Log for #openttdcoop.devzone on 19th August 2012:
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11:46:48  <andythenorth> how intriguing
11:47:08  <andythenorth> Canadian Trains grf turns the CHIPS concrete slab tiles into tree sprites
11:51:00  <Alberth> they must hate non-natural constructions
11:51:24  <andythenorth> suggests a problem with one of them though :P
11:52:11  <andythenorth> I think the problem is with CHIPS
11:52:24  <Hirundo> Is the  chips sprite loaded with actionA or action1?
11:52:29  * andythenorth checks
11:52:39  <andythenorth> it will be action 1, I'm 99%
11:52:46  <Yexo> actionA, but with GRM
11:52:49  <Yexo> at least I think so
11:53:11  <andythenorth> ah
11:53:15  <andythenorth> 1% case :P
11:53:35  <Yexo> but looking at the code I'm not sure which sprite it is exactly
11:53:47  <andythenorth> \d1420
11:53:54  <Yexo> so a baseset sprite
11:53:57  <andythenorth> yes
11:54:09  <andythenorth> I don't want to rush to blame the Canadian Trains, the baseset sprites remain unaffected for default houses / industries
11:54:24  <Yexo> that's really strange
11:55:38  <Hirundo> Do you have anything else loaded besides cantrains and chips?
11:56:17  <andythenorth> yes
11:56:28  * andythenorth tries isolating grfs
11:57:32  <Yexo> I can't reproduce the problem with cantrains 1.0 and chips r204
11:58:03  <andythenorth> I have cantrains 1.1
11:58:12  <andythenorth> but the issue is not present with only those 2 grfs
11:58:21  <andythenorth> need to try more combinatios
11:58:44  <Yexo> simply remove grfs one by one until the problem disappears (starting with the problem)
11:59:27  <andythenorth> ok
11:59:35  <andythenorth> it's the narrow gauge stations
12:00:06  <andythenorth> and multiple CHIPS tiles are affected
12:00:27  <andythenorth> reproducible with just Can Trains 1.1 and CHIPS 1.0.0
12:00:39  <Yexo> where can I find can trains 1.1?
12:01:07  <andythenorth> simuscape
12:01:20  <andythenorth> I can't distribute it to you for obv. reasons
12:01:48  <Hirundo> I'd guess, one of the grfs is not GRM'ing enough sprites
12:03:21  * andythenorth ponders filing an issue
12:16:35  <Yexo> I'll take a look as soon as my simuscape registration comes through
12:19:48  <Yexo> still can't reproduce it (can trains v1.1a now)
12:19:59  <Yexo> andythenorth: can you upload a savegame?
12:23:17  <andythenorth> I have a patched ottd right now
12:23:26  <andythenorth> does that matter?
12:23:37  <Hirundo> what patch(es)?
12:23:49  <andythenorth> Alberth's industry construction debug patch
12:23:57  <andythenorth> I'll revert and save a clean save
12:23:58  <Yexo> probably not
12:24:03  <andythenorth> k
12:24:28  <Alberth> nope, it just dumps some data to the screen, nothing more
12:24:59  <andythenorth> Yexo:,%2004-01-1910.sav
12:25:28  <Brot6> CHIPS Station Set - Unnamed, 04-01-1910.sav XandythenorthX @,%2004-01-1910.sav
12:27:18  <Yexo> aha, I misunderstood the part about it being narrow gauge stations only
12:27:23  <Yexo> can reproduce it now :)
12:27:47  <Yexo> I do have another version of CanRail.grf though (Canadian Trains v1.1a)
12:27:57  <andythenorth> hmm
12:29:21  <Hirundo> frosch123: Are any of the new NewGRF spec additions suitable to be turned into patches?
12:29:58  <andythenorth> my CanRail grf reports version 110
12:30:23  <Yexo> mine reports 111
12:30:56  * andythenorth gets 1.1a
12:31:06  <Yexo> doesn't help, has the same problem :)
12:31:14  <andythenorth> yup
12:31:33  <Yexo> but I highly suspect a problem in CanRail, not in chips
12:31:52  <Yexo> that grf appears not to use grf (correctly)
12:31:56  <Yexo> *grm
12:33:43  <frosch123> Hirundo: you mean from the new_result stuff?
12:34:26  <Hirundo> yes
12:34:59  <frosch123> only 2.1 and 2.2. have no open spec questions
12:35:51  <frosch123> in general 1. and 3. are not very detailed yet :)
12:37:02  <andythenorth> Alberth: did you succeed in adding a cb yet? :)
12:37:41  <frosch123> maybe secondary scopes should be done first, but albert is currently restructuring stuff in that area, so it is not very wise to start with that now :)
12:37:58  <Alberth> nope, not at all
12:38:34  <Alberth> frosch123: feel free to hack there, I need lots of time to understand things there
12:39:37  <frosch123> Alberth: well, both seems to head in the same direction, i just don't know which is a superset of which :)
12:40:11  <Hirundo> Alberth: What are you planning to do?
12:40:24  <Alberth> andythenorth: the trivial addition failed on not having an industry spec in the grf (I think), which sort of makes sense, but now I am at a complete loss what to do next
12:41:08  <Alberth> Hirundo: mostly messing with newgrf extensions to make industry managing from a newgrf workable
12:41:41  <Alberth> one step is to allow the total number of industries in the world to be under newgrf control
12:41:46  <andythenorth> (and if we strike it lucky, we get something GS can use too) :P
12:42:06  <andythenorth> but /me gave up trying to actually spec for GS, it's too fricking hard :P
12:42:33  <Alberth> another step is to inform the industries of their position in the world, ie how many are there, versus how many should there be
12:42:43  <Alberth> possibly with usage information or so
12:43:00  <frosch123> Alberth: that's not what i meant :p
12:43:15  <Alberth> ie supply information where a newgrf industry can sanely base closure on
12:43:40  <frosch123> Hirundo: it is about turning the function pointers in ResolverObject into virtual functions
12:43:41  <Alberth> frosch123: quite likely, you lost me completely with "head in the same direction" :)
12:44:25  <frosch123> for secondary scopes something similar would have to be done. both combined might look like
12:45:19  <frosch123> though this morning i thought that "ScopeResolver* scopes[VSG_END];" would need replacing with "ScopeResolver* GetScope(VarSpriteGroupScope scope)"
12:45:22  <Alberth> yeah, I ran into PARENT_SCOPE with the industry tiles :)
12:47:33  <Hirundo> uint32 reseed[VSG_END] <- this would make reseeding for randomact2 type 83/84 work?
12:47:50  <frosch123> nope
12:48:00  <frosch123> that line is not new
12:48:14  <frosch123> and reseeding does not work for non-self vehicles
12:48:23  <frosch123> (that's why 84 is so silly :p)
12:51:13  <Hirundo> randomaction2 is silly
12:51:46  <frosch123> it works for industries and stations, but vehicles ra2 type 83 and 84 are completely stupid
12:51:51  <Hirundo> Basically you should just use var 5F to randomize stuff, and use randomact2 only in CB 0x01
12:52:20  <Yexo> not completely
12:52:32  <Yexo> if you use randomaction2 instead of var5F you'll get cb 0x01 for free
12:52:38  <frosch123> Hirundo: the problem is, that vehicle ra2 read random bits of other vehicles, but they can only write the random bits of the self-scope
12:52:42  <Yexo> as long as you use it in actual graphics (ie cb 0) chains
12:52:57  <frosch123> so, ra2 with non-self scope and triggers makes no sense
12:53:03  <frosch123> (for vehicles)
12:56:20  <Hirundo> Yexo: Try explaining that to an NML user with no prior nfo knowledge
12:57:25  <andythenorth> +1
12:57:26  <frosch123> nml should just not support ra2 types 83 and 84 for vehicles :)
13:10:50  <andythenorth> autorefit for BANDIT is puzzling me
13:11:10  <andythenorth> I don't think I can allow it without graphics changing on trucks at stations
13:11:20  <andythenorth> but graphics changing is unacceptable
13:11:26  <andythenorth> so I think I can't feature it
13:11:42  <frosch123> why is changing graphics not acceptable?
13:11:51  <frosch123> not all containers look the same
13:11:56  <frosch123> truck can switch trailers
13:12:13  <andythenorth> non-trailer truck can't switch body though
13:12:19  <frosch123> a truck does not always pull the same trailer
13:14:35  <andythenorth> autorefit for trailers only?
13:16:43  <andythenorth> hmm
13:16:57  <andythenorth> this one is unusual, there's no feature request I can make for it :P
13:22:16  <andythenorth> actually
13:22:40  <andythenorth> if vehicle had a type, the refits could be controlled sanely
13:27:36  * andythenorth looks for something to plausibly abuse
13:27:50  <andythenorth> ah
13:27:51  <andythenorth> Select colour mapping for vehicle (2D)
13:28:13  <andythenorth> wonder if that has a corresponding var
13:28:45  <andythenorth> also prop 25 for trains is very mysterious
13:28:49  <andythenorth> what is it?
13:34:36  <Yexo> Hirundo: I agree
13:34:54  <Yexo> what do you propose? Remove random_switch altogether and replace it by something taht only works for cb 0x01?
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13:39:52  <andythenorth> is train prop 25 deprecated?
13:40:31  <andythenorth> the only mention of it in docs is cb36
13:40:48  <andythenorth> can't see anything else in nfo docs, nor anywhere in nml docs
13:41:42  <Yexo> it's "bitmask_vehicle_info" in nml docs
13:42:16  <Yexo> vehicle var 42 mentions it too:
13:48:13  <andythenorth> wonder what happens if I check bitmask_vehicle_info for road vehicles
13:48:23  <andythenorth> I assume it just fails cleanly?
13:48:37  <andythenorth> nvm
13:48:44  <andythenorth> dumb question
13:53:32  <andythenorth> it's interesting that train grfs may make use of this prop
13:54:09  <Yexo> it's broken as soon as you use multiple trainsets
14:00:32  <andythenorth> makes sense
14:00:56  <andythenorth> vehicle storage is so strongly resisted, I wondered why this prop existed at all
14:01:00  <andythenorth> why isn't it removed?
14:02:15  <Yexo> because nobody dared to remove it
14:02:16  <frosch123> <- there are other plans
14:02:17  <Webster> Title: Transport Tycoon Forums View topic - Proposal: Larger user-defined bit mask (at
14:02:52  <andythenorth> more stuff should be deprecated :)
14:03:11  <andythenorth> I don't mean instantly
14:03:24  <andythenorth> but with a deprecation warning + a release number where support will be dropped
14:03:25  <Alberth> just like java, deprecate it, but continue supporting it :p
14:03:57  <andythenorth> I thought python did same?
14:04:20  <frosch123> andythenorth: sometimes i have the impression to give newgrfs no limits, so they break under their own weight
14:04:25  <Yexo> andythenorth: currently we still support savegames from openttd 0.1, deprecating newgrf stuff would probably break some old newgrfs, hence old savegames
14:04:46  <Alberth> andythenorth: python 3 cleans out a lot of cruft :)
14:05:12  <michi_cc> Yexo: That has already happened with improved GRF validity checks over the years.
14:05:19  <frosch123> e.g. railtypes: everyone complains that there is a limit of 16 types, just because some set wanted to fill them all with completely useless types. i believe if the limit would be 256, people would notice that a dropdown with 256 entries is completely useless, and then actually use less than 16 types :)
14:05:43  <andythenorth> so deprecate at major versions :P  But meanwhile limit use by removing support from the tool (nmlc)
14:05:44  <Yexo> michi_cc: but the newgrfs that fell out there had always been broken
14:05:51  <Yexo> that's different from dropping support for valid newgrfs
14:05:55  <Alberth> frosch123: nice theory, let's try that one day :p
14:05:56  <andythenorth> we have a prior case with setx
14:07:05  <frosch123> simliar for cargos and industrytypes, if we would support 256 cargos and 64k industry types, first might not have tried to fill them all, and would be smaller in total
14:07:08  <andythenorth> the only issue with setx is somebody being brave enough to specify which ottd version will drop it :P
14:08:21  <Yexo> people would try to run all ecs vectors + pbi + firs and report how unusable the game becomes :p
14:08:31  <Alberth> frosch123: good way to make unique industries at a 2K*2K map
14:09:12  <frosch123> :)
14:09:35  <Alberth> Yexo: nah, you cannot load not enough newgrfs for that
14:13:18  <andythenorth> frosch123: nah, limits are good
14:14:29  <frosch123> only because you can blame them :p
14:14:57  <andythenorth> what's the industry limit?  64?
14:15:10  <frosch123> in ottd, yes
14:15:29  <andythenorth> yeah, limits mean I don't have to argue why I'm not including xyz
14:15:32  <andythenorth> cowardice :P
14:15:45  <andythenorth> also forces choices, so the weak stuff gets cut
14:20:18  <andythenorth> frosch123: so the proposal for user bitmask...
14:20:24  <andythenorth> would that apply to all vehicle types?
14:27:31  <andythenorth> biab
14:38:44  <Hirundo> Yexo: You'd declare 'random variable $foo with X bits, rerandomized with triggers Y'
14:39:08  <Hirundo> Then NML takes care of the rerandomizing, and you can access the random bits using $foo
14:43:53  <Yexo> sounds good :)
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16:50:28  <Brot6> World Airliners Set - Revision 813:df9a8b1a8d95: Fixed A320-200 Delta Arilines Misalignment XBeardie27X @
17:03:08  <Brot6> World Airliners Set - Revision 814:0508cedc7c16: Correct All A330-200 Sprite Missallignments XBeardie27X @
17:03:16  <Brot6> worldairlinersset: update from r812 to r813 done -
17:07:05  <Brot6> worldairlinersset: update from r813 to r814 done -
17:11:21  <Brot6> World Airliners Set - Revision 815:ebb8029a10ed: Fixed A321 Water Colours on Air Canada XBeardie27X @
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17:18:50  <Brot6> worldairlinersset: update from r814 to r815 done -
17:19:17  <Brot6> World Airliners Set - Revision 816:6b89023d03c3: Add error.log into the .hgignore file to ignore the... XBeardie27X @
17:31:26  <Brot6> worldairlinersset: update from r815 to r816 done -
17:33:14  <andythenorth> frosch123: I dare you to add 256 cargos :D
17:38:30  * andythenorth would find a way to use them
17:38:35  <andythenorth> for evil :|
17:39:26  * andythenorth ponders 225 different classes of passenger
17:39:34  <andythenorth> or 100 classes of passenger and 125 classes of mail / parcels :P
17:41:04  <Brot6> firs: update from r2873 to r2875 done (2 warnings) -
17:44:23  <Brot6> worldairlinersset: update from r810 to r816 done -
17:45:22  <frosch123> andythenorth: good point, you could implement cargodist with that
17:45:42  <frosch123> cargo "passengers to brunburry town"
17:46:03  <andythenorth> 19 types of coal
17:46:15  <andythenorth> 23 types of goods
17:46:20  <andythenorth> use the customise cargo cbs
17:46:24  <frosch123> i think rb collected a list of 2800 types of rail
17:46:30  <andythenorth> rl?
17:46:32  <andythenorth> or in the game?
17:46:37  <frosch123> rl
17:47:10  <andythenorth> cargos is not a bad way to do cargodist :P
17:47:19  <andythenorth> hmm
17:47:21  <frosch123> all combinations of popular catenaries, voltages, gauges, rail profiles, ...
17:47:28  <andythenorth> what happens if cargos share a label :o
17:47:39  <andythenorth> different ids
17:49:06  <andythenorth> FIRS currently has 31 cargos, 256 slots would give 8 variants on each, with room free for pikka's regearing :P
17:52:20  <Beardie> andythenorth, curious question on any one particular vehicle is 256 cargo refits the maximum?
17:52:40  <andythenorth> dunno
17:52:47  <andythenorth> what does spec say? :)
17:53:35  <Beardie> no sure lol, never checked, just wondering because the world airline set uses cargo refitts to change the livery of a plane, makes me think we can have only 256 liveries for any one plane lol
17:56:10  <frosch123> Beardie: 255 is the maximum
17:56:27  <frosch123> the value 255 is needed for "invalid"
17:56:51  <Beardie> cool
17:57:19  <Beardie> hummm wouldn't think we would ever reach 255 repaints for a specific aircraft lol.
17:57:52  <Beardie> though the freight planes may be a problem with multiple repaints with multiple cargos
17:57:56  * andythenorth would like to remove some FIRS cargos, but will get yelled at from many sides :P
17:58:07  <Beardie> lol
17:58:22  <andythenorth> Wool and Plant Fibres are effectively redundant; same cargo: Raw Textiles (or such)
17:59:02  <andythenorth> Scrap Metal is too detailed and just a bit overkill
18:00:04  <andythenorth> I'm dubious about the gameplay benefit of Recyclables
18:00:12  <andythenorth> that would get it down from 31 to 28
18:01:35  * Alberth gives some unyells to andy
18:02:31  <Alberth> alternatively, implement economies and let them disappear :)
18:03:03  <andythenorth> that's what I'll be told to do :)
18:03:26  <andythenorth> which is interesting
18:03:26  <andythenorth> because I can't do that :)
18:03:30  <andythenorth> however
18:03:41  <andythenorth> when I get a life again, I could convert FIRS to python
18:04:43  <andythenorth> oh.  The total of FIRS cargos - live and dead (removed) - is only 39
18:04:47  <Alberth> tbh, I am not sure why nml would be so difficult, perhaps the loads of template-ish stuff gets in the way?
18:05:08  <andythenorth> I don't like working with the C pre-processor stuff
18:05:19  <andythenorth> and I don't like being yelled at when I ask questions in the channel about it
18:05:54  <andythenorth> today, andythenorth is mostly avoiding yelling :)
18:06:05  * andythenorth is probably being silly :P
18:06:06  <Alberth> did you ever try to make an industry 'from scratch' in nml?
18:06:19  <andythenorth> ach, the nml is trivial
18:06:29  <andythenorth> I can code nml one-handed holding a baby ;)
18:06:45  <Alberth> so it's just the pre-processor thingies
18:06:45  <andythenorth> yup
18:06:53  <Yexo> as far as I remember the preprocessor stuff was much worse when it was still coded in nfo
18:07:36  <andythenorth> it was less efficient
18:07:37  <Alberth> perhaps, but cpp is just not designed for the stuff it is used for
18:07:37  <Yexo> (no reason not to reduce it further were possible of course)
18:07:48  <andythenorth> I will convert it to python at some point
18:07:48  <Alberth> ie #include as a template expansion mechanism
18:08:15  <andythenorth> I've written BANDIT from scratch in python, and converted FISH to python
18:08:15  <andythenorth> I'll do HEQS next
18:08:15  <andythenorth> I like that CHIPS is nfo, it keeps my brain stretched :)
18:08:51  <Alberth> your chips station tiles looked awkward in 32bpp :p
18:08:53  <andythenorth> I bet :P
18:09:16  <andythenorth> we should write a PIL program for upscaling sprites
18:09:51  <andythenorth> it would have to recognise edges
18:10:34  <Alberth> convert to vector graphics, and then re-generate at a higher resolution :p
18:11:11  <andythenorth> Yexo: nml templating plans still on the back burner? :)
18:11:17  <Yexo> yep
18:11:28  <Yexo> not sure it'd make things much easier though
18:11:36  <andythenorth> not for me
18:11:46  <andythenorth> would for others perhaps
18:12:10  <andythenorth> just use python built in Template class ;)
18:12:32  <andythenorth> does enough to template vehicles
18:15:34  <andythenorth> does $ have any significance in nml?
18:15:49  <Yexo> no
18:16:05  <andythenorth> $identifier to substitute values?
18:16:41  <andythenorth> hmm
18:16:52  <andythenorth> maybe this is the wrong time to talk about this :)
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18:41:28  * andythenorth contemplates a stubby framework for nml vehicles 
18:41:39  <andythenorth> all it does is hold an id property
18:41:44  <andythenorth> author has to extend the rest :P
18:42:29  <andythenorth> oh it would also need a template loader
18:42:46  <andythenorth> and a call to render the template
18:43:02  <andythenorth> and a way to save all that out as templated nml
18:43:10  <andythenorth> but that's not many lines of python
18:44:37  <andythenorth> something like this
18:44:39  <Webster> Title: Transport Tycoon Forums View topic - Templating NML with Python - the non-comprehensive guide... (at
18:45:43  <Brot6> World Airliners Set - Revision 817:5c4af1b01a34: Slightly updated the A330-300 Greyscale still no wi... XBeardie27X @
19:01:37  <Brot6> worldairlinersset: update from r816 to r817 done -
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19:23:14  <Brot6> Library: Pathfinder.Road - Revision 6:d30f89f5cc77: Change: Use AyStar 6 instead of version 4 XZuuX @
19:23:14  <Brot6> Library: Pathfinder.Road - Revision 7:3ee9fff88f8c: Add: Changelog text file XZuuX @
19:23:14  <Brot6> Library: Pathfinder.Road - Revision 8:2c503269ab8c: Added tag 4 for changeset 3ee9fff88f8c XZuuX @
19:23:16  <Brot6> Library: Pathfinder.Road - Revision 9:9ba505d9ebff: Fix: Use correct library name in Makefile XZuuX @
19:23:20  <Brot6> Library: Pathfinder.Road - Revision 10:6dfc0deefb37: Added tag 4 for changeset 9ba505d9ebff XZuuX @
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19:41:51  <Yoshi> somebody here?
19:42:03  <Yexo> no
19:42:11  <Yoshi> :D
19:42:13  <Yexo> 28 times nobody
19:42:21  <Yoshi> ok
19:42:22  <Yoshi> ;)
19:42:38  <Frankr> hey
19:44:21  <Yoshi> I'm new in coding nml files....   what effect has"#define [indentifier] (param) \" ?
19:44:45  <Yexo> in nml? none
19:44:54  <Yexo> most of the files here are run through the gpp preprocessor
19:45:03  <Frankr> i've never coded in nml sorry
19:45:19  <Yoshi> ok what effect has it in gpp prepocessor?
19:45:24  <Yoshi> ok what effect has it in gpp preprocessor?
19:45:38  <Yexo> it creates a macro with the name identifier and the value (param)
19:45:39  <Yexo> the backslash makes the value continue on the next line
19:45:56  <Yoshi> yes
19:45:57  <Yexo> afterwards if that identifier is found it's textually replaced by the value
19:46:06  <Frankr> #define generally means define such and such with this identity with this parameter
19:46:16  <Frankr> yh
19:46:24  <frosch123> Yoshi:
19:46:25  <Webster> Title: C preprocessor - Wikipedia, the free encyclopedia (at
19:48:44  <Yoshi> as I'm trying to use planetmakers variable snowline code of opengfx+ landscape, how can i code it without a preprocessor?
19:49:02  <Frankr> use nfo
19:49:07  <Yoshi> -.-
19:49:10  <Yexo> you can easily use nml
19:49:21  <Yoshi> which syntax?
19:49:30  <Yoshi> template or something?
19:49:38  <Yexo>
19:49:52  <Yexo> that's the last revision of ogfx-landscape after the preprocessing step
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19:50:51  <Yoshi> thanks :)
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19:57:57  <Yoshi> it works :D
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20:04:13  <Yexo> great :)P
20:06:35  <Yoshi> Now I'have done a grf with nearly the same functions as OpenGFX+ landscapes (no objects, no gridless tiles) but with additional graphics (temperate farm, oilwells, rivers in aline climate)
20:26:42  <Yoshi> good night :)
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20:42:41  <Brot6> SuperLib - Revision 75:7f8e8d6991b9: Add: HasSignAt(tile) and GetSignAt(tile) XZuuX @
20:42:41  <Brot6> SuperLib - Revision 76:c84f3b453fa1: Change: Use Pathfinder.Road 4 XZuuX @
20:42:41  <Brot6> SuperLib - Revision 77:54c0fdc2bb05: Add: AreDistantRoadTilesConnected that use a special version of... XZuuX @
20:42:41  <Brot6> SuperLib - Revision 78:7902f02a3523: Feature: Road, RoadBuilder and RoadPathfinder are now supported... XZuuX @
20:42:45  <Brot6> SuperLib - Revision 79:3b211b782ab4: Add: IsStation, GetMaxCoverageRadius, GetAcceptanceCoverageTile... XZuuX @
20:42:49  <Brot6> SuperLib - Revision 80:e7242f2d0ef3: Fix: AreDistantRoadTilesConnected returned fales positives XZuuX @
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21:02:28  <Brot6> Library: Pathfinder.Road - Version 4 have been released XZuuX @
21:05:58  <Brot6> Tutorial - Revision 56:a6a08cedabce: Feature: Implementation of chapter 4: Trucks XZuuX @
21:05:58  <Brot6> Tutorial - Revision 57:e13313d96a81: Added tag Version 8 for changeset a6a08cedabce XZuuX @
21:06:33  <Brot6> FIRS Industry Replacement Set - meh2.png XandythenorthX @
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21:38:42  <Brot6> SuperLib - Revision 81:a6f11ea7b5a6: Document: AreDistantTilesConnected do not always work XZuuX @
21:38:42  <Brot6> SuperLib - Revision 82:c03ac420d94f: Version 25 XZuuX @
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21:40:27  <Brot6> Library: Pathfinder.Road - Revision 11:5aac7c2d4f44: Feature: nogo-bundle target in Makefile XZuuX @
21:49:05  <Brot6> make-nml: compile of r14 still failed (#4048) -
22:08:50  <Brot6> Following repos rebuilds successful without any difference to earlier nightlies builds: ogfx-trains (1 warnings), zbuild, fork-ogfx-trains, ogfx-industries, opengfx (12 warnings), bandit (1 warnings) (Diffsize: 8191), cets (195 warnings), friss (Diffsize: 2160), manindu (Diffsize: 2), newgrf_makefile (Diffsize: 1), dutchtrains, fork-fork-ogfx-trains, swisstowns (Diffsize: 51), britrains (7 warnings) (Diffsize: 67278), metrotrackset,
22:08:51  <Brot6> dutchroadfurniture (Diffsize: 203965), spanishtowns (Diffsize: 8), frenchtowns, ogfx-rv, fish (1 warnings), dutchtracks, ogfx-landscape (2 warnings) (Diffsize: 1320), swedishrails (Diffsize: 1836), uselesstracks, german-townnames (Diffsize: 5042), belarusiantowns (Diffsize: 72), indonesiantowns (1 warnings) (Diffsize: 350), debugveh (Diffsize: 989), airportsplus (Diffsize: 6970)
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