Log for #openttdcoop.devzone on 3rd July 2013:
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11:39:23  <Brot6> xussrset: update from r1021 to r1022 done (4 warnings) -
12:23:44  <Brot6> xussrset: update from r1022 to r1023 done (4 warnings) -
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15:23:47  <Brot6> Industrial Stations Renewal - Revision 213:26a9d2cd7fcf: Codechange: Improve comments and code layou... Xmart3pX @
15:50:27  <Brot6> Dutch Road Furniture - Support #6101 (New): Support for ARRS XzooksX @
15:53:02  <Brot6> Dutch Road Furniture - Feature #6104 (New): Different colours for signs and gantry XzooksX @
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15:57:11  <planetmaker> :-)
15:57:36  <zooks> I finally registered there
15:57:56  <planetmaker> just saw the tickets you created :-)
15:58:11  <zooks> Yeah, but the sprites are really bad. Im not good at this
15:58:30  <planetmaker> bad.... bad is relative
15:58:48  <zooks> not perfect
15:58:50  <planetmaker> the biggest step IMHO always is getting started. And getting a first version done
15:59:10  <planetmaker> the rest... can always be built on that. Improvements are possible nearly always. One way or another.
15:59:22  <zooks> thats true
15:59:37  <planetmaker> waiting for 'perfect' means to wait for never-ever-day :-)
16:00:43  <planetmaker> I dunno foobar's stance on what he wants to add and what not... but can you code that in NML? Or how did you modify the newgrf for your purposes?
16:01:14  <zooks> I think I could code it in the same way as support for uk roads was added
16:01:44  <zooks> But I just replaced the main sprites to get this in my game
16:02:03  <planetmaker> I guess that's the way foobar would prefer it done, yes
16:02:31  <planetmaker> but... really needs him to decide; it's his set :-)
16:02:53  <planetmaker> just judging from what I recall he said earlier: he's happy to include stuff, if it's little work for him
16:04:37  <planetmaker> personally I also like to have support for different road sets as a parameter (or maybe auto-detect)
16:07:09  <zooks> where can I find documentation for pnml syntax?
16:07:51  <planetmaker> it's the same as NML. But the gcc pre-processor is run over it before nml is run on the result
16:08:09  <planetmaker>
16:08:54  <planetmaker> thus you can use macro templates from cpp and #defines or so to shorten some repetitive things. Not sure what / whether foobar did that (a lot)
16:10:13  <planetmaker> is the check for road grfs
16:10:46  <zooks> yes, and then there are the individual settings per object in /objects
16:11:57  <zooks> STORE_TEMP((param_roadset_use - 1) * NUM_SPRITES, 2)
16:12:54  <zooks> ah I see now, I would just have to add the files at the start of each object
16:13:10  <zooks> and add the parameter
16:13:19  <zooks> that couldn't be too hard
16:13:27  <planetmaker> looks like that, yes
16:13:36  <planetmaker> do you have a unix-oid build environment?
16:14:06  <planetmaker> where you have make, gcc and nml? Or are you on windows?
16:14:16  <planetmaker> (well, that does not exclude eachother, but...)
16:14:34  <zooks> Unix all the way
16:14:42  <planetmaker> great. then it's easy
16:15:07  <planetmaker> obviously you also want mercurial to obtain the source
16:15:20  <zooks> I have it but I have a very hard time using it
16:15:38  <zooks> Im really comfortable with svn, but never understood the more complex systems
16:15:44  <zooks> git/mercurial
16:15:55  <planetmaker> you can basically use hg very similar to svn...
16:16:34  <planetmaker> you need pull. you need diff. and you need up
16:16:42  <planetmaker> and possibly commit
16:16:48  <planetmaker> and revert
16:18:29  <planetmaker> might help
16:18:30  <Webster> Title: Appendix A. Migrating to Mercurial (at
16:18:43  <planetmaker> there's a bit down a quick reference
16:18:48  <planetmaker> in a table
16:20:22  <zooks> Ah thank you for that
16:20:32  <planetmaker> no problem :-)
16:21:23  <planetmaker> the big advantage is: if you got a clone of a mercurial repository: you can actually commit. no problem
16:21:42  <planetmaker> you can pull your network plug and access every version. You have the complete history on your machine
16:23:45  <planetmaker> thus it's also easy to share and manage a sequence of modifications onto a reference repository
16:23:53  <planetmaker> s/onto/with respect to/
16:23:53  <Brot6> planetmaker meant: "thus it's also easy to share and manage a sequence of modifications with respect to a reference repository"
16:23:56  <zooks> I always have trouble updating to the newest version or reverting with that
16:24:32  <planetmaker> hg pull -u does the trick usually.
16:27:15  <planetmaker> if you got uncommitted changes, merging them to tip might fail... commit them first and update then is likely easiest
16:27:41  <zooks> ok, so for now Ill just make my changes, then commit and then diff?
16:27:44  <planetmaker> or you might need to go through the merge to update it. Alternatively hg revert -a to remove every change and then hg up again
16:28:03  <planetmaker> hg export is what you want for committed changesets
16:29:06  <planetmaker> but basically I suggest: one commit per logical change (all which allow the set to compile). And then export the single commits which in total add the roads in entirety to the set
16:29:34  <planetmaker> hg export 1313 > arrs_01.diff
16:29:44  <planetmaker> hg export 1314 > arrs_02.diff
16:29:45  <planetmaker> etc
16:29:57  <planetmaker> hm... I wonder whether it covers binary files. But I think so
16:30:19  <planetmaker> yeah. only patch works badly for changed binary files. But that's not hg :-)
16:30:45  <zooks> so I should only change add one png per commit?
16:31:16  <planetmaker> dunno. Depends on what's in it :-)
16:31:46  <zooks> well, the whole thing is adding 6 pngs, changing 6 pnml files and the header
16:32:15  <planetmaker> so one might make it 7 commits: one per png+pnml file and one to actually add the parameter to header as last one
16:32:31  <zooks> ok
16:32:54  <planetmaker> though you might want to do the header ... first, or include it in the first commit
16:33:02  <planetmaker> or it will be hard to test whether it makes sense :-)
16:34:49  <planetmaker> and... it's more important to get it done first than making the commit history look nice first
16:34:58  <planetmaker> the latter can still be done :-)
16:39:19  <zooks> so to compile I first have to run gcc?
16:39:32  <planetmaker> simply run 'make'
16:39:42  <planetmaker> that should build the grf
16:39:58  <planetmaker> change things. run make again. test with that grf. repeat
16:40:32  <planetmaker> make does everything for you which is needed to build the grf.
16:40:37  <planetmaker> if you have nmlc in your search path
16:42:08  <planetmaker> I do a bit dirty trick to 'install' nmlc:
16:42:18  <planetmaker> I cloned the nml repository
16:42:31  <planetmaker> and then added a symlink in /usr/local/bin to nmlc
16:42:43  <zooks> ah, yes. I remember asking earlier about make not working on my gcc version. But that was when I still had arch linux.
16:42:44  <planetmaker> lrwxrwxrwx 1 root staff 31 Sep 22  2012 /usr/local/bin/nmlc -> /home/ingo/ottd/grfdev/nml/nmlc
16:43:12  <zooks> why not put the link in ~/bin instead of deep down in the system?
16:43:26  <planetmaker> would work, too, if ~/bin is in your path
16:43:32  <planetmaker> no reason not to do
16:43:50  <zooks> anyway, mine came with the systems repository
16:43:57  <planetmaker> nml?
16:43:59  <zooks> yeah
16:44:13  <planetmaker> what version?
16:44:20  <planetmaker> you might want a newer...
16:44:27  <zooks> nmlc --version
16:44:27  <zooks> 0.2.3 (5f2c23ef5e1f)
16:44:27  <zooks> Library versions encountered:
16:44:27  <zooks> PIL: 1.1.7
16:44:27  <zooks> PLY: 3.4
16:44:36  <planetmaker> you definitely want a newer :-)
16:44:38  <zooks> oh
16:44:39  <zooks> hehe
16:44:47  <zooks> it did compile though
16:45:04  <planetmaker> and the cloned repo approach allows easy updates... just run hg pull -u and you're done
16:45:20  <planetmaker> yes, nml 0.2.x doesn't compile most newgrfs anymore
16:45:33  <planetmaker> some syntax changed
16:46:32  <planetmaker> I want to release a 0.3.0 for long... but there's a few bugs I'd like to see gone... but... meh
16:46:50  <Rubidium> hold a bug squashing party ;)
16:46:57  <planetmaker> unless I want to release an OpenGFX based on a newer NML, I'm not forced to release a new NML :-P
16:47:19  <planetmaker> hehe... what an overloaded party :-)
16:48:52  <planetmaker> Rubidium, maybe we should write an agenda. And I should reserve a room with beamer and whiteboard. Instead of my garden with BBQ ;-)
16:57:10  <planetmaker> apropos party... andythenorth sent a parcel...
16:59:50  <planetmaker> for us to enjoy at the party...
17:00:08  <planetmaker> I'm still sooo laughing :-)
17:07:02  <planetmaker> we'll have to get hands-on and we'll owe andy a few photos at least :-)
17:19:12  <Brot6> xussrset: update from r1021 to r1023 done (4 warnings) -
17:20:38  <Brot6> isr: update from r212 to r213 done -
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17:30:01  <planetmaker> quak
17:37:12  <frosch123> moin :)
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17:41:35  <planetmaker> I received a parcel from andythenorth, to be used during the OpenTTD meeting:
17:42:25  <frosch123> oh, a special type of cake :)
17:42:43  <planetmaker> yeah :-)
17:46:34  <zooks> I think I also have to change something here
17:46:36  <zooks> +        //road set offset in storage register 2
17:46:36  <zooks> +        //1: OpenGFX (no offset)
17:46:36  <zooks> +        //2: UKRoads (offset * 1)
17:46:37  <zooks> +        STORE_TEMP((param_roadset_use - 1) * NUM_SPRITES, 2)
17:46:53  <zooks> because now it takes the wrong sprites..
17:50:37  <planetmaker> and where is that?
17:53:06  <zooks> src/objects/vluchtstrook.pnml
17:53:52  <planetmaker> you'll need to change the offset for the other sprites, I think
17:54:23  <planetmaker> for the signs
17:56:06  <planetmaker> also, what takes wrong sprites?
17:58:08  <zooks> openttd does ingame
17:58:30  <planetmaker> :-)
18:09:19  <planetmaker> zooks, that's not enough info to assess. Many things can go wrong, which sprites exactly show wrongly?. It also depends on what you changed an how.
18:09:50  <planetmaker> I don't know the set's codebase, so I can't easily guess either
18:10:02  <zooks> I think I know whats causing it
18:10:11  <zooks> I have to change it first in every file
18:10:15  <planetmaker> only thing I really know is that he calcluates the offsets, depending on the roadset used
18:10:33  <planetmaker> but the template lists roadset independent sprites after those. And their offsets, I guess, will be wrong
18:10:48  <zooks> yeah I only changed one object, so the parameter was still used in computing offsets for other objects
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18:29:50  <andythenorth> FIRS shenanigan
18:29:57  <andythenorth> got an industry with wrong acceptance
18:30:00  <andythenorth> can't see why :P
18:30:13  <Brot6> Industrial Stations Renewal - Revision 214:e28272be9e6c: Codechange: Reduce code duplication for tow... Xmart3pX @
18:30:19  <andythenorth> FIRS tip -> Heart of Darkness Economy -> Bulk Terminal
18:30:29  <andythenorth> tile acceptance doesn't match industry acceptance
18:30:37  <andythenorth> but pnml code suggests it does
18:30:55  <andythenorth> anyone got time to verify?  I can guide you through the code
18:32:19  <planetmaker> o/ andy
18:32:28  <planetmaker>
18:32:43  <andythenorth> ho ho, so the issue was a bad tile ID in another industry
18:32:48  <andythenorth> teddy bear coding ftw
18:32:58  <andythenorth> planetmaker: ;)
18:33:08  <andythenorth> looks TTD-esque no?
18:33:30  <planetmaker> definitely. I'll force the crowd to do some crowd-building ;-)
18:33:36  <andythenorth> are the baseplates 32 x 32?
18:33:53  <andythenorth> lego and ttd landscape have certain similarities
18:34:04  <planetmaker> I used extra-zoom. I guess they're more :-P
18:35:32  <andythenorth> I need a dev feature that lets me reset industry tiles in-game :(
18:35:52  <andythenorth> I play a game to find broken, but my fixes mean I have to start a new game :(
18:36:02  <andythenorth> graphics are fine
18:36:03  <planetmaker> delete industry, build new?
18:36:13  <andythenorth> I guess I could use the money cheat
18:36:29  <andythenorth> frosch123: I need an inverse game script to SV for this new economy
18:36:37  <planetmaker> SV?
18:36:44  <andythenorth> (Silicon Valley)
18:36:56  <planetmaker> ah
18:37:00  <andythenorth> instead of building secondary industry, the goal needs to be to export maximum primary resources
18:37:13  <andythenorth> in fact, building secondary should be penalised :P
18:37:26  <planetmaker> :-) capitalist! colonialist! ;-)
18:37:30  <andythenorth> hmm..GS that sets building limits
18:37:42  <andythenorth> planetmaker: maybe time to learn Squirrel? o_O
18:37:55  <andythenorth> perhaps an event is needed to work on GS
18:38:00  <planetmaker> maybe :-)
18:38:02  <andythenorth> there are two good GS
18:38:09  <andythenorth> 5 would be enough :P
18:38:18  <planetmaker> only two?
18:38:54  <andythenorth> NoCarGoal and SV :P
18:38:59  <planetmaker> nocargoal, silicon valley, ... what does transport goals do?
18:39:02  <andythenorth> haven't discovered any others
18:39:23  <planetmaker> you're not a city builder guy. a number to that end
18:39:33  <planetmaker>
18:39:38  <andythenorth> more of a transport / industry person
18:42:08  <planetmaker> yeah... there might be a concept somewhere to grow a town. But provide increasingly more cargos in order to keep it growing
18:42:52  <planetmaker> btw... you recall "stuff"?
18:43:16  <planetmaker> Would you enjoy to draw an industry which produces and accepts "stuff"?
18:43:38  <planetmaker> just for lols
18:43:51  <andythenorth> herp
18:43:55  <andythenorth> can it be boxes?
18:44:00  <planetmaker> would make for a nice grf: "everything stuff"
18:45:01  <planetmaker> hm... I thought of something slightly more elaborate... but maybe something like "c'est ci n'est pas en Magritte"
18:45:15  <planetmaker> I also need a house to that end
18:45:19  <andythenorth> 'everything is cargo' <- frosch123 ?
18:45:46  <andythenorth> biab
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18:50:03  <Brot6> FIRS Industry Replacement Set - Revision 3730:bb870c67b200: Fix: Trading Post was redefining Bulk Te... XandythenorthX @
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18:51:31  <planetmaker> or... maybe not magritte, but escher:
18:51:32  <planetmaker> 3BnDw_jM2mcT0eKM%3A as building
18:51:32  <Webster> Title: Google Image Result for (at
18:52:08  <planetmaker> as industry maybe
18:52:59  <Brot6> firs: update from r3729 to r3730 done (30 warnings) -
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19:04:35  <frosch123> planetmaker: i assume you want to add a check to the house and to the industry, so there is only one of them on the map
19:07:45  <planetmaker> well... one type
19:08:02  <planetmaker> so you can transport lots of stuff.
19:08:14  * Supercheese would play it
19:08:21  <planetmaker> in stuff-y vehicles. From stuffy industries to stuffy industries or houses
19:09:00  <planetmaker> thus: one RV, one train. one plane, one ship, one industry, one house, one railtype, one airport
19:09:15  <planetmaker> back to basics :-P
19:09:17  <Supercheese> no generational upgrades for vehicles?
19:09:24  <Supercheese> surely they should get faster and transport more stuff
19:09:30  <planetmaker> :-)
19:09:47  <Supercheese> Stuffmaster 1000, Stuffmaster 2000, ...
19:09:54  <planetmaker> stuff. more stuff. more new stuff. ultra new awesome stuff?
19:09:57  <frosch123> ah, i thought it should be a complete troll grf
19:10:10  <planetmaker> well :-)
19:10:14  <frosch123> with a single industry instance of a signle industry type
19:10:20  <frosch123> and a single town with a single house
19:10:25  <planetmaker> I'm sure many people would consider it complete troll :-)
19:10:30  <planetmaker> :-)
19:10:35  <planetmaker> by parameter: sure :D
19:10:35  <frosch123> and the player transporting a signle cargo from the industry to the house
19:10:46  <Supercheese> That game, I think it was Frog Fractions, that is a complete troll game but still fun
19:10:51  <frosch123> though unfortunatelly you cannot limit the amount of cargo to a single unit on the map .p
19:10:59  <Supercheese>
19:11:00  <Webster> Title: Frog Fractions - Wikipedia, the free encyclopedia (at
19:12:28  <planetmaker> omg!
19:13:48  <frosch123> reads nice :)
19:13:57  <frosch123> i should know such games
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19:52:26  <andythenorth> hmm
19:52:37  <andythenorth> I changed newgrf on a running game, including changing industry tiles
19:52:40  <andythenorth> wonder if that will explode :P
19:53:43  <frosch123> the sectors on your hdd, which stored those tile, will be rendered unusable
19:54:01  <andythenorth> oh that's ok
19:54:08  <andythenorth> hdds are disposable anyway :P
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20:16:08  <andythenorth> hmm
20:16:13  <andythenorth> can't make CHIPS build :(
20:16:32  <Supercheese> check the oil temperature on the deep fryer ;)
20:17:19  <Brot6> CHIPS Station Set - CORE.diff XandythenorthX @
20:17:48  <Brot6> CHIPS Station Set - copper_ore_cargo.png XandythenorthX @
20:19:30  <planetmaker> andythenorth, the ID C0 is not defined...
20:19:40  <planetmaker> so... the templates might need go above?
20:19:51  <andythenorth> they have to be added in two places :(
20:19:54  <andythenorth> silly andythenorth
20:20:25  <andythenorth> CHIPS codebase is really simple, but quite complex to edit
20:20:32  <planetmaker> :-)
20:23:07  <Brot6> CHIPS Station Set - Revision 254:7c515d8fd488: Feature: support for Copper Ore cargo XandythenorthX @
20:23:16  <andythenorth> he
20:23:23  <andythenorth> my interpretation of copper is ugly
20:23:25  <andythenorth> nvm
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20:27:59  <zooks> ok I finished coding
20:28:06  <zooks> and have a patch queue :)
20:29:25  * andythenorth is playing openttd
20:29:27  <andythenorth> it's quite fun
20:29:32  <andythenorth> but it needs a decent truck set
20:29:34  <andythenorth> and a ship set
20:29:38  <andythenorth> and AV8 is too big
20:29:49  <planetmaker> cool, that's quick, zooks :-)
20:30:25  <planetmaker> export the patches and attach them to the issue you created earlier, I'd say
20:30:37  <zooks> just attach them one by one?
20:31:03  <planetmaker> yeah, as single patches. You can attach many files in one reply, though
20:31:08  <andythenorth> and it would be nice to have more kinds of docks
20:31:19  <Supercheese> without hacking in overlapping tiles
20:31:27  <Brot6> xussrset: update from r1023 to r1024 done (4 warnings) -
20:31:42  <planetmaker> ^ very busy the xussr people
20:32:11  <Supercheese> I wonder if they'll include the supergiant steamers they built
20:32:21  <Supercheese> something insane like 7 coupled axles
20:32:29  <planetmaker> are they in yet?
20:32:41  <Supercheese> I dunno, I'm just pondering
20:32:50  <planetmaker> you could simply test ;-)
20:32:54  <Supercheese>
20:32:55  <Webster> Title: 4-14-4 - Wikipedia, the free encyclopedia (at
20:37:53  <Brot6> Dutch Road Furniture - Support #6101: Support for ARRS XzooksX @
20:39:36  <zooks> thanks for all the help with this, planetmaker, you make it so much easier for a newbie to contribute
20:39:54  <planetmaker> my pleasure :-)
20:41:37  <planetmaker> hehe, zooks, do you know what's missing in your patches? :-)
20:42:05  <planetmaker> you didn't add the image files as needed ;-)
20:42:22  <zooks> I committed those didnt I?
20:42:44  <planetmaker> did you?
20:42:45  <zooks> hg add file
20:42:49  <planetmaker> hm
20:43:06  <zooks> only the relevant ones per patch
20:43:38  <planetmaker> oh... yes, the diffs tell so... hm
20:43:48  <zooks> it doesnt show up in the online viewer though
20:44:37  <planetmaker> but don't add the actual image inside the diff... hm... maybe a matter of diff style...
20:44:47  <planetmaker> anyway... doesn't matter. The images are all there :-)
20:45:12  <zooks> you mean adding the binary image in the diff? Is that possible?
20:45:57  <Brot6> xussrset: update from r1024 to r1025 done (4 warnings) -
20:46:04  <planetmaker> yes, that's possible
20:46:39  <planetmaker> it's actually the default for me. I guess it needs setting diff type to git in the hgrc or explicitly via command line switch when using diff
20:47:18  <planetmaker> zooks, try hg export -g XX
20:47:29  <planetmaker> and see whether it includes some encoded binary
20:47:41  <planetmaker> hg export -g -rXX
20:48:06  <zooks> export -a might also work
20:48:40  <planetmaker> maybe... but that might be larger
20:50:34  <planetmaker> <- like that is what I get, zooks
20:50:58  <zooks> yeah -g does that for me too
20:51:19  <zooks> Ill re-upload
20:51:25  <planetmaker> edit or create ~/.hgrc
20:51:30  <planetmaker> add there:
20:51:32  <planetmaker> [diff]
20:51:32  <planetmaker> git = True
20:51:40  <planetmaker> then that's the default behaviour
20:53:01  <Brot6> Dutch Road Furniture - Support #6101: Support for ARRS XzooksX @
20:54:02  <Brot6> FISH - Bug #6107 (New): Lindau freight barge mixes small and large barge sprites XandythenorthX @
20:55:02  <planetmaker> zooks, ~/.hgrc is also a good place to setup your identity information
20:55:03  <Webster> Title: hgrc (at
20:59:32  <planetmaker> mainly it's good to have a line like
20:59:34  <planetmaker> [ui]
20:59:34  <planetmaker> username = planetmaker <>
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21:03:11  <Brot6> FIRS Industry Replacement Set - Revision 3731:866903d13ef1: Fix: Sugar Refinery should produce Sugar... XandythenorthX @
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21:05:33  <Brot6> DevZone Help Center - Membership #6110 (New): Applying for project: OpenGFX Airports as Objects XzooksX @
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21:06:05  <Supercheese> I should probably migrate some of my projects to the devzone...
21:06:14  <Supercheese> if not all :S
21:06:15  <Brot6> firs: update from r3730 to r3731 done (30 warnings) -
21:07:27  <Supercheese> Huh, using TTRS r45 still has the bank problem
21:07:58  <andythenorth> Supercheese: fixed...
21:08:00  <planetmaker> zooks, ogfx-airport-objects as URL / project identifier sounds fine?
21:08:14  <Supercheese> Indeed, using it now
21:08:19  <planetmaker> a bit lenghty, but... well. characters come for free
21:08:43  <Supercheese> Interesting that coffee estates also produce fruit
21:09:40  <zooks> fine by me
21:10:52  <andythenorth> Supercheese: it's a quirk
21:10:59  <Supercheese> Copper ore mines available from 1923?
21:11:02  <andythenorth> dunno
21:11:06  <andythenorth> didn't check intro dates
21:11:08  <Supercheese> Doesn't that seem a tad late? Surely copper was mined before that
21:11:13  <andythenorth> many eyes make shallow bugs...
21:11:22  <planetmaker> the repo should be created automatically server-side in a few minutes.
21:11:34  <Supercheese> I dunno what would be a good intro date... perhaps remove the date restriction?
21:11:40  <andythenorth> yup
21:12:10  <andythenorth> hmm
21:12:17  <andythenorth> dates are still set in CPP constants
21:14:02  <Brot6> repository /home/hg/ogfx-airport-objects registered in Redmine with url /home/hg/ogfx-airport-objects
21:14:02  <Brot6> repository /home/hg/ogfx-airport-objects created
21:14:04  <planetmaker> zooks, I actually recently had the idea that it would possibly make sense to add the airport tiles as objects - in the airports NewGRF itself. After all they then match the airports perfectly
21:14:52  <planetmaker> and ..^^^ there you go, repo created. You can clone it. And clone your repo into it. And then push
21:15:26  <planetmaker> ah... zooks you might need to know how to push...
21:15:31  <zooks> hg push :)
21:15:51  <planetmaker> yes... but it needs authentication and you can't push to the http server
21:16:03  <zooks> ah, it needs my rsa key?
21:16:40  <planetmaker> we use the devzone credentials
21:17:10  <planetmaker> you push to
21:17:25  <planetmaker> you can add that line in your .hg/hgrc of the project
21:17:52  <planetmaker> [paths]
21:17:53  <planetmaker> default =
21:17:53  <planetmaker> default-push =
21:19:26  <planetmaker> of course you can also always type in the credentials... or install the keyring extension:
21:19:27  <Webster> Title: KeyringExtension - Mercurial (at
21:20:56  <Brot6> DevZone Help Center - Membership #6110 (Feedback): Applying for project: OpenGFX Airports as Objects XzooksX @
21:20:56  <Brot6> DevZone Help Center - Membership #6110 (Feedback): Applying for project: OpenGFX Airports as Objects XplanetmakerX @
21:23:37  <Brot6> DevZone Help Center - Membership #6110: Applying for project: OpenGFX Airports as Objects XzooksX @
21:24:21  <zooks> what did you mean with airport tiles as objects?
21:24:30  <Brot6> DevZone Help Center - Membership #6110 (Closed): Applying for project: OpenGFX Airports as Objects XzooksX @
21:24:30  <Brot6> DevZone Help Center - Membership #6110 (Closed): Applying for project: OpenGFX Airports as Objects XplanetmakerX @
21:24:42  <planetmaker> zooks, exactly that what you did in this project
21:25:33  <zooks> that makes sense indeed
21:25:47  <andythenorth> Supercheese: incoming fix for Copper Ore Mine
21:26:00  <andythenorth> there will be other bugs
21:26:00  <zooks> would save some double code and sprites as well
21:26:20  <Brot6> FIRS Industry Replacement Set - Revision 3732:13dd2e4f37fc: Fix: Copper Ore Mine does not need an in... XandythenorthX @
21:26:46  <andythenorth> Supercheese: would you mind raising tickets for any issues you discover? o_O
21:26:56  <Supercheese> Including the two that were just fixed, or no?
21:27:10  <andythenorth> not those two ;)
21:27:14  <Supercheese> will do
21:27:44  <planetmaker> yes, for that reason, zooks :-)
21:28:02  <andythenorth> I haven't set the cargo payment rates for recent added cargos (Diamonds, Sugar, Coffee, Copper Ore)
21:28:10  <andythenorth> and other cargo props might be wrong
21:28:38  <planetmaker> If you're interested in adding them there, let's talk about that. But another day... I'm quite tired now... and need to get up relatively early tomorrow
21:28:47  <planetmaker> As such: good night for now :-)
21:28:50  <andythenorth> bye planetmaker
21:28:56  * andythenorth ponders if 5.30am is early
21:28:58  <andythenorth> probably :(
21:29:00  <Brot6> firs: update from r3731 to r3732 done (30 warnings) -
21:29:20  <planetmaker> that's not relatively early. That's terribly early ;-)
21:30:34  <andythenorth> I should go to bed then :P
21:30:39  <andythenorth> but I need to win at NoCarGoal
21:32:12  <zooks> ok, night
21:35:12  * andythenorth won a gold
21:35:15  <andythenorth> lucky me ;)
21:35:17  <andythenorth> bye
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21:45:24  <Brot6> OpenGFX+ Airport as Objects - Revision 0:1bb29d56c30a: add: sprites XzooksX @
21:45:24  <Brot6> OpenGFX+ Airport as Objects - Revision 1:730d3d5eab42: Add: nml code and strings XzooksX @
21:45:24  <Brot6> OpenGFX+ Airport as Objects - Revision 2:f8c8bcce8037: add: license and readme XzooksX @
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