Log for #openttdcoop.devzone on 30th April 2012:
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11:04:15  <Brot6> Dutch Trains 2 - Feature #3951 (New): Bollenwagen (Voyager1) @
11:08:47  <Terkhen> planetmaker: did you see this?
11:16:24  <Brot6> Dutch Trains 2 - Feature Request #3917: Additional liveries' requests (Voyager1) @
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11:49:02  <Brot6> repository /home/hg/scriptlib-scp registered in Redmine with url /home/hg/scriptlib-scp
11:49:02  <Brot6> repository /home/hg/scriptlib-scp created
12:20:21  <planetmaker> no, I didn't. /me looks now
12:20:42  <planetmaker> looks strange, Terkhen
12:20:47  <Terkhen> the cargos allowed for refrigerated trucks/wagons look strange
12:21:00  <Terkhen> that screenshot is from ogfx-rv with cargo_definitions borrowed from latest ogfx-trains
12:21:05  <Terkhen> the same cargos appear at refrigerated wagons
12:21:11  <planetmaker> but tbh, the cargos as I added to ogfx+trains needed much more testing :-)
12:21:37  <planetmaker> I added them so that what I did was somehow commited.
12:21:45  <planetmaker> And bugs could also be found by others :-P
12:22:13  <planetmaker> and to get away with the zillions of compile warnings the old cargo way generated, hiding real issues
12:22:16  <Terkhen> hmm... I guess I'll check all changes and report back
12:22:36  <planetmaker> looks like the refrigerated needs some more cargos forbidden
12:22:53  <planetmaker> especially I'm worried about toyland cargos tbh
12:23:14  <Terkhen> the same thing happens with other wagons, refrigerated just had the biggest issues
12:24:29  <planetmaker> I tried to cover all cargos... Seems I have it failed in several places to do the proper choice
12:25:18  <Terkhen> I'll make a list of old vs new
12:25:53  <Terkhen> I'll probably have no time today though, my external HD died and I'm trying to rescue as much as I can
12:25:56  <planetmaker> tyvm
12:25:59  <Terkhen> luckily it had no "important" things
12:26:26  <Xotic750> hi
12:26:30  <planetmaker> hi Xotic750
12:27:46  <Xotic750> I'm going to be a pain and ask for an hg recover again :) Did some work over the weekend at a friends, so tried to push just a model file (1.2Mb) and it failed over https
12:29:09  <Terkhen> hi Xotic750
12:29:21  <Xotic750> hi
12:29:26  <Terkhen> planetmaker: I also wanted to ask you about ogfx-trains repo size :P
12:30:00  <Terkhen> it is impossible to clone it at once, the download times out
12:30:10  <Terkhen> you need to clone it at intervals of 10 revisions
12:33:27  <planetmaker> It works via ssh possibly, Terkhen
12:33:32  <planetmaker> Xotic750: push via ssh
12:33:39  <planetmaker> that's what we gave you that for
12:34:03  <Xotic750> I was on a different machine without my key
12:34:38  <planetmaker> there's no interupted transaction
12:34:55  <planetmaker> nothing to recover
12:35:28  <Xotic750> hmm, ok I will try again, maybe there was some other issue
12:35:34  <planetmaker> Terkhen: still, it *should* work via http(s). I guess Ammler could make the allowed transfers (yet another time) bigger?
12:35:52  <planetmaker> do you have ssh, Terkhen?
12:36:19  <planetmaker> yes, you do ;-)
12:37:29  <planetmaker> that's the best advice I can give for now, Terkhen, I'm afraid.
12:37:56  <Terkhen> planetmaker: I lost my private key :P
12:38:16  <Terkhen> one of these days, when I have time set everything up again, I'll send you a new public key for the devzone
12:38:22  <Terkhen> time to*
12:38:23  <planetmaker> err, what?
12:38:32  <planetmaker> that's sad
12:38:38  <planetmaker> then I'll remove your public one
12:38:43  <Terkhen> ok, thanks
12:39:31  <Terkhen> I deleted it without knowing it was there, so there is no security risk
12:40:08  <Xotic750> pushed ok, must have been another issue
12:40:44  <Brot6> OpenGFX+ Trains - Revision 447:783cca7e38b2: Feature: 32bpp Ginzu 'A4' (Xotic750) @
12:57:02  <Xotic750> So, we have our first 32bpp steamer :)
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13:30:36  <planetmaker> nice :-)
13:31:48  <Xotic750> I tried to use the old models from the EZ project but they were just too bad, so did it from scratch. Adding the TIM details now, like with the Asia Star
13:36:47  <Xotic750> At some point need to go back and change the 1cc and 2cc RGB to brighten things up some, but then need to re-render everything. Did you think any more about the possibility of using the server for blender and gimp?
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13:40:03  <Xotic750> Oh, and you wanted to look at changing the glass material too
13:42:45  <planetmaker> Ammler: seems that the lang files are not published with nightlies? At least ogfx+trains or industries?
13:43:10  <planetmaker> #gm I didn't make progress on that yet, Xotic750
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13:59:20  <Brot6> Dutch Trains 2 - Feature #3952 (New): Additional steam engines (foobar) @
14:00:39  <Brot6> Dutch Trains 2 - Feature #3953 (New): Correct properties for cargo wagons (foobar) @
14:21:57  <Brot6> Dutch Trains 2 - Feature #3951 (Closed): Bollenwagen (Voyager1) @
14:21:57  <Brot6> Dutch Trains 2 - Revision 527:b847c79ecbf5: Feature: Herik Rail livery for Dm baggage wagon (graphic... (foobar) @
14:21:57  <Brot6> Dutch Trains 2 - Revision 528:adc27713bdae: Feature: Ubcs "bollenwagen" (graphics by Voyager One) (c... (foobar) @
14:21:58  <Brot6> Dutch Trains 2 - Revision 529:d8f72e0dbc4a: Change: have indication of wagon size before UIC type (foobar) @
14:22:02  <Brot6> Dutch Trains 2 - Revision 530:2edbc3dfe22a: Docs: prepare for release (foobar) @
14:22:05  <Brot6> Dutch Trains 2 - Revision 531:c1d0660f596d: Release: 2.0.0-alpha3 (foobar) @
14:22:08  <Brot6> Dutch Trains 2 - Feature #3872 (Closed): Bollenwagen (foobar) @
14:22:11  <Brot6> Dutch Trains 2 - Feature #3951 (Closed): Bollenwagen (foobar) @
14:30:37  <Brot6> dutchtrains: update from 2.0.0-alpha2 to 2.0.0-alpha3 done -
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15:10:00  <Brot6> OpenGFX+ Trains - Revision 448:e2e047accf9f: Update: Added same level of detail to TIM and Livery as... (Xotic750) @
15:15:56  <michi_cc> Xotic750: Randomly looking at a file ( I noticed that it uses a wrong/suboptimal light direction. TTD light generally comes from around 5 o'clock, high up, and not 2:30. As can be seen in that file, 2:30 means all visible stuff is dark and thus doesn't look good.
15:17:32  <michi_cc> Light somewhere from the bottom right OTOH means most of the visible faces are lit, which improves looks of  isometric graphics a lot.
15:21:08  <Xotic750> The lighting uses the standard light configurations as defined in the wiki and template files
15:21:10  <Xotic750>
15:21:45  <Xotic750> other than an extra hemi light that follows the camera and only shines a little light on the chassis but does not create shadows
15:24:53  <Xotic750> If the lighting is not correct then all current blender renders have the wrong lighting
15:27:04  <Xotic750> Take a look at the renders that were done by Ben R.
15:27:57  <Xotic750>
15:28:36  <Xotic750> and by Teemes,
15:29:34  <Xotic750> by manquinista,
15:31:22  <Xotic750> all the road vehicles, CryingCorvus,
15:31:49  <Xotic750> and many many more
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15:37:30  <Xotic750> michi_cc: if the light needs changing then all the templates require rework and all current work should be re-rendered with the new standard
15:41:54  <michi_cc> Whoever decided the standard didn't do a very good job then. I'm making a pure visual argument here, if you have e.g. a house in isometric view, there will always be at least two walls in the shadow and at most two walls lit. Positioning the light source in such a way the lit sides are facing away from the camera just doesn't make sense.
15:49:42  <andythenorth> +1
15:49:47  <andythenorth> it's fricking insane
15:49:53  <andythenorth> there are games that do it
15:49:56  <andythenorth> ugly games
15:52:15  <Brot6> FIRS Industry Replacement Set - Revision 2832:8fb81adb6b80: Update: Russian translation (akasoft) (andythenorth) @
15:59:21  <Brot6> firs: update from r2831 to r2832 done -
15:59:36  <Terkhen> andythenorth: any new strings? :)
15:59:51  <andythenorth> we need a diff :P
16:00:02  <Xotic750> can you provide me with a blender file with a corrected lighting setup?
16:00:33  <michi_cc> I don't do blender, so sorry, no.
16:05:08  <Xotic750> I guess there needs to be some discussion to get it corrected then. For me it's no big issue, I just need the corrected lighting, stick it in my library and re-render my models but I know it is going to cause a great deal of grief for many others :)
16:06:35  <Terkhen> yes, that would cause a lot of forum drama :)
16:06:47  <Terkhen> but... we are bound to get it for one reason or another
16:06:59  <Terkhen> and, IIRC, andy already created a discussion about it some time ago
16:16:48  <Xotic750> Who can provide the correct detail?
16:17:25  <Xotic750> or who should maybe more the point?
16:18:13  <andythenorth> it's all models?  GPL-ed?
16:18:20  <andythenorth> so just batch re-render?
16:19:04  <Xotic750> well yes, for those that include sources, but first the lighting needs to be decided
16:22:28  <Brot6> Dutch Trains 2 - Feature #3951 (Feedback): Bollenwagen (Voyager1) @
16:22:28  <Brot6> Dutch Trains 2 - Feature #3951 (Feedback): Bollenwagen (Voyager1) @
16:23:25  <Terkhen> deciding a light direction for 32bpp should be simpler than for 8bpp
16:23:56  <Terkhen> some of the 8bpp sprites are from long abandoned sets, or from authors that refuse to draw them again
16:24:15  <Terkhen> 32bpp has a shorter story, and right now it is getting reorganized
16:29:47  <Xotic750> if someone can provide some kind of drawing as to where exactly the sun should with relation to a ground tile, then I can try to change the blender template to match it
16:31:27  <Xotic750> I can't do anything for lightwave or 3ds max though
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16:46:06  <andythenorth> Xotic750: lighting is around 4.30 pm, high (sun is in approx SE)
16:46:11  <andythenorth> discussion here
16:46:12  <Webster> Title: Transport Tycoon Forums View topic - Discussion - recommended standards for newgrf (OTTD) (at
16:47:13  <andythenorth> vehicle authors might consider also putting a second, weak light for fill in due W
16:47:17  <andythenorth> a long way away
16:47:26  <andythenorth> or maybe turning on global illumination
16:47:44  <andythenorth> or a sky light
16:49:10  <Xotic750> I have a hemi that follows the camera but on ly throws light on the chassis material (where it is darkest) and doesn't produce any shadow
16:49:45  <Xotic750> otherwise the sun and sky create all the lighting, which is fine, provided the sun is in the right place :)
16:49:56  <andythenorth> sounds wise
16:50:03  * andythenorth hasn't rigged anything for years :P
16:50:11  <andythenorth> it's all pixels for me
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17:38:02  <Alberth> hi hi
17:38:35  <Alberth> any devzone sys admin reading atm?
17:39:22  <Alberth> I made a nice check_language program, that produces output like
17:39:50  <Alberth> wanna buy it? :D
17:41:06  <Rubidium> oh, someone coding in R?
17:41:29  <Alberth> you wish :p
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17:48:47  <Alberth>  is the program
17:49:04  <frosch123> pyt4?
17:50:23  <frosch123> haha, i like how it matches the two "o" of "food market" and "grocer's shop"
17:53:10  <Brot6> FIRS Industry Replacement Set - Revision 2833:02404e9e16b8: Change: tweak spread of initial and maxi... (andythenorth) @
17:53:10  <Brot6> FIRS Industry Replacement Set - Feature #3950 (Closed): Adjust farm production (initial/growth) (andythenorth) @
17:54:39  <Brot6> ogfx-trains: update from r446 to r448 done (1 warnings) -
17:54:39  <Terkhen> Alberth: awesome :O
17:55:11  <Terkhen> andythenorth, planetmaker^: we need that
17:55:27  <planetmaker> hm, what?
17:55:40  <planetmaker> oh :-)
17:55:54  <andythenorth> is it a wsgi app?
17:56:35  <Alberth> andythenorth: you can make it one :p
17:56:36  <andythenorth> just put paster in front of or something :P
17:56:45  * andythenorth uses frameworks, not bare metal :P
17:57:07  <Alberth> frosch123: pyt4 ?
17:57:43  <andythenorth> write it in pyramid
17:57:56  <andythenorth> we need to learn pyramid anyway, for a bananananaans rewrite
17:58:38  <frosch123> Alberth: wt3 -> pyt4
17:58:48  <Alberth> andythenorth: I am already quite happy not to have run into much trouble with unicode :)
17:59:20  <Alberth> frosch123: oh, perhaps, this is an exercise in the area :)
17:59:21  <Terkhen> bbl
18:00:22  <andythenorth> apparently python is good with unicode *if* you do everything correctly
18:00:42  * andythenorth has been on the wrong side of that 
18:00:43  <andythenorth> painful
18:00:48  <andythenorth> anybody want to rewrite FIRS primary production?
18:00:51  <andythenorth> it's not hard
18:01:01  <andythenorth> nice exercise
18:01:28  <Alberth> ask NGC3982 :p
18:04:21  <Brot6> firs: update from r2828 to r2833 done -
18:04:49  <Brot6> firs: update from r2832 to r2833 done -
18:05:15  <planetmaker> I'm mostly afk right now, but the programme is just called on the lang files or how, Alberth?
18:05:42  <Alberth> python --html -d lang/english.lng lang/french.lng > f.html
18:05:53  <Alberth> but it has -h  :)
18:05:55  <planetmaker> nice :-)
18:07:41  <Brot6> dutchtrains: update from r524 to r531 done -
18:07:48  <Alberth> it should handle genders too, eg in the firs russian file, the old script gives lots of false positves on strings
18:08:19  <Alberth> that file also caused a bug in hg to appear :p
18:11:46  <Brot6> bandit: compile of r469 still failed (#3900) -
18:13:24  <Brot6> make-nml: compile of r0 still failed (#3730) -
18:14:10  <Brot6> metrotrackset: compile of r59 still failed (#3882) -
18:21:29  <Alberth> r0?  :)
18:43:04  <Brot6> FIRS Industry Replacement Set - Feature #3954 (New): Randomise primary cargos further (andythenorth) @
18:47:24  <Brot6> FIRS Industry Replacement Set - Revision 2834:19dbf6c4fa8d: Feature: 1 tile industry buffer for Coal... (andythenorth) @
18:47:24  <Brot6> FIRS Industry Replacement Set - Feature #1234 (Closed): 1 tile buffer - Coal Mine (andythenorth) @
18:47:43  * andythenorth just closed a pleasing ticket #
18:47:57  <V453000> :)
18:54:13  <Brot6> firs: update from r2833 to r2834 done -
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19:30:28  <Brot6> FIRS Industry Replacement Set - Revision 2835:a65d0ea1781d: Fix: 1 tile buffer for Coal Mine didn't ... (andythenorth) @
19:30:28  <Brot6> FIRS Industry Replacement Set - Revision 2836:7c1bf188c7c3: Feature: 1 tile industry buffer for Iron... (andythenorth) @
19:30:28  <Brot6> FIRS Industry Replacement Set - Revision 2837:3cb4c326f985: Feature: 1 tile industry buffer for Oil ... (andythenorth) @
19:30:30  <Brot6> FIRS Industry Replacement Set - Revision 2838:76f0f9954afa: Feature: 1 tile industry buffer for Pape... (andythenorth) @
19:30:34  <Brot6> FIRS Industry Replacement Set - Revision 2839:37e2d4a0fc67: Feature: 1 tile industry buffer for Stee... (andythenorth) @
19:30:38  <Brot6> FIRS Industry Replacement Set - Revision 2840:172e8a3c3e3f: Fix: 1 tile buffer for Sawmill didn't ha... (andythenorth) @
19:30:42  <Brot6> FIRS Industry Replacement Set - Feature #1237 (Closed): 1 tile buffer - Iron Ore Mine (andythenorth) @
19:30:45  <Brot6> FIRS Industry Replacement Set - Feature #1238 (Closed): 1 tile buffer - Oil Refinery (andythenorth) @
19:30:48  <Brot6> FIRS Industry Replacement Set - Feature #1239 (Closed): 1 tile buffer - Paper Mill (andythenorth) @
19:31:04  <andythenorth> frosch123: this might be about to cause me sadness :P ^^
19:32:15  <frosch123> why are you again trying to solve for a single grf which makes no sense for single grf?
19:32:20  <frosch123> *something
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19:33:25  <pithecus> hello, can anybody help me? I am having troubles with town naming...
19:34:45  <andythenorth> frosch123: because it was long discussed and I was told this is the way
19:34:55  <frosch123> pithecus: ask a more specific question :)
19:34:59  <andythenorth> patches were rejected and I effectively was told to stop working on them
19:35:28  <andythenorth> works :)
19:35:36  <andythenorth> as long as you don't want terraform
19:36:21  <pithecus> ok! well, I want to modify the specific town names list, however I dont know where it is located in game folder or so
19:36:29  <pithecus> I am not a programmer, to be clear
19:36:37  <Brot6> firs: update from r2834 to r2840 done -
19:37:15  <pithecus> there exists Slovak Town Names graphics, which I have downloaded and I am using it, but I would like to modify it, is it even possible?
19:37:19  <Brot6> FIRS Industry Replacement Set - Feature #1240 (Closed): 1 tile buffer - Steel Mill (andythenorth) @
19:38:22  <frosch123> <- there are several townname grfs with source
19:39:24  <Alberth> Slovak town names does not seem to be in that list
19:40:02  <pithecus> thats the problem
19:40:16  <Alberth> where did you download it from?
19:40:36  <pithecus> through the ingame online content downloader
19:40:43  <pithecus> like any other graphics
19:40:57  <Alberth> ok, so it's gpl, there should be source code somewhere
19:41:24  <frosch123> there is slovak town names on bananas?
19:41:30  <pithecus> yes
19:41:38  <frosch123> i see only slovenian
19:42:07  <frosch123> and czech
19:42:23  <pithecus> I cheched it too at the moment
19:42:24  <Alberth> can you click at the newgrf from the newgrf list? (not sure if you can, but if you can, you could see its info, like the author, and perhaps readme files or website
19:42:26  <pithecus> it is not there
19:42:45  <andythenorth> frosch123: I found the discussion :)
19:42:46  <Webster> Title: Transport Tycoon Forums View topic - 'Improved' industry placement [OTTD] (at
19:42:46  <pithecus> but its in the list of town names to choose from
19:42:51  <andythenorth> there was irc discussion as well :)
19:43:03  <andythenorth> there is a patch from Yex* that I tested as working iirc
19:43:07  <Alberth> the 11th time?  :)
19:43:34  <frosch123> ah, we have slovak town names by default
19:43:38  <frosch123> so, no grf :)
19:43:46  <pithecus> so then I cannot modify it?
19:43:52  <frosch123> pithecus: well, then you have to write a grf from scratch
19:44:08  <frosch123> the built-in town names generator are not exactly meant for modification
19:44:34  <pithecus> well I read something about NML and so, but it seems too demanding for me :/
19:44:43  <pithecus> isnt there any easier way?
19:44:44  <Alberth> making a town name grf is about the simplest one you can make
19:45:05  <Alberth> pithecus: NML is the easy way :)
19:46:09  <pithecus> oh, well then... I guess... I start going through the instructions on the web?
19:46:13  <Alberth>  <-- what is complicated about such a list?
19:47:00  <pithecus> its not, but there is the problem with compiling or whatever
19:47:36  <pithecus> so i write that code in editor and then somhow compile it?
19:47:51  <frosch123>
19:47:51  <Alberth> basically yes
19:48:46  <pithecus> and is it Ok to download that file and just rewrite some lines?
19:49:15  <frosch123> the most important part is that you change the "grfid" at the top :)
19:49:24  <frosch123> the rest should be obvious
19:50:06  <pithecus> I do not want to publish it or whatever, just for my use
19:51:01  <frosch123> still, you might mess up you savegames when using the same grfid for different grfs :)
19:51:05  <Alberth> even then, you should change the grfid, as it is used as identification of what name generator you used
19:51:06  <andythenorth> frosch123: looks like a day for digging old topics :P
19:51:11  <andythenorth> I just saw the forests post
19:51:31  <frosch123> forest post?
19:52:06  <andythenorth> field tiles
19:52:19  <frosch123> ah fields :)
19:52:26  <frosch123> well, did i already wrote a new spec?
19:52:32  <andythenorth> did you?
19:52:32  <frosch123> i think i posted it to some pastebin
19:52:41  <andythenorth> did it (ab)use new objects
19:52:57  <frosch123> yes, basically returning an object id, and where to place it
19:53:20  <frosch123> together with some stuff to check objects of certain types nearby
19:53:24  <andythenorth> it would be nice
19:53:40  <andythenorth> although I'd trade it in a solution to separating industry :D
19:53:50  <andythenorth> + for
19:55:03  <Alberth> good night all
19:55:06  <andythenorth> bye Alberth
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19:55:34  <frosch123> <- andythenorth. see 2011-11-09, contains all the answers
19:55:47  <frosch123> of the topics you raised recently :p
19:56:14  <frosch123> i wrote that after finishing grfv8
19:57:02  * andythenorth reads ;)
19:57:48  <andythenorth> frosch123: 'remove' is a nice touch
19:58:08  <pithecus> and how do I compile the nml file to grf?
19:58:36  <frosch123> with the nml compiler, the "getting started" page tells you some download location for windows
19:58:48  <pithecus> i downloaded that
19:59:20  <frosch123> well, then likely run "nmlc <your nml file>" in some console
20:00:03  <pithecus> i run it in command line, but it says that nmlc is not recognized query
20:00:32  <frosch123> then make sure that it finds whatever you downloaded
20:00:53  <frosch123> but i cannot help you with that, i have not used windows in years
20:01:05  <pithecus> ok, thank you very much, anyway
20:29:54  * pithecus slaps frosch123 around a bit with a large fishbot
20:30:51  <pithecus> ok... i am working in linux now
20:31:03  <pithecus> and have installed python
20:31:16  <frosch123> really? that comes kind of unexpected :o
20:31:19  <pithecus> but still nmlc command is not recognized
20:31:43  <andythenorth> ./nmlc?
20:31:45  <pithecus> well, some friend of mine is helping me, he is in IT field
20:31:47  <frosch123> well, give the complete path to nmlc
20:34:05  <Brot6> Script Communication Protocol - Revision 0:0fe1aee10dce: - Initial commit (krinn) @
20:34:26  <pithecus> how do I test that my python installation is working? wi th corresponding libraries?
20:34:54  <andythenorth> type python in the shell
20:34:58  <frosch123>  /path/to/nml/nmlc --version
20:35:13  <Brot6> FIRS Industry Replacement Set - Revision 2841:9fc9ca504e2f: Docs: update changelog preparatory to 0.... (andythenorth) @
20:38:10  <Brot6> FIRS Industry Replacement Set - Revision 2842:64a905e23c92: Added tag 0.7.5 for changeset 9fc9ca504e... (andythenorth) @
20:41:17  <Brot6> firs: update from r2840 to r2841 done -
20:42:30  <andythenorth> tap tap tap
20:42:36  * andythenorth wants to release and go to bed :)
20:42:42  <Brot6> firs: update from 0.7.4 to 0.7.5 done -
20:42:49  <andythenorth> yay
20:43:26  <andythenorth> bah
20:43:29  <andythenorth> md5 doesn't match
20:43:31  <andythenorth> again
20:45:06  <andythenorth> why do I get different md5 each time I build?
20:45:09  <andythenorth> this is not good :P
20:46:45  <andythenorth> the first time I tag then build, I get result A for md5
20:47:10  <andythenorth> if hg up tip, then hg up to the tag and build again, I get result B for md5
20:49:18  <frosch123> <- be carefule with hg purge --all though, if you have some tempoery data in there :)
20:49:40  <frosch123> but if everything is checked in, then it is the best clean
20:49:47  <andythenorth> your md5 matches mine :)
20:56:17  <Rubidium> hg tag + build doesn't build the tagged version
20:58:21  <andythenorth> I did up to the tag
20:58:40  <andythenorth> this has happened for all recent FIRS releases
20:58:48  <andythenorth> nvm
20:58:54  <andythenorth> 0.7.5 is done now :)
20:59:18  <andythenorth> 2 downloads
20:59:24  <andythenorth> who are these people? :P
21:01:52  <V453000> not me :P
21:02:00  <V453000> yet
21:07:11  * andythenorth -> bed
21:07:14  *** andythenorth has quit IRC
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21:37:54  <Terkhen> good night
21:38:38  *** frosch123 has quit IRC
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22:10:53  <pithecus> can anybody help me? i have question about town names .nml files
22:11:43  <pithecus> when there is a list, what does that number behind the town name indicate?
22:18:59  <V453000> pithecus: I havent done anything with town names but could you please paste the code somewhere, I might be able to help you that way
22:19:31  <V453000> is a good place to paste :p
22:20:35  <pithecus>
22:21:08  <pithecus> that numbers next to city names, what are these?
22:25:07  <V453000> probability I guess
22:25:12  <V453000>
22:25:48  <V453000> the only thing that would make sense to me would be probability
22:25:52  <V453000> maybe it is something else
22:26:21  <pithecus> so is it ok to change all numbers to the same one?
22:26:44  <V453000> yes then you would  get all names with the same probability
22:26:52  <V453000> well... try it ;)
22:27:42  <pithecus> ok, thank you very much! ;)
22:27:56  <V453000> I hope I am correct :) you are very welcome
22:28:33  <pithecus> and if the compiler says that default language file contains not-UTF8 characters? what should be done in that case?
22:31:03  <V453000> rewrite these characters into something which is UTF8 I guess
22:31:11  <V453000> at least that is what I did so far
22:31:31  <V453000> but I can imagine that with some special town names that could be hard
22:37:19  <pithecus> thanks
22:39:52  <pithecus> bye
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