Log for #openttdcoop.devzone on 9th September 2013:
Times are UTC Toggle Colours
00:10:06  <Supercheese> I can't seem to access eints Project Settings ( with my login info
00:11:15  <Supercheese> Not even sure what those settings are
00:12:21  <Supercheese> Anyway, commits seem to be working, now I just have to see if the grf will compile properly
00:15:52  *** oskari89 has quit IRC
00:44:24  <Brot6> Revision 1:ac17785f00c2: Enable devzone-related stuff (compiles, eints) XSupercheeseX @
02:59:56  <DevZone> Project Finnish Rail Infrastructure build #20-push: SUCCESS in 36 sec:
03:14:02  <Brot6> Revision 57:5ff16e1bebf0: Feature: Name fixes, things shuffled around, signals templated, catenar... Xjuzza1X @
04:22:56  <Brot6> Revision 272:b835bb43fb6c: Change: Reduce the requirement of having an exact equal number of non-... XAlberthX @
04:45:07  <Brot6> Bug #6353 (Closed): Tabulators in base language XfroschX @
04:45:07  <Brot6> Revision 273:299f1bb8eb12: Fix: Expand TABs to spaces before counting offset of the ':' in string... XAlberthX @
04:45:07  <Brot6> Bug #6353 (Closed): Tabulators in base language XAlberthX @
04:56:15  *** Alberth has joined #openttdcoop.devzone
04:56:29  *** Alberth has left #openttdcoop.devzone
04:58:25  <Brot6> Revision 274:1ffc6a20c9ff: Fix: Don't suggest to start a translation for projects without (base) ... XAlberthX @
05:06:02  <DevZone> Project xussrset - Trains from Russia build #18-push: SUCCESS in 2 min 28 sec:
05:08:59  <Brot6> Revision 1099:ba9a4a479a5f: Update: В английских названиях в серию вкл... XGeorgeX @
05:30:26  <George> planetmaker: I got problem fixing a translation
05:30:31  <George>
05:30:57  <Supercheese> he might not be able to access that without login
05:31:28  <George> I try to add missing text {}{BLACK}Производство:{GOLD} ЛТСЗ but when I press "save changes" I get the same page without my change
05:32:09  <George> Supercheese: tells me Translator ru_RU: George, planetmaker, simozzz_AK, Wowan
05:32:19  <planetmaker> :-)
05:32:44  <planetmaker> yeah, added myself for that reason to ru_RU
05:32:46  <Supercheese> Ah, very good
05:33:48  <George> planetmaker: what are the right steps to fix translation?
05:34:25  <planetmaker> George, what's the total string you try to push?
05:34:41  <George> {BLACK}Серия:{GOLD} 2ТЭ116У {YELLOW}«Ушка»{}{BLACK}Тип: {RED}грузовой{GOLD} тепловоз{}{BLACK}СМЕ:{GOLD} до 4 секций{}{BLACK}Выпуск:{GOLD} 2007-...{}{BLACK}Производство:{GOLD} ЛТСЗ {}{GOLD}1-2 ливреи
05:35:36  <George> (adds missing part about builder)
05:36:10  <George> that would add missing {} and {BLACK}
05:39:14  <planetmaker> I see nothing wrong with the string you gave me. But yes, it fails... I don't know why
05:39:32  <planetmaker> looks to me like a bug in the validation routine
05:42:18  <planetmaker>
05:42:30  <Brot6> Bug #6356 (Confirmed): validation issue... XplanetmakerX @
05:48:28  <planetmaker> George, but generally it's not a problem to also commit language updates in the usual method. As you see in the screen of that string eints keeps a history of 5 changes for each string
05:51:39  <George> I understend that I can do it by changing LNG file in the repo, but other translators of the new languages would use webtranslation and I would like to know it works :)
05:52:11  <George> BTW, how to change English text with webtranslator?
05:53:19  <George> STR_2TE116U_PURCHASE_HINT has mistake. "1 or 4" should be "1-4"
05:58:55  <DevZone> Project xussrset - Trains from Russia build #19-push: SUCCESS in 2 min 31 sec:
06:01:04  <Brot6> Revision 1100:810e834b6704: Update: Исправлены несколько опечаток в ан... XGeorgeX @
06:04:11  <planetmaker> George, the base language cannot be changed by web translator. It's the reference which you commit normally
06:31:19  *** zooks has joined #openttdcoop.devzone
06:34:42  <Supercheese> What are the Project Settings ( anyway?
06:45:22  <DevZone> Project Iron Horse build #62-push: SUCCESS in 27 sec:
06:46:05  <DevZone> Project Iron Horse build #63-push: SUCCESS in 27 sec:
06:46:17  <planetmaker> Supercheese, I think you need to assign to yourself the role of "translation manager" in your project settings at DevZone
06:46:30  <Supercheese> that would make sense
06:46:31  <planetmaker> but then... those at translator are not really important
06:46:43  <DevZone> Project Iron Horse build #64-push: SUCCESS in 28 sec:
06:46:46  <planetmaker> it's all handled via the Redmine interface and the files in the repo
06:47:27  *** andythenorth has joined #openttdcoop.devzone
06:47:33  *** andythenorth has left #openttdcoop.devzone
06:48:39  <planetmaker> what is a 'gate tube', Supercheese ?
06:49:02  <Supercheese> The name assigned to one of the London Underground vehicles in UKRS
06:49:05  <Supercheese> I adpoted the same names
06:49:15  <Supercheese> i.e. "the tube" is the Underground
06:50:36  <Supercheese> Presumable these:
06:50:37  <Webster> Title: London Underground 1900/1903 Stock - Wikipedia, the free encyclopedia (at
06:50:44  <Supercheese> Presumably*
06:51:07  <planetmaker> ok, so it's a vehicle name
06:52:15  <planetmaker> STR_TRAM_PARAM_NAME <-- that looks like it will result in very awkward translations
06:52:36  <planetmaker> I presume it composes to a thing like "subways should be green" or something like that
06:52:56  <Supercheese> Yeah, subways should be: Regular RVs / Trams
06:53:01  <Supercheese> It could do with re-wording
06:53:16  <planetmaker> the German sentence structure requires to insert the trailing part from English in the middle
06:53:24  <planetmaker> like "subways should green be"
06:53:37  <Supercheese> Yeah, it probably works like that in many languages
06:53:40  <Supercheese> Hmm
06:53:46  <planetmaker> you can use sub-strings
06:53:53  <planetmaker> subways should be {STRING}
06:54:03  <planetmaker> but that requires some changes to code
06:54:06  <planetmaker> in the newgrf
07:01:45  <Brot6> Revision 64:f10f677d8186: Add: lots of source images from DanMacK XandythenorthX @
07:01:46  <Brot6> Revision 65:5e59ed718310: Change: graphics for Box Car (NA, Gen 1) (DanMacK) XandythenorthX @
07:01:46  <Brot6> Revision 66:f8ffa7498d73: Codechange: remove offsets declaration from some vehicles that don't ne... XandythenorthX @
07:20:52  <planetmaker> Supercheese, you didn't enable pushing back translations into your repo on purpose, yes?
07:22:10  <Supercheese> I'm not even sure things will compile at the moment
07:23:35  <planetmaker> :-)
07:24:18  <Supercheese> or how to test if they do, short of waiting for a nightly compile
07:30:44  <DevZone> Project make-nml build #22-push: SUCCESS in 31 sec:
07:32:41  <planetmaker> ah... currently I need to add projects to compiler manually as the .devzone/build is not yet read by a script adding them automatically
07:33:03  <planetmaker> <-- there you got a button now
07:33:13  <planetmaker> but build will fail :-)
07:34:02  <planetmaker> there are still some backslash in paths (e.g. for nmlc ERROR: Path "/home/ingo/ottd/grfdev/fake-subways/gfx\empty.png" does not exist (even after case conversions)
07:35:21  <planetmaker> and you need
07:36:32  <planetmaker> i.e. all "\" in paths need be replaced by "/" and the patch I pasted. Then it probably works
07:36:39  <Supercheese> righto
07:37:31  <Brot6> Revision 70:987be3c718ad: Add: Allow to define custom place and name for main source file XplanetmakerX @
07:39:19  *** zooks_ has joined #openttdcoop.devzone
07:40:16  <Supercheese> Hm, no right click option to apply the diff
07:42:54  <planetmaker> patch -p1 < file.diff
07:43:23  <Supercheese> I figured some patching utility would be shipped with Tortoisehg
07:43:42  <planetmaker> possibly. But I don't know
07:45:10  <DevZone> Project Iron Horse build #65-push: SUCCESS in 25 sec:
07:47:01  *** zooks has quit IRC
07:47:31  <DevZone> Project Iron Horse build #66-push: SUCCESS in 23 sec:
07:48:07  <DevZone> Project Fake Subways build #1-push: FAILURE in 7.5 sec:
07:51:52  <planetmaker> console log tells what's missing :-)
07:52:58  <Supercheese> Indeed
07:53:58  <Brot6> Revision 67:217bca952ebc: Change: provide sprites for Zebedee (DanMacK) XandythenorthX @
07:53:59  <Brot6> Revision 68:e5d65b960552: Change: provide sprites for Chopper (DanMacK) XandythenorthX @
07:56:14  <DevZone> Project Fake Subways build #2-push: STILL FAILING in 6.9 sec:
07:57:37  <planetmaker> hm, I guess that must be src/none.wav
07:57:52  <planetmaker> as the generated nml file is placed in the main directory
07:58:04  <Supercheese> Ah, interesting
07:58:42  <Supercheese> I think it may have yet another build queued to fail :P
08:00:46  <Supercheese> I'm not 100% sure the empty wav file is necessary to disable sound effects, but I didn't see a sound ID for "no sound effect", and not setting one of course results in a default sound
08:01:50  <planetmaker> Supercheese, alternatively, and maybe more intuitively: place FakeSubways.pnml in the main directory
08:02:34  <planetmaker> then you kinda 'know' that all paths are relative to that. (and adjust Makefile.config accordingly, if you do). But that's more a matter of taste
08:02:43  <planetmaker> not a single way is better than the other
08:08:49  <DevZone> Yippie, build fixed!
08:08:50  <DevZone> Project Fake Subways build #3-push: FIXED in 26 sec:
08:09:42  <Supercheese> Haha, the bot seems rather joyful
08:09:52  <planetmaker> oh. Today is day #5000 since 1.1.2000 :D
08:10:03  <Supercheese> Whoah, neat
08:10:32  <planetmaker> that's the versioning for nightlies and push-builds
08:11:12  <planetmaker> andy needs to make a FIRS commit today...or some translators need to do some work :-)
08:12:18  <Supercheese> Many thanks for your help! I should sleep now, past 1 AM and I have pesky morning classes at the university ;)
08:12:46  <planetmaker> you're welcome. Sleep well
08:13:16  <Supercheese> good night
08:13:17  *** Supercheese has quit IRC
08:22:10  <Brot6> Membership #6355 (Closed): Applying for project: Fake Subways XSupercheeseX @
08:22:11  <Brot6> Membership #6355 (Closed): Applying for project: Fake Subways XplanetmakerX @
08:32:23  <DevZone> Project ISR Industrial Station Renewal build #3-push: STILL FAILING in 13 sec:
08:44:29  <Brot6> Revision 2:c719ed15fa67: Makefile tweaks (patch by planetmaker) and change backslashes to forward... XSupercheeseX @
08:44:29  <Brot6> Revision 3:b1ed6870d028: Fix bad file path XSupercheeseX @
08:44:29  <Brot6> Revision 4:df5e46282174: More filepath-related fixes XSupercheeseX @
08:45:43  <Brot6> Revision 241:d05546262893: Codechange: Improve comments Xmart3pX @
08:50:25  <juzza1> planetmaker: in swedish rails, there is a 15 year introduction time for new level crossings and depots. it's done with these switches but how come the modern_group never switches back to old_group, when a transition happens?
08:50:46  <juzza1> basically, why does it work correctly instead of randomizing every crossing when a transition happens?
08:52:21  <V453000> I dont think you can randomize crossings?
08:52:23  <V453000> or can you
08:52:41  <V453000> I would guess it is the same as rails, you cant randomize rails either
08:52:46  <V453000> which would be nice :(
08:53:31  <planetmaker> juzza1, rail tiles have 2 (pseudo-)random bits. The transition time is like (1960 + random_bits*5) years
08:53:45  <V453000> oh :>
08:53:54  <planetmaker> the random bits don't change over time for a particular tile
08:54:18  <planetmaker> you can. kinda. But it's actually a regular pattern. It's position data on the map really
08:54:24  <planetmaker> repeats exactly all 4 tiles
08:54:33  <planetmaker> doesn't show for level crossings usually ;-)
08:56:18  <juzza1> thanks for the explanation, makes sense
08:56:29  <V453000> oh yeah :) I was wondering how swedish rails do shrubs (or the greeny thing) :)
08:56:37  <planetmaker> like that, too. yes
08:57:48  <planetmaker> and tbh, this random thingy is one of the features of that railtype set which I'm quite proud of :-)
08:59:06  <planetmaker> haven't yet seen any other do that so far. But of course, I'm happy if you adopt it :-)
09:04:29  <planetmaker> I think swedish rails was the first project ever written in NML :D
09:07:38  *** oskari89 has joined #openttdcoop.devzone
09:07:42  <juzza1> yep, i like that piece of code too. will probably adopt it in one way or another :)
09:09:33  <planetmaker> actually depots no longer have a transition time really. As they have an associated build date, thus they keep their looks
09:09:41  <planetmaker> unless you play with a very old OpenTTD version ;-)
09:11:23  <planetmaker> seems I even removed that legacy stuff at depots :-)
09:13:25  <juzza1> ok :)
09:51:45  <juzza1> planetmaker: back to the tile random bits, you said it repeats 4 tiles, i didnt fully understand this: do every four adjancent tiles have the same random bits?
09:51:58  <juzza1> tried something like this is there a pattern here i'm missing?
09:51:59  <Webster> Title: random crossing.png - Google Drive (at
10:00:36  <DevZone> Project ISR Industrial Station Renewal build #4-push: STILL FAILING in 9 sec:
10:10:18  <planetmaker> juzza1, de-facto the bits are not random
10:10:28  <Brot6> Revision 242:c29c0e0aaed0: Feature: Add ground level crate, container and barrel platforms Xmart3pX @
10:11:54  <planetmaker> I don't know the exact pattern, but they're afaik the trailing last two bits from the tile location
10:12:01  <planetmaker> (tile number)
10:22:54  <juzza1> ok
10:58:13  <oskari89> What is this sorcery :D
10:58:26  <oskari89> TortoiseHg just asks password to repo
10:58:37  <oskari89> I type it right, still does not want to push
10:58:48  <oskari89> Always asks the password :/
11:01:24  <planetmaker> pushing to wrong URL?
11:01:29  <planetmaker> pull and push URL differ
11:02:07  <planetmaker> default-push =
11:02:34  <planetmaker> sounds similar to V453000 's problem, though... which I don#t understand either
11:02:44  <V453000> :|
11:03:22  <planetmaker> yeha :-(
11:04:50  <oskari89> :/
11:04:55  <oskari89> Not nice
11:06:16  <oskari89> Seems like an auth error
11:07:14  <planetmaker> what does your .hg/hgrc look like in the [path] section?
11:07:24  <planetmaker> (don't paste PW!)
11:07:48  <phatmatt> hmm, looks like might be useful when looking at versioned MQs
11:07:49  <Webster> Title: Chapter 13. Advanced uses of Mercurial Queues (at
11:07:57  <phatmatt> also yay, i'm at the end of RTFMing, i think.
11:10:00  <planetmaker> btw phatmatt automatic compilation needs separate and manual enabling. And if you want the full programme, it needs talking to Truebrain
11:11:01  <phatmatt> full programme? as in, a compile of openttd?
11:11:05  <planetmaker> yes
11:11:14  <phatmatt> ok, i'll cross that bridge when we come to it
11:11:15  <planetmaker> for windoze/osx/linuxe
11:11:20  <phatmatt> that'd be nice
11:11:31  <phatmatt> i've read up about the .devzone/build structure
11:11:51  <planetmaker> well. yes... but... that is kinda in transition right now
11:11:53  <phatmatt> and the defaults in... compiler/.defaults/ottd-mq or something like that :P
11:11:56  <phatmatt> ah
11:11:57  <planetmaker> it describes how it was :-)
11:12:01  <phatmatt> damn
11:12:13  <planetmaker> and the new thing handles NewGRFs, and the rest still needs somewhat setup :-)
11:12:27  <planetmaker> but yes, feasible. And I want to setup that stuff
11:12:37  <planetmaker> I want it for my own openttd clone, too ;-)
11:12:40  <phatmatt> well it's not a necessity. and either way, it can be the test-project for the new stuff :P
11:12:49  <planetmaker> and once configured it's copy&paste
11:13:05  <phatmatt> my favourite form of configuration
11:13:31  <planetmaker> and I'll likely keep the .devzone stuff to somewhat automatically configure the projects. But we don#t use opensuses's CF anymore but our own instance of jenkins
11:14:03  <planetmaker> (and I'd have bamoo available, too. But jenkins integrates better with redmine)
11:14:30  <Brot6> Membership #6357 (New): Applying as translator XlugoX @
11:15:40  <phatmatt> opensuse has a build farm?
11:15:43  <phatmatt> er
11:15:48  <phatmatt> *opensuse has a public build farm?
11:16:01  <planetmaker> well. it has an API which one can use
11:17:03  <phatmatt> neat
11:17:48  <Brot6> Membership #6357 (Closed): Applying as translator XlugoX @
11:17:48  <Brot6> Membership #6357 (Closed): Applying as translator XplanetmakerX @
11:17:58  <planetmaker> yeah. But your stuff fails when it's not available for whatever reason :-)
11:22:30  <phatmatt> is your ottd project?
11:22:40  <phatmatt> just so i can steal any new-style config you do
11:22:56  <planetmaker> that's my grid-musings, yes
11:24:43  <planetmaker> but it has no config what-so-ever. Nor ever had
11:24:51  <planetmaker> it's just to have it available :-)
11:24:57  <phatmatt> yeah, i just noticed.
11:25:55  <phatmatt> it'd be cool to have some kind of 'make your own openttd flavour' thing where you can select from a list of MQs, and get a binary built from that
11:26:13  <planetmaker> ah, that won't work
11:26:18  <phatmatt> so non-technical players aren't so dependent on patchpacks or whatever they're called
11:26:40  <V453000> wtf bridge patch on dewvzone? :>
11:26:54  <planetmaker> patches are inter-dependent. You can't simply mix them as you like w/o manual interference
11:27:09  <phatmatt> yeah, i guess.
11:28:56  <planetmaker> was one such attempt to keep a patched client... but meh
11:30:17  <V453000> diag bridges have no chance to get into trunk or? :)
11:32:08  <planetmaker> well...
11:34:09  <planetmaker> there are some provisions in NewGRF code which will allow that
11:35:56  <oskari89> planetmaker: default =
11:36:13  <oskari89> Does not really help if there is password or not
11:36:20  <planetmaker> ...kyosuke1989:XXX@push... ?
11:36:23  <planetmaker> ok
11:36:32  <oskari89> planetmaker: yeah
11:36:50  <oskari89> It worked just few hours ago with that
11:37:55  <V453000> I suppose newGRFs will simply not provide those bridges and show them as default instead ... or do you mean something else :)
11:39:39  <phatmatt> well, the simplest way i can see to allow newgrfs to add the necessary graphics is to extend the upper bound on the set-bridge-sprite-tables subaction thinger.
11:40:04  <phatmatt> and if they're not provided, well, straight bridges only for you
11:40:39  <V453000> cant it show the default ones if not provided?
11:40:51  <phatmatt> i dunno, i was shooting to get it into trunk. the patch is actually pretty small; most of the annoying code is in the drawing routines
11:41:02  <phatmatt> not the train/pf/map code
11:41:18  <phatmatt> V453000: default what?
11:41:42  <V453000> example, if I draw the bridges, they would stay as a default the feature would always use if no newGRF overwrites that
11:42:02  <V453000> if old bridge newGRFs do not supply diagonal bridges, default sprites used instead
11:42:31  <phatmatt> so you have different looking graphics in the one bridge type, dependant on direction?
11:42:45  <V453000> if the bridge set doesnt supply them, sure
11:42:55  <phatmatt> sure, that's easy
11:43:20  <V453000> you have various buildings if a town set doesnt supply everything, too
11:43:22  <phatmatt> i mean, the current setup, IIUC, is that there's a list of hardcoded sprite tables in openttd
11:43:23  <V453000> etc
11:43:32  <phatmatt> that refer to the original grf graphics
11:43:51  <phatmatt> then, opengfx or whatever baseset uses action E to provide tables with more/new/whatever sprite ids
11:44:06  <phatmatt> and then, even later on, other grfs can then add more bridge types/update those tables again
11:44:18  <V453000> mhm
11:44:27  <phatmatt> so assuming this got into trunk, your graphics would go into opengfx
11:44:55  <phatmatt> and yes, if there's no code checking for it, those would be used if a 3rd party newgrf didn't overwrite them in the sprite tables
11:45:04  <V453000> y
11:45:04  <phatmatt> i just thought it might look a little of.
11:45:07  <phatmatt> *off.
11:45:14  <V453000> well, off better than broken
11:45:24  <V453000> off is up to newGRF author
11:45:30  <V453000> you can always make things look off
11:45:32  <phatmatt> right, otherwise you'd probably be stuck with the default bridge set
11:45:41  <V453000> quite
11:45:48  <phatmatt> since no-one is gonna jump to redraw a bunch of their gfx anytime soon
11:45:57  <V453000> I wouldnt expect that, yes
11:46:15  <V453000> perhaps 2 bridge sets could then coexist? Like diagonal only and old only?
11:46:34  <phatmatt> the other thing i have to keep in mind is that there's overlayed, and non-overlayed sprites
11:46:44  <V453000> arr
11:46:50  <phatmatt> well, there's only one set of tables
11:47:00  <phatmatt> the resulting mess just depends on the newgrf load order, i guess
11:47:12  <V453000> :)
11:47:13  <phatmatt> another thing for you to add to your "how to make a map" doc ;)
11:47:23  <V453000> its there :)
11:47:29  <phatmatt> ah
11:47:57  <planetmaker> phatmatt, a diagonal bridge/tunnel feature IMHO would need to come with the sprites for the default bridges and tunnels :-) Thus if a NewGRF doesn't replace those sprites for a bridge ID - just use default
11:48:13  <planetmaker> probably easier to do with tunnels :D
11:48:22  <phatmatt> ok, that's less code too, so win-win
11:48:32  <phatmatt> and yeah, tunnels are nice and easy
11:49:02  <phatmatt> the thing with tunnels
11:49:26  <phatmatt> like, currently with tunnels, if you're not going through a hill but instead going into the ground, per se
11:49:26  <V453000> I am willing to contribute graphics to both
11:49:41  <phatmatt> you terraform a little bit down, and make the tunnel entrance on the new slope
11:49:54  <phatmatt> and it's easy to get a rail in and out of, since, well, there's no issue
11:49:56  <Brot6> Bug #4832 (Closed): Translation error XfoobarX @
11:50:13  <phatmatt> but with a diag. tunnel, there's no diag. foundation for the track to ramp up on
11:50:23  <phatmatt> so you have to curve 45 every time
11:50:32  <phatmatt> hopefully that made sense.
11:50:42  <V453000> just make them go through normal hill
11:50:46  <V453000> and towards corner?
11:50:56  <phatmatt> yeah, there's no problem there
11:51:01  <V453000> like, they need the same / hill like normal tunnels
11:51:04  <V453000> just go in different direction
11:51:09  <V453000> I assumed same is done with bridges
11:51:15  <phatmatt> i guess i'm just rambling, since you don't want it *too* easy; you definitely don't want diag. foundations
11:51:28  <phatmatt> otherwise you can just autorail drag from any point A to any point B :P
11:51:35  <V453000> more like confusing than easy in this case I would say
11:51:44  <V453000> straight slope is clear to everybody
11:51:50  <phatmatt> and yes that is the case, the tunnel faces are just like normal
11:51:58  <V453000> yarr
11:52:21  <phatmatt> yeah, the foundation code is wacky enough as it is
11:52:32  <V453000> hm
11:52:45  <V453000> well the tunnel entrances would need different sprites for diagonal
11:52:52  <V453000> otherwise you cant see for shit which one leads where :D
11:53:00  <phatmatt> obv.
11:53:57  <phatmatt> so... 8 tunnel sprites, if i counted correectly
11:54:04  <V453000> but again, no problem in providing those
11:54:13  <phatmatt> cool
11:54:39  <phatmatt> the bridges... i forget, but it's obviously a bit more ;)
11:55:27  <V453000> a bit lot :>
11:55:29  <phatmatt> although it's only really 2 more sets; the difference between upper/lower and left/right is just a bit of offset, and adjusting the clipping i guess
11:55:34  <phatmatt> ya ;)
11:56:07  <V453000> gameplay wise each is different but in the case of this feature both are probably okay equally
11:56:22  <V453000> so I dont mind which first :>
11:56:27  <phatmatt> looking at opengfx's current bridge setup made me worried that it was too much work, but that has non-overlay-using gfx AFAICT
11:56:49  <phatmatt> so there's copies of each sprite for every railtype, not only bridgetype
11:56:53  <V453000> base graphics probably will be non-overlay
11:57:00  <V453000> yes
11:57:04  <phatmatt> does it have to be?
11:57:06  <V453000> but I can do that from photoshop layers
11:57:14  <V453000> I suppose it does have to be for base graphics
11:57:22  <phatmatt> hmm
11:57:27  <V453000> while we could redo that for newGRF
11:57:48  <V453000> and if I already draw bridges/tunnels for diagonals, I wouldnt consider it unlikely that I would expand on it
11:58:05  <V453000> slug bridges, anyone? :>
11:58:13  <phatmatt> if we wanted to use overlays, you'd have the sprites at the hardcoded ids, and the new sprites using action E with whatever ids
11:58:21  <phatmatt> lol
11:58:43  <V453000> overlays = railtypes = newGRFs I assume
11:59:11  <phatmatt> ? am i not using the right terminology?
11:59:45  <phatmatt> by overlays i just mean graphics that don't have the rail included; it just uses the bare rail sprites on top
11:59:45  <V453000> I thought bridge_overlay are the tracks on bridges defined by railtypes
11:59:49  <phatmatt> i think...
11:59:55  <V453000> right
12:00:00  <V453000> dunno
12:00:02  <phatmatt> ah i guess i'm messing up terms then
12:00:10  <phatmatt> well, whatever. you get the idea
12:00:13  <V453000> I dont know bridge-newgrf terms either
12:00:15  <V453000> exactly
12:00:41  <phatmatt> doing a cartesian-product of bridge X railtypes would suck imo
12:00:54  <phatmatt> but it's just more photoshop work i guess
12:01:43  <phatmatt> so let's say i push a MQ with the current crappy (but working) code onto devzone
12:01:50  <V453000> no problem with photosho playerz
12:01:51  <V453000> layers
12:01:53  <V453000> :)
12:02:07  <phatmatt> would i need to be making some NML or something? since we wouldn't be fiddling with opengfx in development obviously
12:02:26  <phatmatt> like how trams got added, starts off as a seperate grf, then gets added to opengfx (right?)
12:03:09  <phatmatt> although if it's a seperate GRF, it might be best as a seperate project on the devzone, so it can have all the associated niceness that goes with newgrf projects here
12:03:56  <V453000> trams arent in opengfx
12:04:15  <phatmatt> oh, ok. well pretend i didn't say that line ;)
12:04:19  <V453000> :P
12:04:45  <V453000> I dont know what would you do with NML, perhaps code the add-on newGRF
12:04:46  <V453000> but idk
12:04:55  <V453000> discuss that with someone more knowledgeable than me :)
12:05:07  <phatmatt> i'm just not sure how much hand-holding would need to go on in the hand-off between my code and your grf/graphics
12:05:16  <phatmatt> you can code NML, right?
12:05:50  <V453000> purr and nuts is in NML, lets say yes
12:06:01  <phatmatt> like i said, the plan is to just extend the number of sprite tables that can be passed per bridgetype for the extra directions
12:06:04  <phatmatt> ok ok :P
12:06:14  <phatmatt> so i'm not sure what action E looks like in NML
12:06:20  <Brot6> Bug #6293: Changes to the build system XfoobarX @
12:06:21  <phatmatt> that is, assuming i've got the right action number...
12:07:09  <phatmatt> nope
12:07:30  <V453000> action E sounds way too much like nfo for me to have a clue :P
12:07:49  <phatmatt> yeah
12:07:54  <phatmatt> and it's action 0, anyway :P
12:08:01  <phatmatt>
12:08:25  <phatmatt> action 0 = FeatureChangeInfo
12:08:40  <phatmatt> with parameter GSF_BRIDGES
12:08:58  <phatmatt> and property 0x0d
12:09:03  <phatmatt> if that helps at all
12:09:13  <phatmatt> i'll take a look at nml
12:10:23  <V453000> purr nml might not be brutally wtf
12:10:28  <V453000> nuts probably is totally unreadable
12:10:55  <V453000> if you needed a simple example
12:11:17  <V453000>
12:11:21  <phatmatt> the most helpful example would probably be a NML-using bridgeset newgrf that already exists
12:11:30  <V453000>
12:11:43  <V453000> right well idk if there is any bridge set with NML
12:11:48  <V453000> kind of doubt it
12:11:51  <phatmatt> right
12:11:56  <V453000> total bridges might be the only option, but I bet that is in nfo
12:14:16  <phatmatt> the other option...
12:14:40  <dihedral> i always read 'fat matt' and then i have to think of mc donald's
12:14:41  <phatmatt> is to extend the lowest-level bridge sprite tables, which refer to the original bridge sprite ids
12:14:56  <dihedral> sorry :-P
12:14:59  <phatmatt> they're never changed; they're just referred to if a newgrf doesn't supply its own tables
12:15:14  <phatmatt> dihedral: it's a silly name, i know. i'm actually one of the skinny nerds :P
12:15:41  <phatmatt> also mcdonalds is disgusting >:(
12:15:45  <V453000> fat453000
12:15:59  <phatmatt> but yeah, the option is to extend only those constant fallback sprite id tables
12:16:03  <phatmatt> and then use...
12:16:09  <phatmatt>
12:16:11  <phatmatt> that
12:16:46  <phatmatt> i think...
12:17:05  <phatmatt>
12:17:08  <phatmatt> cool
12:17:10  <dihedral> actually more like vase in leet :-P
12:17:26  <dihedral> right padded with zeros
12:17:39  <V453000> actually is "k" not padding
12:18:52  <phatmatt> does NML has some kind of escape hatch?
12:19:15  <phatmatt> like, something that lets you add actions that aren't implemented at a higher level already
12:19:37  <V453000> dont ask me anything like that :D no clue
12:19:53  <phatmatt> dammit V you art nerd
12:20:01  <V453000> fakof with code :D
12:20:07  <phatmatt> O:
12:20:18  <V453000> damn letters and numbers and shit :)
12:21:58  <phatmatt> whatever. this might need a patch to NML
12:22:06  <phatmatt> since, as above, it doesn't support them at all.
12:22:19  <V453000> likely
12:22:32  <phatmatt> if it let you add raw actions, i'd just use that
12:22:39  <V453000> :>
12:22:44  <phatmatt> like putting inline assembly in the middle of C
12:22:50  <V453000> o_o
12:22:50  <phatmatt> but apparently no-one likes NFO
12:22:56  <phatmatt> which i'm guessing is the equivalent here
12:23:38  <phatmatt> see? the graphics is the hard part in all this :|
12:24:18  <phatmatt> oh, the nml compiler is python. that's nice
12:26:47  <phatmatt> since i probably can't be assed patching NML, i might just give you a NFO file that does the correct magic
12:27:01  <phatmatt> i guess that would need a template .png too
12:27:16  <phatmatt> since i'm guessing the sprite offsets are coded into the NFO
12:28:07  <phatmatt>
12:28:23  <phatmatt> ^ see, it's already nicely documented for NFO stuff
12:28:30  <phatmatt> anyway, that's enough rambling for tnogiht
12:28:33  <phatmatt> *tonight
12:29:33  <V453000> I just need a png
12:29:37  <V453000> if you code it in nfo, fine with me
12:32:47  <phatmatt> kk
12:33:06  <phatmatt> and you're ok with doing all the railtypes yourself?
12:33:18  <phatmatt> like, no "overlays", in the sense that i mean
12:33:23  <V453000> I am fine with drawing anything if it doesnt include coding
12:33:23  <V453000> yes
12:33:24  <V453000> thats ok
12:33:28  <phatmatt> lol
12:33:37  <phatmatt> ok. i will keep the code locket up under my desk for you
12:33:41  <phatmatt> *locked
12:34:39  <V453000> good :)
12:37:45  <phatmatt> dumb idea for the day: nyan-cat slug trains, when running over PURR tracks, leave a rainbow trail
12:38:00  <phatmatt> (messing up all your colour coding)
12:39:55  <V453000> if trains could add trail that would be awesome too :>
12:40:11  <phatmatt> yeah, normal slugs could leave a trail of slime
12:40:31  <phatmatt> (causing all non-slug trains to derail when they run on it, of course)
12:45:58  <V453000> overthinking :)
12:48:27  <phatmatt> don't worry, they're just dumb ideas :P
14:19:24  <DevZone> Project Iron Horse build #67-push: SUCCESS in 24 sec:
14:23:59  <Brot6> Feature #4637: Grf-integration of FRISS Xjuzza1X @
14:25:43  <Brot6> Revision 69:787e26bff410: Change: add a gen 1 tank car XandythenorthX @
14:26:48  <DevZone> Project Iron Horse build #68-push: SUCCESS in 23 sec:
14:36:42  <DevZone> Project Iron Horse build #69-push: SUCCESS in 21 sec:
14:37:28  *** zooks has joined #openttdcoop.devzone
14:38:12  <DevZone> Project Iron Horse build #70-push: SUCCESS in 24 sec:
14:42:32  <Brot6> Revision 70:f220e58edbbd: Change: add covered hopper car XandythenorthX @
14:42:32  <Brot6> Revision 71:eeb795149e44: Codehange: add a guard for duplicate numeric ids XandythenorthX @
14:42:32  <Brot6> Revision 72:1c92d4e8d2d9: Fix: duplicate ids for some vehicles XandythenorthX @
15:03:05  <Brot6> Membership #6347: Applying as translator XGunChleocX @
15:05:33  <Brot6> Revision 37:3bbab9351d28: more sensible default settings XT. WerkhovenX @
15:05:33  <Brot6> Revision 38:2775f6a3c066: improved start command slightly XT. WerkhovenX @
15:14:22  <Brot6> Membership #6347: Applying as translator XGunChleocX @
15:17:17  <Brot6> Membership #6347: Applying as translator XGunChleocX @
15:34:37  *** Dan__ has joined #openttdcoop.devzone
15:34:50  *** Dan__ is now known as DanMacK
15:35:10  *** DanMacK has left #openttdcoop.devzone
15:39:55  <Brot6> Revision 39:af63b67f0e5e: better 'failed to load save' recognition XT. WerkhovenX @
16:20:55  <DevZone> Project xussrset - Trains from Russia build #20-push: SUCCESS in 2 min 30 sec:
16:27:47  <^Spike^> nobody broke stuff.....
16:33:20  <Brot6> Revision 1101:c153b0856d07: Code Review #6323: Функция кода длинного/коротк... XGeorgeX @
16:34:38  <TWerkhoven> patience, it will happen...
16:40:14  *** frosch123 has joined #openttdcoop.devzone
16:45:35  *** andythenorth has joined #openttdcoop.devzone
16:45:38  <andythenorth> oh dear
16:45:43  <andythenorth> Michael was silly again
16:45:45  <andythenorth> nvm
16:45:51  * andythenorth will bbl
16:45:53  *** andythenorth has left #openttdcoop.devzone
16:47:41  <DevZone> Project OpenGFX+ BigGUI build #10-push: SUCCESS in 30 sec:
16:48:11  <DevZone> Project OpenGFX+ Industries build #11-push: SUCCESS in 29 sec:
16:49:48  <DevZone> Project xussrset - Trains from Russia build #21-push: SUCCESS in 2 min 40 sec:
16:50:47  <Brot6> Revision 1102:eef408eb8740: Update: Translations XeintsX @
16:53:16  <DevZone> Project FIRS Industry Replacement Set build #13-push: SUCCESS in 5 min 5 sec:
16:54:08  *** Alberth has joined #openttdcoop.devzone
16:58:05  *** Jam35 has joined #openttdcoop.devzone
16:58:13  <Brot6> Revision 3832:4fa331e2c9ff: Update: Translations XeintsX @
17:02:40  <Brot6> Revision 28:dcd8042a50b2: Update: Translations XeintsX @
17:02:40  <Brot6> Revision 144:daf991886f44: Update: Translations XeintsX @
17:03:47  <^Spike^> frosch123 it worked! :)
17:04:07  <frosch123> your script is funny :p
17:04:12  <^Spike^> what? :)
17:04:32  <Alberth> hi hi
17:04:33  <^Spike^> even worse... if you watch carefully and multiple projects have commits.. you'll noticed it's sorted :D
17:04:38  *** gelignite has joined #openttdcoop.devzone
17:04:42  <frosch123> the commits are scattered to not overload redmine :p
17:04:52  <^Spike^> ? :)
17:04:56  *** zooks_ has quit IRC
17:05:07  <Alberth> but the script sorting needs testing :p
17:05:52  <^Spike^> depends.. :D
17:05:55  <^Spike^> it sorts by repo url :D
17:06:02  <^Spike^> aka if one is svn:// :D
17:19:34  <DevZone> Project NML - NewGRF Meta Language build #47-nightlies: SUCCESS in 1 min 2 sec:
17:22:58  *** ODM has joined #openttdcoop.devzone
17:30:28  <frosch123> hmm, funny that eints managed to commit some projects
17:30:38  <frosch123> a lot of them failed
17:30:57  <frosch123> UnboundLocalError: local variable 'langfile_map_cache' referenced before assignment
17:31:05  <frosch123> i wonder what changed in lang_sync
17:31:51  *** zooks has quit IRC
17:35:36  <^Spike^> gl debugging? :)
17:37:59  <frosch123> hmm, logrotation did not rotate logs
17:38:22  <^Spike^> when should it rotate?
17:38:24  <frosch123> i wonder whehter it failed or whether it just thought it did not needed to
17:38:34  <frosch123> it should rotate daily
17:38:47  <frosch123> i ran it yesterday evening manually, the status file says, 2013-09-08
17:38:56  <frosch123> and the cron runs 4 minutes past utc midnight
17:40:02  <^Spike^> which file did you configure that in?
17:40:26  <frosch123> crontab -l -u eints
17:40:29  <frosch123> gives yuo all paths
17:40:40  <frosch123> the manual testrun worked
17:41:02  <frosch123> so, either the cron did not trigger, or it thought it is was not needed at 00:04
17:41:20  <Alberth> or it failed?
17:41:58  <frosch123> i did not add a logfile for logrotate :p
17:42:05  <frosch123> i thought there would be nothing interesting to log
17:42:27  <frosch123> well, i guess we'll see tomorrow
17:43:03  <Alberth> you used absolute paths, and no ~ thingies?
17:43:11  <frosch123> yup
17:43:36  <Alberth> ok, then the trivial point of failure are covered, it seems :)
17:43:51  <^Spike^> we'll see in 15 secs
17:43:52  <^Spike^> what it does
17:44:30  <^Spike^> /bin/sh: 1: logrotate: not found
17:44:54  <^Spike^> maybe.... put your config in /etc/logrotate.d? :)
17:45:03  <^Spike^> that it runs with the cron.daily :)
17:45:09  <^Spike^> oh btw... /var/spool/mail/eints :D
17:45:11  <^Spike^> cat that file :D
17:47:39  <frosch123> what weird thing did you run to trigger the cron?
17:47:49  <^Spike^> crontab -e -u eints :)
17:48:33  <frosch123> ah, you reverted your traces already :p
17:49:11  <^Spike^> :)
17:50:23  <frosch123> well, i also made the logrotate path absolute
17:50:46  <frosch123> currently everything is configured as eints user, except the start on boot
17:50:50  <^Spike^> maybe logrotate is a command in sbin and not bin
17:50:56  <^Spike^> aka
17:51:00  <frosch123> yes, i used which :)
17:51:00  <^Spike^> screw you user!
17:51:03  <^Spike^> my program!
17:51:32  <Alberth> quick, make a copy!
17:52:42  <^Spike^> hmm it should be able to execute it
17:52:46  <^Spike^> or
17:52:57  <frosch123> i can run it as eitns
17:53:00  <^Spike^> i don't think.... /usr/sbin is in the PATH of eints for cronts
17:53:05  <frosch123> i am always working as user eints
17:54:10  <Alberth> usually /sbin  just means it's more an admin program than a usueful user program, but there are few restrictions, unless it is clearly root-only functionality
17:54:17  <^Spike^> /usr/bin:/bin
17:54:24  <^Spike^> is the path for cron
17:54:35  <^Spike^> /usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin
17:54:38  <^Spike^> when you use bash
17:54:50  <^Spike^> use absolute paths
17:55:18  <^Spike^> or/and add PATH=$PATH:/usr/sbin
17:55:21  <^Spike^> to the crontab
17:55:26  <frosch123> i made it an absolute path
17:55:30  <frosch123> easiest :p
17:55:32  <Alberth> absolute paths are easier :)
17:58:09  <^Spike^> tested it? :D
18:09:09  <frosch123> tomorrow
18:09:22  <frosch123> so, what to check next?
18:09:30  <frosch123> why dutrchtrams fails to upload?
18:09:37  <frosch123> or why half of projects fail to download?
18:10:21  * frosch123 decides for coffee :p
18:18:50  <^Spike^> :)
18:18:57  * ^Spike^ just will go do KSP :)
18:23:01  <Alberth> happy flight :)
18:24:55  <^Spike^> :)
18:29:09  * ^Spike^ is gonna make some space debris....
18:29:15  <^Spike^> need satelittes! :D
18:30:48  <DevZone> Project Nutracks build #5-nightlies: SUCCESS in 16 sec:
18:33:26  <Alberth> frosch123: did langfile_map_cache has a line number, or have you already figured it out?
18:33:29  <Rubidium> ^Spike^: ;)
18:33:29  <Webster> Title: Lena - Satellite (Germany), Length: 3m 2s, Views: 40398196, Likes: 105984
18:34:41  <DevZone> Project Shanghai Maglev Trackset build #4-nightlies: SUCCESS in 9.2 sec:
18:35:51  <frosch123> <- Alberth
18:35:55  <frosch123> i did not look at it yet
18:36:39  <Rubidium> yay for scripting languages with their runtime binding
18:40:40  <oskari89> Someone could make BaNaNas-uploader integrated to Jenkins :P
18:41:01  <^Spike^> jenkins is modular... it's java... so write a module? :D
18:41:20  <oskari89> (who, i'm not programmer) :D
18:41:48  * ^Spike^ has enough stuff to do...
18:41:57  <^Spike^> and now also includes work... includes working tomorrow... :)
18:42:11  <TWerkhoven> stuff gets written when ppl who want it write it
18:42:19  <^Spike^> ^^^^^
18:43:20  <TWerkhoven> and don't let 'I'm not a programmer' stop you either
18:43:30  <TWerkhoven> soap is the first thing i ever wrote in python
18:44:14  <Rubidium> Jenkins shouldn't automatically upload content. It allows for no sanity checks by the user, and as can be seen often things are forgotten and/or don't work out as they expects after compilation on this server
18:44:42  <Brot6> Revision 275:70789080bf19: Fix: Denote 'langfile_map_cache' to be a global variable. XAlberthX @
18:44:48  <Alberth> frosch123: fixed, it probably never worked, and it was the first time it encountered a language file not already in the repository
18:44:54  <TWerkhoven> might be nice to have a button though, 'upload to fruitbasket'
18:46:33  <^Spike^> well it would require us... giving you... more permission... which we currently don't feel like :D
18:46:55  <frosch123> it's always hg that breaks the ssh pipe
18:46:55  <^Spike^> do realize... that with the current/new ottdc environment security is one of the key points...
18:47:12  <^Spike^> there is a reason basicly everything gets logged now...
18:47:20  <^Spike^> to analyze it and do stuff better
18:47:38  <^Spike^> only thing missing is bash -> syslog ;)
18:47:58  <Alberth> and we are expected to believe that?  :D
18:48:05  <frosch123> is there a way to get the bash output via mail when ssh freezes?
18:48:36  <^Spike^> eh
18:50:25  <Rubidium> frosch123: using RFC1149/2549, right?
18:51:11  <frosch123> "Security is not generally a problem in normal operation"
18:58:47  <^Spike^> :)
19:04:11  *** Jam35 has quit IRC
19:07:40  <frosch123> updated the translator
19:07:51  <frosch123> should i trigger eints2repo again to test?
19:17:26  *** andythenorth has joined #openttdcoop.devzone
19:19:17  <Alberth> o/
19:20:06  <andythenorth> o/
19:21:43  <frosch123> hmm, it created "lang/gaelic.lng.lng"
19:22:20  <Alberth> you cannot be too clear about the type of file :p
19:22:35  <frosch123> (new translation, which did not exist in repo before)
19:22:56  <frosch123> the contents of the file looked fine :p
19:23:01  <Alberth> yeah, I inferred that from "created" :)
19:27:16  <andythenorth> anybody want to work on Iron Horse?
19:27:18  <andythenorth> pretty soothing
19:27:33  <andythenorth> just needs some sprites pasted onto spritesheets, and then some python files created
19:27:43  <andythenorth> kind of mindless and fun
19:30:32  <^Spike^> woohoo... satellite in orbit... i don't understand why they let me lead a space center :DF
19:31:29  <andythenorth> kerbal?
19:31:32  <^Spike^> yep
19:31:36  <andythenorth> ugh
19:31:39  * andythenorth tried kerbal
19:31:47  <andythenorth> couldn't get my rocket to ignite :D
19:31:50  <^Spike^> lol
19:31:58  <^Spike^> well my first attempt also went...
19:32:00  <^Spike^> release...
19:32:01  <^Spike^> dud...
19:32:03  <^Spike^> oh wait...
19:32:09  <^Spike^> rockets/release must be @ same stage :D
19:34:08  <^Spike^> ok... now the lazy it guy takes over... where is autopilot... :D
19:38:04  <andythenorth> hmm
19:38:20  <andythenorth> also I am supposed to be figuring out how to make generated lang files work with eints
19:38:31  <^Spike^> ....
19:39:13  <andythenorth> Alberth: ^^ want to play?
19:39:20  *** ODM has quit IRC
19:39:32  <andythenorth> I doubt it will get solved tonight, but if we scope the problem, my brain will solve it while I'm asleep
19:39:39  <Alberth> k
19:39:59  <andythenorth> got a FISH checkout?
19:40:41  <Alberth> apparently I do, no idea how old it is :p
19:40:50  <^Spike^> hg pull and it's refreshed? :D
19:40:56  <andythenorth> like magic
19:41:43  <Alberth> only 27 changes behind!
19:42:25  <andythenorth> \o/
19:42:35  <andythenorth> if you want to follow the compile chain...
19:42:40  <andythenorth> src/
19:42:45  <andythenorth> and src/
19:43:05  <Rubidium> oh... raytracing a language ;)
19:43:34  <Alberth> it renders everything, apparently :)
19:43:42  <Alberth> docs, lang, nml
19:44:50  <andythenorth> templates are rendered
19:44:56  <andythenorth> therefore... :)
19:46:55  <andythenorth> so currently each lang contains code
19:47:01  <andythenorth> that is obviously not desirable :P
19:47:37  <Alberth> ${repo_vars.repo_title}   such stuff?
19:47:47  <andythenorth> and a repeat over the vehicle names
19:47:59  <andythenorth> <tal:build_vehicle_names repeat="ship ships">
19:48:16  <andythenorth> which actually contains no translations
19:48:40  <Alberth> k
19:48:49  <andythenorth> it uses {STRING} to fetch anything translated
19:49:05  <andythenorth> so simply I could concatenate that on the end of the lang file at compile time
19:49:09  <andythenorth> or something else
19:49:38  <andythenorth> and these items that are templated, being non-translated, only need to be in english.lng I guess
19:49:51  <andythenorth> or ideally a universal.lng file?
19:51:08  <Alberth> I am still not understanding what you're aiming to do
19:51:44  <Alberth> just expand this loop, and we're done?
19:53:42  <andythenorth> probably
19:53:49  <andythenorth> it's a pretty simple use case
19:54:32  <andythenorth> I am quite confident this could be solved by adjusting how FISH uses compiled lang files
19:55:01  <andythenorth> what happens if I try to upload a with this code to eints? o_O
19:55:11  * andythenorth tests
19:55:39  <Alberth> it treats your expansion stuff as comment, since it fails to match the syntax
19:56:13  <andythenorth> yup
19:56:14  <andythenorth> bails
19:56:21  <andythenorth> handles the error nicely though
19:56:32  <andythenorth> we could wrap that in an error class btw
19:56:53  * andythenorth tries
19:57:08  <Alberth> a simple solution could be to construct the string, and then verify its presence in the lang file
19:58:43  <Alberth> somewhat more strict, add a "# generated stuff below" line, load the lang file, and strip everything before it. Compare the result with what you generate yourself
20:03:09  <andythenorth> I am thinking of just having the compiler dump stuff onto the end of english.lng
20:03:22  <andythenorth> specifically, lang/english.lng
20:03:35  <andythenorth> and then let eints manage contents of lang
20:04:15  * andythenorth thought of a horrible step where compiler concatenates to end of english.lng, then removes it again 
20:04:24  <andythenorth> that way the file has no changes for version control
20:04:40  <andythenorth> ideally nml would load a universal.lng, wonder if that could be done?
20:04:58  <andythenorth> Alberth: meanwhile I improved the errors page ;)
20:05:10  <Alberth> \o/
20:06:25  <andythenorth> should really use pdata.human_name instead of proj_name
20:06:32  <andythenorth> but I don't have time to go digging in the view ;)
20:06:43  * andythenorth back to css
20:06:46  <andythenorth> work time
20:07:19  <Alberth> if you add the strings to english.lng, they will get added to the other languages by translators
20:07:35  <Alberth> I have no idea what universal.lng is supposed to do
20:08:35  <Brot6> Revision 276:3262efa024b9: Feature: improved errors page for when uploading a lang file has failures XandythenorthX @
20:09:09  <andythenorth> universal.lng would provide non-translatable strings to nml
20:09:24  * andythenorth ventures into nfo docs
20:10:28  <andythenorth> I guess it would write them into the grf with ID 7F set
20:10:36  <andythenorth> hmm
20:17:52  *** Brot6 is now known as Guest6110
20:17:53  *** Guest6110 has quit IRC
20:18:09  *** Brot6 has joined #openttdcoop.devzone
20:19:30  *** Brot6 has quit IRC
20:19:36  *** Brot6 has joined #openttdcoop.devzone
20:22:05  *** gelignite has quit IRC
20:37:45  <planetmaker> hello
20:37:54  <Alberth> nml has no "untranslatable" concept, unfortunately
20:37:57  <Alberth> moin planetmaker
20:38:17  <planetmaker> hm... I've no history in this channel... I wonder why
20:38:22  <planetmaker> @logs
20:38:23  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer -
20:38:36  <Alberth> we decided to live now instead
20:39:17  <planetmaker> :-)
20:39:28  <planetmaker> good choice
20:45:08  <Brot6> Revision 20:f2eb2253fb2a: New ZOOM-X2 graphics for Ty2, small update for EN76, files for einst tr... XTadeuszDX @
20:49:51  <DevZone> Project Iron Horse build #71-push: SUCCESS in 22 sec:
20:51:12  <Alberth> good night
20:51:15  <andythenorth> bye
20:51:57  *** Alberth has left #openttdcoop.devzone
21:03:41  <Brot6> Revision 73:1ce9e0d4a75b: Change: remove offsets from a couple of vehicles that incorrectly defin... XandythenorthX @
21:13:17  <andythenorth> bye
21:13:19  *** andythenorth has left #openttdcoop.devzone
21:17:22  <planetmaker> George: the string issue you reported: you have to fill in translations for ALL cases of that string. Which you will find further below on that page.
21:17:32  <planetmaker> Russian has like a zillion cases!
21:24:00  *** oskari89 has quit IRC
21:37:54  <Brot6> Revision 277:e43c42aefa61: Fix: Downloading langfiles which are new to the local filesystem would... XfroschX @
21:42:03  <Brot6> repository /home/hg/32bpp registered in Redmine with url /home/hg/32bpp
21:42:03  <Brot6> repository /home/hg/32bpp created
21:43:05  <planetmaker> lol
21:43:11  <^Spike^> seems devzone fixed itself
21:44:00  <planetmaker> nice. Then I can say 'good night' for now :D
21:44:51  <^Spike^> :)
21:58:44  <^Spike^> ppl that missed that checkout plugin on devzone... that has been fixed....
21:59:23  <frosch123> \o/
21:59:42  <frosch123> i could also run my script two times already without ssh locking up :)
22:00:03  <^Spike^> :)
22:00:11  <^Spike^>
22:00:13  <^Spike^> it just works :D
22:00:22  <^Spike^> more... luckily i found a fork that was updated :D
22:01:22  <^Spike^> that was one of the features missing
22:01:45  <^Spike^> and ppl who start about tabs now will be ignored....
22:01:48  <^Spike^> as i'm going to sleep :D
22:03:32  <^Spike^> was almost about to say tomorrow... more KSP... then i realized i prob have to work tomorrow evening... :)
22:07:52  <frosch123> let's go live
22:09:00  <DevZone> Project Dutch Trainset build #3-push: STILL FAILING in 51 sec:
22:09:38  <DevZone> Project Swedish Rails build #6-push: SUCCESS in 38 sec:
22:11:03  <DevZone> Project xussrset - Trains from Russia build #22-push: SUCCESS in 3 min 0 sec:
22:11:28  <DevZone> Project Dutch Rail Furniture build #4-push: SUCCESS in 24 sec:
22:11:39  <DevZone> Project Dutch Road Furniture build #4-push: SUCCESS in 2 min 0 sec:
22:11:51  <frosch123> it's silly how the compile farm is faster than the commit annoucements :p
22:13:16  <Brot6> Revision 256:af8d90645fd8: Update: Translations XeintsX @
22:15:11  <Brot6> Revision 1103:a0bed66e5e6b: Update: Translations XeintsX @
22:21:16  <Brot6> Revision 148:de979d99463a: Update: Translations XeintsX @
22:21:16  <Brot6> Revision 16:0bb5b89d1648: Update: Translations XeintsX @
22:22:17  <Brot6> Revision 669:bdb5f3e0b6fe: Update: Translations XeintsX @
22:34:02  <Brot6> Feature #6358 (New): Updated Stats for Covered Hopper Car XDanMacKX @
22:36:57  <^Spike^> frosch123: it isn't, compile farm now has a commit hook
22:37:17  <^Spike^> where rev msgs only run every loop.. :)
22:38:20  <Brot6> Feature #6359 (New): Updated Info for "Euro/Brit" tank car - Gen 1 XDanMacKX @
22:40:13  <frosch123> night
22:40:29  *** frosch123 has quit IRC
22:43:57  <Brot6> Bug #6360 (New): NA Gen 1 Boxcar should have "Grain" as a refit XDanMacKX @
22:45:38  <Brot6> Feature #6361 (New): Basic sprites for North American Diesel/Electric XDanMacKX @
22:46:30  <Brot6> Feature #6362 (New): Draw Basic spritesets for Tropic/SAmer Diesels/Electrics XDanMacKX @
22:47:15  <Brot6> Feature #6363 (New): Draw Basic Spritesets for Brit Steam XDanMacKX @
22:48:07  <Brot6> Feature #6364 (New): Draw basic spritesets for NA/Arctic Steam Locomotives XDanMacKX @
22:48:56  <Brot6> Feature #6365 (New): Draw Basic spritesets for Tropic/SAmer Steam Locomotives XDanMacKX @

Powered by YARRSTE version: svn-trunk