handling equipment 1 / handling equipment 2
16:39:14  <andythenorth> perhaps built to a reasonably regular pattern
16:42:32  <Brot6> CHIPS Station Set - Feature #2422 (New): Cargo graphics for chemicals (andythenorth) @
16:45:43  <Brot6> CHIPS Station Set - Feature #2423 (New): List of [FIRS] cargos using crates (andythenorth) @
16:46:31  <Brot6> CHIPS Station Set - Feature #2424 (New): Cargo graphics for Fruit and Vegetables (andythenorth) @
16:47:02  <Brot6> CHIPS Station Set - Feature #2422: Cargo graphics for chemicals (andythenorth) @
16:48:46  <Brot6> CHIPS Station Set - Feature #2425 (New): Cargo graphics for Fish (andythenorth) @
16:48:46  <Brot6> CHIPS Station Set - Feature #2426 (New): Cargo graphics for Grain (andythenorth) @
16:49:38  <Brot6> CHIPS Station Set - Feature #2427 (New): Cargo graphics for Metal (andythenorth) @
16:50:17  <Yexo> andythenorth: made a start and got some graphics in-game, but right now only unconditional
16:50:23  <andythenorth> np
16:50:27  <Yexo> don't have enough time right now, probably later tonight
16:50:38  <Brot6> CHIPS Station Set - Feature #2428 (New): Cargo graphics for Milk (andythenorth) @
16:50:56  <andythenorth> Yexo: do you want to commit anyway?
16:51:14  <Brot6> CHIPS Station Set - Revision 38:7941568d0131: Change: hide the test stations (andythenorth) @
16:51:14  <Brot6> CHIPS Station Set - Feature #2422 (New): Cargo graphics for chemicals (andythenorth) @
16:51:23  <Yexo> right now every platform without rails displays 'little lumber'
16:51:29  <andythenorth> that's ok
16:51:31  <Yexo> don't want that in the repo unless you want to see it
16:51:37  <andythenorth> I'm fine to see it
16:51:40  <Yexo> ok
16:52:45  <Yexo> change \wx8002 to
16:52:55  <Yexo> \wx8000 to switch it back to empty platforms
16:52:59  <Yexo> line 52
16:53:12  <Brot6> CHIPS Station Set - Revision 46:2bc8ccaebac7: Add: tilelayout for empty tile with building on top... (yexo) @
16:53:12  <Brot6> CHIPS Station Set - Feature #2429 (New): Cargo graphics for Wood (andythenorth) @
16:56:40  <Brot6> CHIPS Station Set - Feature #2430 (New): Cargo graphics for Sugar Beet / Sugar Cane (andythenorth) @
16:58:51  <Brot6> CHIPS Station Set - Feature #2431 (New): Cargo graphics for Plant Fibres / Wool (andythenorth) @
17:07:12  * andythenorth has much to do :|
17:07:18  <Terkhen> :)
17:07:27  <andythenorth> I need an apprentice
17:18:23  <Brot6> chips: update from r25 to r46 done (36 errors) -
17:19:14  <planetmaker> the errors didn't get less...
17:19:29  <Brot6> firs: update from r1849 to r1856 done (4 errors) -
17:20:05  <Brot6> fish: update from r613 to r617 done -
17:20:36  <Brot6> ogfx-industries: update from r11 to r12 done -
17:21:11  <Brot6> ogfx-landscape: update from r55 to r58 done -
17:21:18  <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r743), 32bpp-extra (r39), ai-admiralai (r75), ai-aroai (r11), ailib-common (r21), ailib-direction (r17), ailib-list (r32), ailib-string (r29), ailib-tile (r16), airportsplus (r73), basecosts (r22), belarusiantowns (r8), bros (r52), comic-houses (r71), frenchtowns (r6), grfcodec (r823), heqs (r580), indonesiantowns (r41), manindu (r7), metrotrackset (r56), narvs (r29),
17:21:18  <Brot6> newgrf_makefile (r261), nml (r1285), nutracks (r179), ogfx-rv (r80), ogfx-trains (r220), ogfx-trees (r42), opengfx (r618), openmsx (r97), opensfx (r97), smts (r19), snowlinemod (r49), spanishtowns (r10), swedishrails (r198), swisstowns (r22), transrapidtrackset (r15), ttdviewer (r26), ttrs (r36), worldairlinersset (r671)
17:26:49  <andythenorth> bed time
17:26:53  <andythenorth> good night
17:29:59  <Rubidium> night andy
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17:59:38  <DanMacK> Hey all
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19:02:52  <Brot6> 32bpp-ez-patches: compile of ha481e1bb still failed (#2343) -
19:04:11  <Terkhen> when the NewGRF specs say that a callback returns something, does it means the "extra_callback_info1" NML variable?
19:06:01  <Brot6> clientpatches: update from r to r done (10 errors) -
19:09:05  <Brot6> serverpatches: update from r22228 to r22230 done (5 errors) -
19:09:38  <Yexo> no, it means you have something like "xyz: return 3;" in a switch-block
19:09:43  <Yexo> a callback is part of your newgrf
19:09:54  <Yexo> extra_callback_info1 = var 10
19:10:04  <Yexo> extra_callback_info2 = var 18
19:10:09  <Hirundo> Or alternatively, 'xyz: return;' to return the computed result
19:11:07  <Terkhen> hmm...
19:12:36  <Terkhen> okay, cb25 was confusing me as I was expecting to get the animation frames to return the right image, not the other way around
19:14:34  <Yexo> but you do use the animation frame to get the right image, just in the normal chain
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19:14:41  <Yexo> cb25 is for setting the right animation frame
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20:35:45  <Ammler> hmm
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