Log for #openttdcoop.devzone on 26th May 2012:
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08:33:52  <Xotic750_> planetmaker: I have made you an admin on the bitbucket backup repo
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09:25:14  <Terkhen> planetmaker: I'm thinking on adding a switch to ogfx-rv for making default road vehicles more usable, it would include and maybe some changes to capacity
09:25:21  <Terkhen> what do you think?
09:28:43  <Brot6> OpenGFX+ Road Vehicles - Feature #3231 (Closed): Modify readme structure (Terkhen) @
09:30:45  <Brot6> OpenGFX+ Road Vehicles - Feature #3206 (Closed): Autorefit support (Terkhen) @
09:32:30  <Brot6> OpenGFX+ Road Vehicles - Bug #3356 (Closed): DevZone compile failed (Terkhen) @
09:40:52  <Brot6> OpenGFX+ Road Vehicles - Bug #3184: Weird characters in readme.txt (Terkhen) @
10:38:06  <Brot6> DevZone Help Center - filetypes.NML.conf (Terkhen) @
10:52:27  <Brot6> OpenGFX+ Road Vehicles - Revision 147:601d2ca6516e: Update: NewGRF description string. (Terkhen) @
10:52:28  <Brot6> OpenGFX+ Road Vehicles - Revision 148:1c93801b33a1: Fix: German was using a wrong grflangid. (Terkhen) @
11:41:26  <Terkhen> duh, I hate random triggers
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14:19:39  <Brot6> OpenGFX+ Road Vehicles - Revision 149:23c156b1ae86: Feature #2688: Random recolouring for containers... (Terkhen) @
14:21:43  <Brot6> OpenGFX+ Road Vehicles - Feature #2688 (Closed): Random recolouring (Terkhen) @
14:28:15  <Brot6> OpenGFX+ Road Vehicles - Revision 150:26903b8d6002: Fix: Correct misc_flags for buses. (Terkhen) @
14:46:34  <Brot6> OpenGFX+ Road Vehicles - Revision 151:bc76d3acb061: Codechange: Move templates to their own folder. (Terkhen) @
14:46:34  <Brot6> OpenGFX+ Road Vehicles - Revision 152:9c02e119b488: Fix: 2CC was missing for Toyland vehicles. (Terkhen) @
14:47:10  <Brot6> OpenGFX+ Road Vehicles - Bug #2134: very small 2cc patch in toyland climate (Terkhen) @
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15:37:29  <Brot6> OpenGFX+ Road Vehicles - Feature #1880: Graphical support for new cargos (Terkhen) @
15:39:54  <planetmaker> Terkhen: I don't think it needs a switch. Making the default RV such that they're usable after all is the goal of these NewGRFs.
15:40:35  <planetmaker> This can as well include adjusting power if they don't work with realistic accel
15:41:12  <planetmaker> (Less switches is better user experience in these cases IMHO - after all you know which is better)
15:42:08  <planetmaker> 17:38 Xotic750_: [10:33:52] planetmaker: I have made you an admin on the bitbucket backup repo <-- thanks
15:42:12  <Terkhen> road vehicles don't have power without realistic acceleration
15:42:22  <Terkhen> IIRC they just accelerated at a fixed speed
15:42:39  <planetmaker> Then there's even less reason to add a parameter ;-)
15:42:49  <Terkhen> it makes sense to forget about the parameter, yes :)
15:42:55  <Terkhen> I'll run some tests with the values suggested at the task
15:43:43  <Terkhen> BTW, I just implemented random recolouring for containers in ogfx-rv
15:44:08  <Terkhen> ogfx-trains only recolours GOOD containers, but other cargos that use the "default" sprite are probably not being recoloured
15:44:22  <planetmaker> I think that's true. Yes
15:44:30  <Terkhen> I also thought about implementing recolouring at cargo_definitions, because it is something common too
15:44:44  <planetmaker> that's an interesting idea :-)
15:44:45  <Terkhen> but I only need to recolour the second cc and ogfx-trains seems to be recolouring both
15:45:21  <Terkhen> probably because the flatbed wagons are only wood and 2cc, but I wasn't sure :P
15:46:01  <planetmaker> I'm not sure anymore what I did there exactly :-)
15:47:09  <Terkhen> if you can confirm that it works as expected with "only 2cc" (as done in ogfx-rv) I'll move that code to cargo_definitions
15:48:38  <planetmaker> mind if I test tomorrow? I'm about to head to a BBQ
15:49:03  <Terkhen> I have no hurry at all :P
15:49:06  <Terkhen> enjoy :)
15:50:11  <planetmaker> so it's about testing ogfx-rv HEAD?
15:50:39  <planetmaker> flatbed trucks mostly?
15:51:46  <Terkhen> recolouring works fine in ogfx-rv head, because it only recolours the 2cc
15:51:54  <Terkhen> ogfx-trains recolours both
15:52:05  <Terkhen> I don't know if it is safe to recolour only the 2cc in ogfx-trains
15:52:20  <Terkhen> if it is safe, we can merge that code
15:52:28  <Terkhen> this has very low priority :)
15:53:34  <planetmaker> the flatbed wagons in ogfx-trains shall have a 1cc recolour for the wagon itself. And a 2cc recolour for the containers. iirc
15:54:29  <Terkhen> planetmaker:
15:55:00  <Terkhen> for comparison:
15:55:31  <planetmaker> I think I didn't know the syntax you show me :-)
15:55:42  <planetmaker> or it didn't exist when I wrote that. Or rather both ;-)
16:00:47  <Terkhen> well, it existed in my old recolour code from 8 months ago :P
16:01:12  <Terkhen> I think that it was somewhat broken because it did not use palettes and colours properly
16:05:09  <planetmaker> hm, well. Or I forgot about it. I only recall that I played around with something similar but didn't get the result I wanted
16:05:22  <planetmaker> I'll check it out tomorrow, looks like what I wanted ;-)
16:17:43  <Terkhen> ok :)
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17:29:32  <Brot6> ogfx-rv: update from r146 to r152 done -
17:31:55  <Brot6> bandit: compile of r489 still failed (#3900) -
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20:39:01  <Terkhen> creating scenarios for testing road vehicle speed/acceleration is much more entertaining than actually tweaking the values
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21:37:03  <Terkhen> planetmaker:
21:37:04  <Webster> Title: Transport Tycoon Forums View topic - OpenGFX+ Road Vehicles development thread (at
21:37:37  <Brot6> OpenGFX+ Road Vehicles - Feature Request #3544: FS#4975 - Buses engine's power (Terkhen) @
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