Times are UTC Toggle Colours
00:04:43 <samu> what does the [] in the grid mean? the [18] thing 00:04:56 <samu> that's not where the station is 00:05:53 <samu> the north corner is not [18], it's 19 00:06:17 <samu> oh crap, i mean 1A 00:06:43 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Read error: Connection reset by peer] 00:06:44 <samu> that's also where the station is, i believe, if im interpreting this correctly 00:07:01 <Eddi|zuHause> north is not where you think it is 00:07:48 <samu> station is located at 1A? at least when I observe on the minimap, that's where it is 00:08:21 <samu> then is it simulating an invisible docks? 00:08:33 <Eddi|zuHause> yes 00:08:36 <samu> 1A, then [18], then water 00:08:47 <samu> that water to the left of [18] is where the ship dicks 00:08:49 <samu> oops docks 00:08:56 <Eddi|zuHause> no 00:09:01 <samu> no? yes 00:09:01 <dreck> well samu how else did it have that not-company-owned station name hoving above the oilrig you know, right? ;) 00:09:09 <Eddi|zuHause> the ship docks where the "xx" is 00:09:14 <dreck> same thing used by the fishing ground in mb and andy's industry grfs 00:09:24 <samu> no, that's not there 00:09:43 <samu> are you sure? doesn't make sense then, when i look at the others 00:09:47 <Eddi|zuHause> yes, it's just mirrored and rotated in a weird way 00:15:53 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 00:15:54 <samu> http://newgrf-specs.tt-wiki.net/wiki/NML:Tilelayout :) I'm getting there 00:17:02 <samu> so i need to write all those tiles? even the blank ones? or just add the "xx"? 00:17:11 <samu> ones 00:26:33 <Eddi|zuHause> you can skip the empty tiles 00:27:30 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 00:30:01 <Eddi|zuHause> for the "xx" tiles you write "clear", for the other tiles, you write 0x18 etc. 00:33:45 *** Pereba [~UserNick@177.40.128.42] has quit [Quit: ⢠AdiIRC ⢠1.9.6 ⢠www.adiirc.com â¢] 00:54:11 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Remote host closed the connection] 01:04:56 *** itsatacoshop247_ [~itsatacos@2601:9:1180:237:a0ca:65cd:8673:cf4f] has quit [Ping timeout: 480 seconds] 01:10:52 *** KWKdesign [~KWKdesign@pool-72-94-147-76.phlapa.fios.verizon.net] has quit [Read error: Connection reset by peer] 01:11:13 *** KWKdesign [~KWKdesign@pool-72-94-147-76.phlapa.fios.verizon.net] has joined #openttd 01:20:56 <samu> anyone here? 01:21:42 * dreck pokes samu with some pixels? 01:21:45 <dreck> heh 01:22:05 <samu> http://pastebin.com/zknumKPf 01:22:14 <samu> is it something like this? 01:22:46 <samu> i just tried to figure out the syntax for the first line but no idea what goes there 01:30:18 <Sylf> for nml code sharing, try https://paste.openttdcoop.org/ - it supports nml syntax highlighting :) 01:37:20 <samu> https://paste.openttdcoop.org/ptlav8dzn 01:37:32 <samu> so... whatever 01:38:29 <samu> what goes into the first line? 01:38:49 <samu> and is the rest to be like that? 01:39:26 <Sylf> http://newgrf-specs.tt-wiki.net/wiki/NML:Tilelayout 01:39:29 <Sylf> so yes, it's like that 01:40:09 <Sylf> of course, if you set all tiles to "clear", you won't have anything on the map 01:40:20 <samu> hmm so what do i do with this piece of text? 01:40:28 <samu> it's for the oil rig 01:40:53 <Sylf> let me go read the backlog first 01:41:12 <Sylf> that chunk of code by itself doesn't tell me anything 01:41:28 *** HerzogDeXtEr1 [~flex@i59F6D0B6.versanet.de] has joined #openttd 01:43:03 <Sylf> you're trying to recreate oil rig? 01:43:32 <samu> yes, but with those "xx" tiles around it 01:43:35 <Supercheese> trying to prevent oil rigs from being created too close to each other 01:44:13 <Sylf> so, we can reuse the default oil rig sprites 01:44:34 <samu> yes 01:45:15 <Sylf> but in order to use them, I think the sprites need to be defined, and specify that you're using those graphics 01:45:31 <samu> that's the part I don't understand 01:45:36 <Supercheese> he can use the override & substitute 01:45:38 <samu> i know i am missing something 01:45:44 <Supercheese> to re-use the sprites 01:46:48 *** HerzogDeXtEr [~flex@i59F6D0B6.versanet.de] has quit [Ping timeout: 480 seconds] 01:46:50 <Eddi|zuHause> samu: sprites are used by IndustryTile, not by Industry 01:47:01 <Sylf> it would be easiest to download the opengfx+ industries source and study that 01:47:14 <Eddi|zuHause> samu: since you're reusing the default IndustryTiles, you don't need to add anything 01:48:58 <samu> my head is attempting to decipher what you're telling me... 01:48:59 <Eddi|zuHause> samu: however, your tilelayout must be used by an actual industry that you override 01:49:25 *** itsatacoshop247_ [~itsatacos@c-76-102-167-252.hsd1.ca.comcast.net] has joined #openttd 01:50:05 <dreck> sorry to ask this (especially to eddi perhaps) but can you set a single wagon to have different capacity per assigned cargotypes or its a bit complex to bother doing that code-wise? (eg it could be 20 tonnes of coal but only 17 tonnes of ore for example) 01:50:34 <Eddi|zuHause> dreck: there's a capacity callback for that 01:50:58 <Sylf> OpenGFX+ trains might do some of that - not too sure 01:51:21 <Sylf> On flat car, only some steel, but much more capacity for wood, etc 01:52:04 <Supercheese> yeah, vary capacity based on cargo_type_in_veh 01:52:28 <dreck> oh, geeze I was thinking vars not callbacks..I see it now 01:52:32 <dreck> thanks a lot -_- 01:55:29 <dreck> supercheese nothing like an entire wagonload of one cargo weighting the same as one single crate of machines in the same wagon :) 01:55:41 <dreck> (just saying..I dunno why I had to heh) 01:57:31 <Eddi|zuHause> 1 ton of feathers weighs the same as 1 ton of steel 01:58:06 <Supercheese> 1 ton of metal does not weigh the same as one bag of mail 01:58:19 <Supercheese> or bale of wool 01:58:29 <Supercheese> or crate of farm supplies, etc. 01:58:35 <samu> im reading here, http://newgrf-specs.tt-wiki.net/wiki/NML:Property 01:59:13 <samu> item (FEAT_INDUSTRIES? 02:00:30 <Supercheese> I guess the cargo weight parameter sort of compensates for the discrepancies 02:00:41 <Eddi|zuHause> samu: so what is the question? 02:00:57 <samu> no idea i really don't know 02:01:19 <samu> i don't understand what I need to look for 02:01:25 <Eddi|zuHause> samu: so maybe you should read the tutorial? 02:01:47 <samu> i don't have time now 02:02:01 <Eddi|zuHause> i don't have time either. 02:02:25 <samu> i mean i have to go sleep 02:02:41 <samu> is it far from finished? 02:03:07 <Supercheese> NML tutorial is great 02:03:08 <samu> wanted to finish this part today and continue tomorrow 02:03:14 <Eddi|zuHause> about 10 minutes if you're skilled 02:03:29 <Eddi|zuHause> about 2 hours if you're not 02:03:59 <samu> ouch, i really have to go though, sorry, parents are hurrying me 02:05:31 <dreck> supercheese you're exactly right about everything you just said about weight :) 02:05:48 <samu> well, cyas all, thx for the help so far. I'll do the rest tomorrow, promise. 02:06:18 <dreck> but anyway think I pretty much got no pending issues left ... going see when I'll finish the first draft of the vehicles list before passing it onto friend for coding 02:06:30 *** samu [~oftc-webi@po1-84-90-249-192.netvisao.pt] has quit [Quit: Page closed] 02:13:17 *** HerzogDeXtEr1 [~flex@i59F6D0B6.versanet.de] has quit [Quit: Leaving.] 02:33:55 <dreck> anyway break for bedtime 02:34:07 * dreck lets several random wagons loose in here 02:34:10 *** dreck [~oftc-webi@bas1-ottawa08-1176110546.dsl.bell.ca] has left #openttd [] 02:38:22 <Eddi|zuHause> how or why is the forum backup running at this time? 02:50:48 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Quit: c('~' )o] 02:57:11 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 02:57:14 *** mode/#openttd [+v tokai] by ChanServ 03:18:27 *** Biolunar_ [Biolunar@blfd-5d821e20.pool.mediaWays.net] has joined #openttd 03:25:26 *** Biolunar [Biolunar@blfd-4d08309d.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 03:36:25 <Sylf> the forum backup is sure taking a long time tonight 03:41:39 *** supermop [~supermop@d110-33-179-139.sun801.vic.optusnet.com.au] has joined #openttd 03:42:06 <supermop> yo 04:05:21 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 04:15:49 *** Ttech [~ttech@dragons.have.mostlyincorrect.info] has quit [Remote host closed the connection] 04:18:13 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 04:38:44 *** Flygon_ [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Read error: Connection reset by peer] 04:42:43 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 04:59:25 *** Ttech [~ttech@dragons.have.mostlyincorrect.info] has joined #openttd 05:26:27 *** quorzom_ [~quorzom@cable-78-35-98-177.netcologne.de] has quit [Read error: Connection reset by peer] 05:56:01 *** Eddi|zuHause [~johekr@p57BD5AE2.dip0.t-ipconnect.de] has quit [] 05:56:16 *** Eddi|zuHause [~johekr@p5DC66506.dip0.t-ipconnect.de] has joined #openttd 06:03:02 *** Pikkaphone [~yaaic@203-206-161-219.perm.iinet.net.au] has joined #openttd 06:04:03 <Pikkaphone> what happens 06:04:51 <V453000> mayhem 06:05:13 <V453000> whats wrong? :) 06:10:17 <Pikkaphone> who can say? 06:11:46 <V453000> question is good 06:12:50 <Pikkaphone> what did you do to the forums? 06:19:25 <V453000> oh forums borken :D 06:19:29 <V453000> me, nothing :?> 06:19:45 <V453000> also I might be starting a new project, I think rendered trains in 8/8 look just way too short 06:20:00 <V453000> chubby-ish as you said or so 06:20:44 *** Pulec [pulec@unaffilated.amunak.net] has quit [Ping timeout: 480 seconds] 06:24:47 *** Pulec [pulec@unaffilated.amunak.net] has joined #openttd 06:24:55 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 06:26:27 *** smurf [~smurf@2001:780:107:0:1278:d2ff:fea3:d4a6] has quit [Quit: smurf] 06:27:54 <V453000> just want to make everything longer 06:27:56 <V453000> twice. :) 06:31:20 <supermop> we need 4 tile long train cars...? 06:31:54 <V453000> no everything 1 tile :P max 06:40:16 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 06:40:23 <supermop> textures are such a pain 06:40:36 <supermop> want to render everything in uniform grey 06:45:39 <V453000> the zbase way! :D 06:45:50 <V453000> what issues are you having with textures? 06:45:52 <V453000> mapping? 06:49:28 <supermop> a little, but that i can slog through 06:49:35 <supermop> more color correction 06:49:53 <supermop> the stone i use for curbs and for cobbles should be same color 06:50:04 <supermop> very hard to get that in PS 06:50:14 <supermop> asphalt should be similar 06:50:58 <supermop> and i only have one good bluestone for curbs/sidewalks 06:51:25 <V453000> well the question is whether it is necessary to make them similar color :) 06:51:46 <V453000> variety etc yknow 06:52:04 <supermop> trying to find other images of the same stone for variety that are same exposure and color balance is a pain 06:52:20 <V453000> I wouldnt bother with it that much 06:52:32 <supermop> one think about this city is that they use the same rock for everything 06:53:14 <supermop> next up is bricks on houses 06:53:29 <supermop> and getting them to align with windows 06:54:24 <V453000> that is relatively easy 06:54:31 <V453000> but again, at x4 bricks are generally rather invisible 06:55:32 <supermop> http://www.australianterrace.com/terrace-houses/leslie-cottage-4-cameron-street-coburg-melbourne-victoria/ 06:55:55 <supermop> they do this thing with patterns of yellow bricks set into dark bricks 06:56:51 <supermop> http://upload.wikimedia.org/wikipedia/commons/3/35/Terrace_houses_in_abbotsford_victoria.jpg 06:57:37 <V453000> I dont know what options rhino has, but if you want to do this kind of details make sure you check out some form of UVW unwrapping 06:57:56 <V453000> in 3DS MAX the function is called Unwrap UVW 06:58:31 <supermop> i think thats in rhino just going to be some work figuring it out 06:58:47 <V453000> helps a lot, lets you texture anything any way you like 06:59:06 <V453000> I use it very often ... not for all objects, but often 06:59:36 <V453000> e.g. Roads for RAWR ... I created the model, unwrapped it, and added the roads in photoshop 07:00:34 <supermop> i am just debating those decorative bricks - if my facades are standardized i may be able to reuse the texture, but i may need to make the texture by hand in the first place 07:01:11 <V453000> well sure, just pointing to a tool that could help you a ton 07:01:29 <Flygon> supermop: I feel sorry for everyone that livees in Abbotsford 07:01:53 * Flygon resumes figuring out how the hell muscles work 07:02:40 <supermop> yeah ill try it 07:05:13 *** spinakker [~spinakker@netacc-gpn-4-92-218.pool.telenor.hu] has joined #openttd 07:06:17 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 07:12:02 *** HerzogDeXtEr [~flex@i59F6D0B6.versanet.de] has joined #openttd 07:30:40 <Supercheese> Forum's dead, Jim 07:39:19 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Quit: Valete omnes] 07:40:22 <V453000> död 07:51:16 *** Yotson [~Yotson@2001:980:6ac8:1:c8cf:558a:9f8:17f4] has joined #openttd 07:53:54 <Celestar1> morning 07:58:30 *** spinakker [~spinakker@netacc-gpn-4-92-218.pool.telenor.hu] has quit [Quit: Leaving] 08:18:03 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 08:18:15 <Supercheese> Forum yet lives 08:26:18 *** KouDy [~koudy@188.75.190.58] has quit [Quit: leaving] 08:26:44 *** KouDy [~koudy@188.75.190.58] has joined #openttd 08:28:12 *** KouDy [~koudy@188.75.190.58] has quit [] 08:29:05 *** KouDy [~koudy@188.75.190.58] has joined #openttd 08:58:49 <supermop> rhino - at least v4 - does not really have that 08:59:15 <supermop> something about how nurbs surfaces dont work that way 08:59:28 <supermop> but v5 has a way to do emulate it 08:59:33 <V453000> hm 08:59:39 <V453000> idk I dont model in nurbs 09:00:07 <supermop> there are all sorts of esoteric uvw mapping options in v4 that ive never touched before though 09:00:14 <V453000> :) 09:00:21 <supermop> so i think its just a matter of me exploring those 09:03:56 <__ln__> https://www.youtube.com/watch?v=eJNAx4BsUtE 09:04:50 <supermop> off to print stuff 09:05:06 <argoneus> good morning train friends 09:06:06 <V453000> yeah probably :) 09:09:33 *** Celestar1 [~Celestar@mnch-5d873648.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 09:20:52 *** Celestar [~Celestar@mnch-5d873648.pool.mediaWays.net] has joined #openttd 09:22:22 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 10:31:36 *** itsatacoshop247_ [~itsatacos@c-76-102-167-252.hsd1.ca.comcast.net] has quit [Ping timeout: 480 seconds] 10:34:31 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 10:36:27 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 10:38:10 *** Pikkaphone [~yaaic@203-206-161-219.perm.iinet.net.au] has quit [Ping timeout: 480 seconds] 10:38:42 <andythenorth> oh he gone 11:00:20 <supermop> elusive pikka 11:00:42 *** Suicyder [~Suicyder@86.92.59.88] has joined #openttd 11:00:44 <andythenorth> and his phone 11:01:30 <supermop> hmm i need an android irc client 11:04:24 <supermop> i've found a coffee grinder that has a website reminiscent of audiophile woo peddlers, and now it is serving me ads on the fora 11:05:02 <supermop> I wonder if a clever little clock would improve my coffee 11:16:20 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 11:48:18 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 12:04:30 *** shirish [~quassel@59.97.99.126] has joined #openttd 12:04:34 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 12:07:28 *** Pereba [~UserNick@177.40.128.42] has joined #openttd 12:11:20 *** glevans2 [~glevans2@71-8-126-76.dhcp.ftwo.tx.charter.com] has quit [Ping timeout: 480 seconds] 12:12:18 *** glevans2 [~glevans2@71-8-126-76.dhcp.ftwo.tx.charter.com] has joined #openttd 12:17:14 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has joined #openttd 12:32:09 * andythenorth wonders how to spell âover-engineeringâ 12:32:54 *** Supercheese is now known as Guest4284 12:32:59 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 12:36:45 <V453000> no clue but as long as people understand what you mean ... :P 12:37:08 * andythenorth is providing wtf amount of detail in nml code 12:37:12 <andythenorth> probably a bad idea 12:37:14 <V453000> ... P.S. my over-engineered DOOM concept will bring utter madness :> 12:37:29 <V453000> I already found wtf utility for the things 12:37:50 <V453000> ultra articulated "horse" carriage? 12:37:53 <V453000> priceless 12:38:45 *** Guest4284 [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Ping timeout: 480 seconds] 12:39:40 <V453000> except pigcows are much stronger than some flimsy horses 12:39:55 *** smurf [~smurf@2001:780:107:0:1278:d2ff:fea3:d4a6] has joined #openttd 12:40:47 <andythenorth> considered these in HEQS :P http://en.wikipedia.org/wiki/Twenty-mule_team 12:41:33 <V453000> XD 12:42:03 *** DanMacK [~3fee8a84@188.cimarosa.openttdcoop.org] has joined #openttd 12:53:48 <supermop> i used to see that stuf in stores and wonder what the hell kind of tagline that was 13:01:34 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 13:09:28 <supermop> night 13:13:28 <V453000> hm, to model in 100% or 140% :) 13:13:31 <V453000> question is big 13:14:03 <andythenorth> 140% 13:14:09 <andythenorth> moar 13:14:23 <V453000> and downscale it for 100% ? :D 13:14:28 <V453000> sounds wtf 13:14:36 <andythenorth> moar is better always 13:14:42 <andythenorth> or is it? o_O 13:15:04 <b_jonas> V453000: is this about diagonal carriages? 13:15:22 <V453000> yes 13:15:34 <V453000> diagonal is 140% of normal straight direction 13:15:50 <V453000> in NUTS I just stretch the short version, and model in 100% 13:15:55 <V453000> what if I model in 140% :D 13:16:03 <V453000> and shrink down the normal tracks 13:17:21 <V453000> I was just talking shit to supermop how 12m is a bad scale for 1 tile and I am going to use 14? :D 13:17:22 <V453000> well done 13:17:31 *** supermop [~supermop@d110-33-179-139.sun801.vic.optusnet.com.au] has quit [Ping timeout: 480 seconds] 13:17:49 <andythenorth> âscaleâ? 13:17:52 <andythenorth> wtf is scale? 13:18:37 <andythenorth> this is some grid size thing in 3DSMax or what? 13:18:55 <V453000> yeah, units :) 13:19:08 <V453000> size of 1 model tile 13:20:38 <andythenorth> do 16 13:20:43 <andythenorth> or 8 13:20:48 <andythenorth> powers of 2 innit 13:20:54 <V453000> 10 is nice 13:21:06 * andythenorth has no clue why powers of 2 would be better, just saying words 13:23:36 <andythenorth> FIRS location checks are wtf 13:39:05 * andythenorth wonders why not automate conflicting industry check? 13:39:16 <andythenorth> with a conflicting industries property 13:39:40 <andythenorth> or by checking produced / accepted cargo at all other industries 13:50:44 <V453000> hm https://dl.dropboxusercontent.com/u/20419525/DOOM/DOOM_00_0000.png 13:51:07 <V453000> both are compromise-stretched XD 13:56:01 <V453000> kind of. 13:56:29 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 13:58:21 <Eddi|zuHause> that cone shape is weird 13:58:47 <Eddi|zuHause> all steam engines i have ever seen were cylindrical shape 14:00:15 <andythenorth> too realisms 14:00:55 <andythenorth> moar http://ecx.images-amazon.com/images/I/71ws2J362rL._SL1500_.jpg 14:01:28 <andythenorth> or even (this is the only steam punk thing I really like) https://www.flickr.com/photos/68202935@N08/12527207444 14:01:45 <V453000> yeah it looks strange to me too Eddi, it isnt my model, I just got it with some tutorial so I am testing stuff with it 14:01:54 <V453000> more focused on the stretching atm :) 14:02:20 <andythenorth> this is awesome https://www.flickr.com/photos/68202935@N08/6663368503/ 14:02:39 <V453000> yes :) design of the model is irrelevant now :P I like those things too 14:03:23 <V453000> just took this cause showint it on a box isnt very helpful :P 14:04:09 <V453000> hm I think I will end up with something like model in 120% 14:04:12 <V453000> as a compromise 14:04:24 <V453000> 12m = 1 tile scale =D 14:05:15 <Eddi|zuHause> i never had lego trains 14:05:26 <Eddi|zuHause> only the monorail-ish airport shuttle 14:05:53 <V453000> they are a bit short but it isnt a disaster I think https://dl.dropboxusercontent.com/u/20419525/DOOM/DOOM_01_0000.png 14:06:09 <Eddi|zuHause> V453000: my tiles are 32m 14:06:19 <Eddi|zuHause> for train length purposes 14:06:20 <V453000> your tiles dont exist :P 14:07:04 <Eddi|zuHause> i was considering 24m, but that would have made trains too long 14:07:41 <Eddi|zuHause> modern passenger wagons are ca. 26m 14:07:46 <andythenorth> Eddi|zuHause: if you have that shuttle still, itâs one of the most sought-after collectors items :P 14:08:01 <andythenorth> V453000: that looks better, more chibi 14:08:03 <Eddi|zuHause> it should be somewhere... 14:08:13 <Eddi|zuHause> i also have the space version 14:08:30 <andythenorth> http://www.bricklink.com/search.asp?itemID=5006 14:08:34 <V453000> yeah I like this more too 14:09:52 <V453000> or do I 14:09:54 <V453000> idk :) 14:12:10 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 14:14:55 *** samu [~oftc-webi@po1-84-90-249-192.netvisao.pt] has joined #openttd 14:15:40 <samu> hi 14:20:46 <V453000> haha so I will model in 120% length, with 1 tile being 10m and I will just move camera to 83% so it renders correctly =D 14:20:50 <V453000> compromise! 14:21:35 <V453000> so in both views the vehicle will be streched by about 15,5% or such 14:21:45 <V453000> one to be longer, one to be shorter :) 14:23:56 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 14:28:15 *** Suicyder [~Suicyder@86.92.59.88] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Go on, try it!] 14:34:33 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 14:44:12 <samu> what is the paste site? 14:44:17 <samu> openttdcop 14:44:31 *** samu [~oftc-webi@po1-84-90-249-192.netvisao.pt] has quit [Quit: Page closed] 14:44:47 *** samu [~oftc-webi@po1-84-90-249-192.netvisao.pt] has joined #openttd 14:44:53 <samu> ops, i closed this window 14:46:31 <samu> ok, I got this 14:46:33 <samu> https://paste.openttdcoop.org/pfhxmdmaf 14:46:45 <samu> the whole .nml file so far 14:48:33 <samu> what is wrong and what is right? 14:56:50 <Eddi|zuHause> the order is wrong, the tilelayout must be defined before it is used 14:57:06 <Eddi|zuHause> i can't comment on whether "location_check" is right 14:58:43 <samu> I switch item block with tilelayout block? 14:58:59 <Eddi|zuHause> yes 15:00:16 <samu> what is location_check? 15:06:57 *** Celestar [~Celestar@mnch-5d873648.pool.mediaWays.net] has quit [Quit: Leaving.] 15:21:57 <samu> â[Knmlc ERROR: Syntax error, unexpected end-of-file 15:22:02 <samu> :( 15:30:25 <samu> line 76 . unrecognized identifier 'oil_rig_layout' 15:30:29 <samu> hmm :( 15:32:57 *** Belugas [~belugas@216.191.111.230] has joined #openttd 15:33:00 *** mode/#openttd [+o Belugas] by ChanServ 15:47:30 <planetmaker> samu, a tile_layout is an industry property which describes how the industry looks like on the map. It is not a valid result for a location_check callback. 15:47:51 <planetmaker> check opengfx+industries, yeti or firs for examples 15:50:07 <planetmaker> actually, to be precise, the industry property is called layouts which takes a list of names of tilelayouts 15:53:59 <samu> item (FEAT_INDUSTRIES or item (FEAT_INDUSTRYTILES? 15:54:08 <samu> brb 15:55:50 <Eddi|zuHause> you are running in circles. 15:58:33 *** raincomplex [~raincompl@pool-98-109-182-221.nwrknj.fios.verizon.net] has joined #openttd 16:00:16 <NGC3982> tjaba. 16:04:12 <samu> let me see if I understand, I have the layout ready, now I have to give it a name, then this name is picked from a list by an industry property that choses layouts. which FEAT does this property belong to? 16:06:08 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 16:06:11 *** mode/#openttd [+o Alberth] by ChanServ 16:07:12 <samu> i downloaded opengfx+industries, but they're in .grf files, how do I convert that to .nml? 16:08:47 <Alberth> donwnload the sources from the project 16:09:06 <samu> no idea what that means 16:09:50 <Alberth> http://dev.openttdcoop.org/projects/ogfx-industries/repository 16:10:32 <Alberth> ^ are files that are written by the opengfx+industries authors and compiled to .grf 16:11:18 <Alberth> so use those as starting point or for examining how things are done 16:13:12 <samu> i navigated to this 16:13:13 <samu> http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/d199b64b5ead/entry/src/tiles/oil_rig_tiles.pnml 16:14:51 <planetmaker> well. OpenGFX+Industries does not change much from the original oil rig. Thus what you look for is not found for *that* industry 16:15:27 <Alberth> hi hi 16:15:33 <planetmaker> hi hi :) 16:15:44 <Alberth> you finished step 1 already, samu? 16:16:22 <planetmaker> maybe, for your purpose yeti or firs are more suitable. most likely yeti is the simpler, thus easier to understand code 16:17:14 <samu> for step 1, the grf was listed in OpenTTD, does it mean it works? 16:17:50 <Alberth> you could run a game too? nice! 16:18:21 <samu> yes, it started, but I don't notice anything different, it just says it's running that grf 16:19:03 <Alberth> you can change something simple, like accepted or produced cargoes 16:19:09 <samu> Active NewGRF files 16:19:13 <samu> Oil Rig 1 16:19:20 <samu> that was the name I put to i 16:19:21 <samu> t 16:19:49 <Alberth> yeah, but did the game also build the oilrig you put into it? 16:20:02 *** dreck [~oftc-webi@bas1-ottawa08-1176110546.dsl.bell.ca] has joined #openttd 16:20:03 <Alberth> by making a simple change in the oilrig itself, you can find out 16:20:03 <dreck> hi 16:20:08 <Alberth> o/ 16:20:13 <samu> no, step 1 was to see if grf would show up 16:20:13 <dreck> eh samu still here? :) 16:20:15 <samu> ya 16:20:17 <dreck> heh thought so :P 16:20:34 <dreck> alberth's first line for me coming in...I could guess too well 16:20:38 <Alberth> but getting it loading is a good start 16:20:57 <samu> i had issues with utf-8 thingy 16:21:05 <samu> but i am now using notepad ++ 16:21:47 <Alberth> dreck: ? "o/" means "hello" (a person raising his arm waving hi) 16:22:49 <dreck> alberth no I meant "change in the oilrig itself" .. that made me thinking ... 'is samu still here on the same coding project'? and sure I was right on 16:22:51 <dreck> :) 16:23:01 <Alberth> ok :) 16:23:13 <dreck> np anyway :) 16:23:42 * dreck doesn't really have any coding problems just yet anyway 16:23:48 <samu> i dont know the sites of those projects 16:23:54 <samu> yeti? 16:24:00 *** Speedy [~speedy@the.wrong.domain.name] has quit [Remote host closed the connection] 16:24:41 <Alberth> http://dev.openttdcoop.org/projects <-- contains a list of all projects there 16:25:10 <Alberth> but in general, re-use the same url, with a different project name :) 16:25:15 <dreck> well...I may have to ask how to do the te-changing refit but thats for another week tho 16:26:03 <Alberth> stronger te if you load fuel? :) 16:26:04 <Eddi|zuHause> te changing refit is a bad concept 16:26:22 <samu> there is no Yeti 16:26:26 <Eddi|zuHause> because refit needs a cargo, most engines don't load cargo. 16:27:19 *** Speedy` [~speedy@the.wrong.domain.name] has joined #openttd 16:27:20 *** Speedy` is now known as Speedy 16:27:22 <Alberth> samu: try a case-insentive search 16:27:29 <Alberth> *insensitive 16:28:20 <Alberth> people use all kinds of upper and lower case letter combinations :) 16:32:59 <dreck> I know that we talked about it before eddi but I'll wait and see what happens to the two sets of special case locomotives since this is still the early-draft tracking table yet 16:35:01 <samu> layouts: 16:35:07 <samu> ok, let's see 16:36:26 <samu> if i want to mention the oil rig, i type 05D? 16:36:35 <samu> no, not D 16:36:38 <samu> 05h 16:36:54 <samu> item (FEAT_INDUSTRIES, 05h? 16:37:11 *** Speedy [~speedy@the.wrong.domain.name] has quit [Remote host closed the connection] 16:37:16 <Alberth> I really don't know 16:37:56 <samu> the example im looking at is this 16:37:58 <samu> item(FEAT_INDUSTRIES, OIL_WELL, 10){ 16:38:12 <samu> where is the list of industries? 16:38:27 <samu> what does 10 mean? 16:42:44 *** Speedy` [~speedy@the.wrong.domain.name] has joined #openttd 16:42:59 *** Speedy` is now known as Speedy 16:45:09 <Alberth> the nml wiki on "item" should be able to answer such questions 16:50:08 <samu> https://paste.openttdcoop.org/pc78spoml 16:50:17 <samu> it created a .grf with that 16:50:24 <samu> now what will happen? 16:55:32 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 17:01:57 <andythenorth> o/ 17:02:09 <dreck> :) 17:04:44 *** roidal [~roland@cm140-210.liwest.at] has joined #openttd 17:04:48 <roidal> hi 17:04:52 <samu> is it working? 17:04:57 <samu> http://www.twitch.tv/xarickpreto 17:04:58 <dreck> hi roidal 17:05:43 <Alberth> o/ 17:05:56 <roidal> i get a segfault with 1.4.4 64bit linux 17:06:04 <roidal> are there any known issues? 17:06:32 <Alberth> could have a look at bugs.openttd.org 17:11:26 <roidal> i see, this is new...it crashes if there is no graphic-set 17:12:07 <Alberth> that sounds like a problem :) 17:13:06 <Alberth> the sprite font is also in the graphics set, which makes it complicated to report anything, although maybe that got solved ?? I don't know 17:13:09 *** TheMask96 [martijn@greed.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 17:13:21 <Alberth> please submit a bug report 17:14:33 *** Klanticus_ [~quassel@179.234.179.109] has joined #openttd 17:15:01 <roidal> it can be something with the font, i cant 3 font-errors befor the segfault 17:15:29 <roidal> cant -> get 17:15:30 *** Klanticus [~quassel@179.234.179.109] has quit [Ping timeout: 480 seconds] 17:17:05 *** frosch123 [~frosch@frnk-5f740fe1.pool.mediaWays.net] has joined #openttd 17:17:09 <Alberth> o/ 17:18:18 *** TheMask96 [martijn@sloth.vhost.ne2000.nl] has joined #openttd 17:18:28 <frosch123> hai 17:18:46 <samu> looks like the grf is working 17:19:00 <planetmaker> \o 17:19:06 <samu> in the scenario editor i couldn't place the oil rigs 17:19:16 <samu> as close as I could without the grf 17:19:34 <samu> watch ithttp://www.twitch.tv/xarickpreto 17:19:38 <planetmaker> roidal, there seems to be one crash report related to the window size specified in the openttd.cfg as (1,1) 17:20:00 <andythenorth> samu: 1 dayâs work :) 17:20:03 <andythenorth> I predicted 2 17:20:44 <samu> oh 17:20:52 <samu> one thing I noticed was the placement 17:21:07 <samu> the tile I place the oil rig 17:21:19 <samu> is the 0,0 ? 17:21:27 <roidal> planetmaker: i deleted the openttd config/save directory 17:21:28 <samu> it was water 17:21:40 <samu> it wasn't centered 17:21:46 <samu> the placement was not the center 17:21:57 <roidal> planetmaker: so it was a try with clean config 17:22:23 <samu> how do I define the central tile when placing industries in the scenario editor? 17:22:24 <roidal> planetmaker: was able to fix it by puting opengfx-0.5.0.tar into the baseset directory 17:22:31 <andythenorth> there isnât a central tile 17:22:53 <planetmaker> uh-hu. sounds like a (new) bug, roidal. Or one I didn't yet see for a long time 17:22:54 <andythenorth> 0,0 is usually top-right of industry 17:23:27 <samu> but there was a placement difference with my grf and without it 17:23:47 <andythenorth> you added more magic water tiles around the edge? 17:23:56 <samu> yes 17:24:00 <andythenorth> how many rows? 17:24:14 <samu> wait, i have it in the copy paste somewhere 17:24:15 <Eddi|zuHause> samu: this may be a shot in the dark, but maybe the tilelayout accepts negative numbers, so you can put (0,0) on the actual oil rig tile 17:24:27 <Eddi|zuHause> the one with [] in the original 17:24:39 <andythenorth> if you added tiles, the layout will shift 17:24:57 <samu> https://paste.openttdcoop.org/pifc4of5q 17:25:02 <samu> that's my scheme 17:25:02 <roidal> my english is to bad for good bugreports :P 17:25:16 <samu> I added "xx" around the central thing 17:25:23 <samu> oh, they're not there 17:25:33 <samu> so a "xx" surrounding the oilrig 17:26:52 <samu> let me draw, brb 17:26:53 <andythenorth> that likely pushes the placement south 17:27:01 <andythenorth> by 1 tile 17:27:39 <samu> https://paste.openttdcoop.org/pca1yskke 17:28:16 <samu> there, I wrote the text for the "xx" tiles with clear, and the others with 0xnn 17:28:32 <samu> and nothing for the blank ones 17:28:38 *** dreck [~oftc-webi@bas1-ottawa08-1176110546.dsl.bell.ca] has left #openttd [] 17:29:20 <andythenorth> oh, that might not push the layout around 17:29:22 <andythenorth> dunno then 17:29:33 <samu> I started at tile 0,0 17:29:34 <andythenorth> youâre just filling blanks, no expected change 17:29:42 <roidal> https://bugs.openttd.org/task/6226 17:29:46 <roidal> hope thats ok so 17:29:59 <samu> which tile does the real oil rig starts? 17:30:08 <samu> it could be that 17:30:29 <samu> 0, 0, then 0, 1.. 0, 2... 0, 3... 17:30:33 <samu> maybe the order matters 17:31:24 <andythenorth> order shouldnât be significant, only position in the grid matters 17:31:47 <andythenorth> eh who understands railtypes? 17:31:53 * andythenorth doesn't 17:33:02 <samu> gonna try starting with coordinates 4, 4 17:33:05 <samu> brb 17:33:15 <andythenorth> can I have a track grf providing âRAILâ and âNAANâ (NG), with engines that can work with both type? 17:33:17 <andythenorth> types * 17:34:02 <andythenorth> the engine needs to be specifically a third track type, mixed, which is compatible with RAIL and NAAN somehow in the railtypes grf 17:34:12 <andythenorth> but I donât want the mixed railtype to appear in game 17:38:52 <Eddi|zuHause> you cannot prevent the railtype from appearing 17:39:24 <andythenorth> in the case of my grf, or general case? 17:39:30 <Eddi|zuHause> in general 17:39:38 <andythenorth> thatâs ok, I should have worded better 17:39:51 <andythenorth> I donât want to provide the railtype via Termite (railtype grf) 17:39:56 <andythenorth> nor via Iron Horse 17:40:23 <Eddi|zuHause> as soon as an engine is defined for that railtype, the railtype will appear 17:40:40 <Eddi|zuHause> unless the railtype is not defined at all 17:40:47 <Eddi|zuHause> then the engine will not appear 17:41:02 <andythenorth> that figures 17:41:21 <samu> tried coordinates 4, 4 for first tile, didn't work 17:42:03 <andythenorth> mixed is a stupid idea anyway 17:42:04 <planetmaker> https://hg.openttdcoop.org/ogfx-trains/files/0abc76ad1dc9b95066f0b2c0a282819b262643ee/src/railtype_table.pnml <-- might come in handy, andythenorth (used in the vehicle grf) 17:42:39 <Eddi|zuHause> mixed gauge rails are somewhat realistic 17:42:47 <andythenorth> mixed gauge engines, only partly 17:42:58 <andythenorth> quite rare 17:43:27 <samu> how do I define the centered tile for industry placement? It is working correctly with the original oil rig, but not with my edited version 17:43:51 <planetmaker> you define the upper right tile, samu 17:44:04 <planetmaker> everything else is relative in the layouts 17:44:18 <Eddi|zuHause> samu: you will have to dig for that yourself. oil rigs are somewhat of a special case that probably nobody here ever really investigated 17:44:37 <andythenorth> main objection to adding mixed gauge is that the railtype list grows 17:44:49 <andythenorth> rail, elrail, ng, elng, mixed, elmixed, metro 17:44:51 <samu> define upper right tile? 17:45:12 <andythenorth> Iron Horse and Termite are about limited choices, not excessive choices 17:48:18 <Eddi|zuHause> well, a mixed gauge engine definitely does not fit a "limited choice" mentality 17:48:52 <andythenorth> means fewer engines overally in the purchase list 17:49:03 <andythenorth> so for one dimension of limited choice, it fits 17:49:16 <andythenorth> given that itâs more universal, itâs also arguably less limited :P 17:49:32 <Eddi|zuHause> but you are talking about two separate purchase lists that are almost never shown combined 17:49:39 <andythenorth> agreed 17:49:46 <andythenorth> I think the idea smells bad 17:49:49 <andythenorth> now you have me convinced 17:55:20 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 17:58:58 <frosch123> Alberth: do you maybe have a nice idea for fs#6212 ? :) 18:00:39 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 18:00:42 *** mode/#openttd [+v glx] by ChanServ 18:01:30 <Alberth> I looked at your patch an hour ago or so, it looks complicated 18:01:38 <frosch123> exactly :) 18:01:42 <Alberth> so many different forms of sizes 18:02:11 <frosch123> problem is that min_x and min_y should not be modified and should not depend on font size/gui zoom 18:02:23 <frosch123> they are needed when resizing the window after changing the settings 18:04:04 <Alberth> ? when I have a readme window open, and I increase fontsize, what happens? 18:04:15 <Alberth> or perhaps, should happen :) 18:04:31 <frosch123> no idea, i meant regular windows like new game 18:04:46 <frosch123> i.e. windows with fixed size, only depending on texts 18:05:10 <Alberth> ok, same question for say the intro screen window then? 18:05:27 <samu> industry "tile" FFh 18:05:32 <frosch123> well, it should resize to fit the text again 18:05:39 <frosch123> or shrink to fit the text again 18:05:59 <samu> maybe it's not clear, but FFh that I have to write? 18:06:06 <frosch123> if yuo do not scale the window you either end up with huge text overflowing the window 18:06:11 <Alberth> ok, and how can min_[xy] not change? 18:06:12 <samu> replace "clear" with "0xFF"? 18:06:16 <frosch123> or with small text inside mostly empty panels 18:06:24 <samu> is that what it means? 18:06:40 <frosch123> min_x are those initialised from the widget tree 18:06:40 <andythenorth> you only need FFh if you want to explicitly check that the tile is clear 18:07:01 <andythenorth> over-use of FFh can make industries hard to build 18:07:02 <frosch123> at some point they are copied to smallest_x including various dynamic scaling 18:07:03 <Alberth> oh, nested widgets parts 18:07:03 <andythenorth> in my experience 18:07:28 <frosch123> the scaling must be done when setting smallest_x, not when setting min_x 18:07:38 <glx> andythenorth: it's worth when the terrain must be in a precise shape 18:07:44 <frosch123> because the original min_x is unknown after the window has finished construction 18:08:10 <frosch123> so, min_x must only be set by the widget parts as constants, and not depend on font or sprite size or similar 18:08:20 <Alberth> I wonder why original min_x is not generalized, tbh 18:08:44 <Alberth> but that's perhaps another matter 18:08:53 <frosch123> generalized? 18:09:02 <samu> I found that here 18:09:04 <samu> http://newgrf-specs.tt-wiki.net/wiki/IndustryDefaultProps#cite_note-1 18:09:15 <samu> the note says FFh for those "xx" tiles 18:09:16 * andythenorth needs to know more about recursive tree structures :P 18:09:25 <andythenorth> location checks for industries are a chain 18:09:27 <samu> how do I write FFh? 18:09:35 <samu> 0xFF? 18:09:38 <andythenorth> and to code generate the switch chain, I have to know the chain :P 18:09:49 <andythenorth> this is currently handled manually 18:09:54 <glx> samu: just use "clear" 18:10:02 <Alberth> frosch123: current widget parts have sizes that aim for certain sizes of eg lists, but they do not take zoom etc into account 18:10:05 <samu> but clear misaligned it 18:10:20 <frosch123> Alberth: some do, there are widgetsparts to set number of lines 18:10:32 <Alberth> nice 18:10:43 <frosch123> some widgets initialise themself with some sprite size, e.g. scrollbars 18:10:54 <frosch123> some windows do even more magic (toolbar, server list) 18:11:10 <Alberth> would rebuilding the window from scratch work? 18:11:15 <andythenorth> example current manual chain https://dev.openttdcoop.org/projects/firs/repository/entry/src/industries/grain_mill.pypnml#L65 18:11:23 <andythenorth> L65-69 18:11:30 <Alberth> the widget-tree, probably 18:11:45 <andythenorth> I want to generate equivalent of that from a python structure 18:11:51 <frosch123> you somehow need to reset the sizes to the original :) 18:11:53 <andythenorth> I know of one way already, but itâs ugly 18:12:17 <Eddi|zuHause> andythenorth: you tried to understand CETS' tree.py yet? 18:12:21 <frosch123> there are many windows which do magic in the constructor, i do not fancy calling the constructor again :) 18:12:26 <andythenorth> Eddi|zuHause: yes and no 18:12:38 <andythenorth> Iâve looked at it, remembered and understood nothing :) 18:12:43 * andythenorth goes to look again 18:12:49 <Alberth> frosch123: right, magic constructors :) 18:13:11 <frosch123> also, the window should not change as it, like selections or manual resizing 18:13:18 <frosch123> just the new minimal sizes need accomodating 18:13:26 <andythenorth> Eddi|zuHause: specifically Tree class? 18:13:27 <frosch123> like we do when switching languages 18:13:34 <Alberth> ok, make a copy of min_[xy] somewhere? 18:13:45 <frosch123> that's what i made :p 18:13:46 <Alberth> in the same tree shape, for example? 18:14:02 <Eddi|zuHause> andythenorth: well the idea is that each node in the tree is represented by an object, and handles writing of this object into the resulting file as a switch 18:14:03 <Eddi|zuHause> andythenorth: and some function handles traversing the children of the node 18:14:07 <frosch123> but since the input has different units, i need to store it in different members 18:14:07 *** Progman [~progman@p57A180FE.dip0.t-ipconnect.de] has joined #openttd 18:14:17 <frosch123> remain the magic windows 18:14:20 <Eddi|zuHause> so any line containing "for blah in self.children" handles the traversing 18:14:22 <andythenorth> that is what would work for my case 18:14:22 <Alberth> makes sense 18:14:25 <samu> glx: clear is how it is right now, but it disaligned the placement tile 18:14:25 *** Pereba [~UserNick@177.40.128.42] has quit [Ping timeout: 480 seconds] 18:14:35 <andythenorth> each location check is a node, and the switches are written by traversing 18:14:46 <andythenorth> I can just do it ugly in the templating, itâs trivial 18:14:48 <andythenorth> but ugly 18:15:25 <andythenorth> I canât see the required data structure in my head using simple python primitives though (list, dict) 18:15:52 <Eddi|zuHause> and you can change whether the tree is unfold forward or backwards by placing the processing the node before or after the "for blah in self.children" line 18:16:43 <andythenorth> hmm 18:16:48 <Eddi|zuHause> in CETS, each node will write one switch, filling out the jump targets with what the children specified 18:17:16 <andythenorth> I canât see how to do my case without adding some classes for node types 18:17:16 <Eddi|zuHause> well, one switch for the purchase chain, and one switch for the normal chain 18:17:18 <andythenorth> which seems all wrong 18:17:20 <Alberth> make a condition class, one for each condition, and have a list of such objects? 18:17:27 <Alberth> andythenorth: ^ 18:17:35 <Eddi|zuHause> andythenorth: node types are perfectly valid 18:17:38 <andythenorth> yeah, isnât that a bit architecture-astronaut? 18:17:41 *** gelignite [~gelignite@i528C3DE9.versanet.de] has joined #openttd 18:17:59 <andythenorth> if nobodyâs screaming âover-engineeringâ Iâm just going to to classes 18:18:05 <Eddi|zuHause> andythenorth: i have a special type for leaves (sprites) 18:18:24 <andythenorth> doing it on the templating would rely on tracking current loop number, and using that as an index into the next item 18:18:29 <andythenorth> ugly 18:18:41 <Eddi|zuHause> and another type for templates, which sort of work like sprites, but need different processing 18:19:18 <Eddi|zuHause> it might also be cleaner if i differentiated the internal nodes by condition type 18:19:36 <Eddi|zuHause> which currently works more like an attribute 18:19:58 *** Pereba [~UserNick@179.179.22.236] has joined #openttd 18:20:28 <Eddi|zuHause> attributes i must handle in if-chains in the write function 18:20:49 <Eddi|zuHause> whereas node types would have different write functions which are called polymorphic 18:21:45 *** Speedy [~speedy@the.wrong.domain.name] has quit [Ping timeout: 480 seconds] 18:22:15 <andythenorth> ok, you have me convinced 18:22:24 <andythenorth> sky wonât fall if I add a location check type, and subclass it 18:22:50 *** Belugas [~belugas@00011985.user.oftc.net] has quit [Quit: On snow, everyone can follow your traces] 18:23:08 <Eddi|zuHause> there are many solutions to this 18:23:12 <andythenorth> yes 18:23:39 <Eddi|zuHause> CETS is probably not the structually best one 18:24:06 <samu> hey, I just tried 0xFF, it also works, but made no difference 18:24:11 <andythenorth> itâs barely a tree, really just a linear list, unless I grouped them by location check type 18:24:27 <samu> the placement tile is still misaligned 18:24:56 <Alberth> frosch123: traverse the widget parts while following the tree, and pulling out the minimal sizes only? Will probably fail at a few points 18:25:25 <Eddi|zuHause> samu: means you're probably hung up on a misconception, and the real solution is somewhere else 18:25:42 *** oskari892 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 18:25:45 *** oskari892 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 18:26:22 <andythenorth> so for your grf / default industries, you get different industry placement results for building on same tile? 18:26:58 <andythenorth> your tile offsets are different to default industry, or the default industry is doing magic (unlikely, but possible) 18:26:59 *** x_ [~oftc-webi@193.255.88.119] has joined #openttd 18:27:23 * andythenorth ponders 18:27:46 <andythenorth> I could âjustâ calculate the incompatible industries based on accepted / produced cargo 18:27:51 <andythenorth> TMWFTLB? 18:28:07 <andythenorth> currently maintained manually, often forgotten when adding new types 18:28:20 <Alberth> sounds as a nice check at least 18:28:49 <andythenorth> urgh 18:28:56 <andythenorth> industries that randomise cargo on build 18:29:01 <andythenorth> whoâs stupid idea was that? :P 18:29:09 <andythenorth> breaks industry chain view also 18:29:20 <Alberth> /me does not mention any names :p 18:29:39 <andythenorth> industry chain view, one of my favourite feature additions ;) 18:30:00 <Eddi|zuHause> i assume i've always argued against it with exactly that reason 18:30:01 <Alberth> mine too, for alien industry sets :) 18:30:05 *** Belugas [~belugas@216.191.111.230] has joined #openttd 18:30:08 *** mode/#openttd [+o Belugas] by ChanServ 18:30:27 <andythenorth> should I remove it? :P 18:30:29 <andythenorth> one industry only 18:30:58 <andythenorth> eh, one thing at once 18:31:09 <andythenorth> rewrite entire codebase, then change things 18:31:17 <Alberth> you could add checks for all possible cargoes 18:31:42 * andythenorth remembers about not biting off too much refactoring at once 18:31:45 *** x_ [~oftc-webi@193.255.88.119] has quit [Remote host closed the connection] 18:31:49 <andythenorth> due to leaving an unshippable mess 18:32:06 <andythenorth> maybe I calculate incompatible cargos automatically later 18:32:22 <andythenorth> maybe itâs just an assert :P 18:32:31 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 18:33:03 <Alberth> assert False # make sure we don't generate a bad newgrf :p 18:33:35 <andythenorth> assert Silly Ideas 18:33:49 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 18:34:58 <samu> tile offset 18:38:33 <andythenorth> in your tile layout 18:40:54 <Eddi|zuHause> "LEGO Doctor Who"... wtf? 18:41:51 <samu> where is it? 18:42:01 <andythenorth> http://www.eurobricks.com/forum/ 18:42:16 <andythenorth> http://www.brothers-brick.com 18:43:41 <Alberth> ha :) 18:43:44 <samu> i'm gonna try something crazy 18:43:52 <samu> negative coordinates 18:43:55 <samu> lel 18:46:56 <andythenorth> urgh, are all industries incompatible with self? 18:47:02 <andythenorth> but eh, still need a distance 18:47:06 <andythenorth> nvm, /me back to code 18:47:21 <Eddi|zuHause> andythenorth: unless they are in clusters 18:47:37 <andythenorth> thatâs actually just an expression of distance 18:47:46 <andythenorth> clusters still have a min separation on same type :) 18:48:25 <Eddi|zuHause> yes, but distance within clusters may be different from distance to other incompatible industries 18:49:24 * andythenorth needs a usable API for defining behaviour per industry, the internal API can be somewhat different ;) 18:49:48 *** garb [~oftc-webi@193.255.88.119] has joined #openttd 18:50:48 <andythenorth> frosch123: any gut feeling on how number of switches affects nmlc compile time? 18:51:57 <frosch123> nope 18:52:16 * andythenorth should keep a log of current compile time 18:52:21 <andythenorth> I have 66 industries 18:52:53 <frosch123> you have a vcs :) 18:53:08 <andythenorth> I am consolidating 66 production change and random production change cbs to about 6 :P 18:53:12 <frosch123> recompile some older version, that way you use the same compiler 18:53:22 <andythenorth> indeed 18:53:35 <frosch123> smatz used to have logs for compile time of ottd 18:53:41 <andythenorth> 66 colour-handling cbs to 1 18:53:54 <frosch123> then he bought a new faster computer, and let it run for a week to recompile thousands of revisions :) 18:54:04 <andythenorth> probably at least a few hundred switches going to die 18:54:20 <andythenorth> doesnât sound that significant though 18:55:26 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Remote host closed the connection] 18:55:57 <andythenorth> each industryâs graphics chain probably has hundreds of switches in it just to handle things like snow and fences 18:57:29 <Alberth> count them in the resulting nml file? 18:58:10 <andythenorth> theyâre hidden inside the magic spritelayout calculation stuff 18:59:21 <andythenorth> http://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/spritelayouts.pynml 18:59:33 <andythenorth> the resulting nml is much more complex than that though :P 19:00:07 <Eddi|zuHause> andythenorth: CETS has in the order of 100000 switches 19:00:35 <andythenorth> you can have a prize :) 19:00:51 <andythenorth> stuff like this I suspect eats up switches 19:00:52 <Alberth> it's not simple grep "switch(" firs.nml | wc -l ? 19:00:52 <andythenorth> hide_sprite: (climate != CLIMATE_ARCTIC) || (climate == CLIMATE_ARCTIC) && ((nearby_tile_height(0, 0) < (snowline_height + 1)) || (nearby_tile_height(0, 0) >= (snowline_height + 2))); 19:01:11 <andythenorth> nah, these advanced spritelayouts are magical 19:01:36 <andythenorth> hide_sprite: (construction_state != 3) || (terrain_type == TILETYPE_SNOW) || (current_year + 5 * LOAD_TEMP(0) / 0x10000) >= 1920; 19:02:13 *** Speedy` [~speedy@the.wrong.domain.name] has joined #openttd 19:02:25 <samu> it worked 19:02:27 <samu> :) 19:02:28 *** Speedy` is now known as Speedy 19:02:31 <andythenorth> hide_sprite: (climate != CLIMATE_TROPIC) || ((climate == CLIMATE_TROPIC) && (nearby_tile_terrain_type(0, 0) == TILETYPE_DESERT)) || ((climate == CLIMATE_TROPIC) && (nearby_tile_terrain_type(0, 0) == TILETYPE_NORMAL) && ((nearby_tile_terrain_type( 1, 0) != TILETYPE_DESERT) && (nearby_tile_terrain_type(-1, 0) != TILETYPE_DESERT) && (nearby_tile_terrain_type( 0, 1) != TILETYPE_DESERT) && (nearby_tile_terrain_typ 19:02:31 <andythenorth> 0,-1) != TILETYPE_DESERT) ) ); 19:02:32 <andythenorth> :P 19:02:38 <andythenorth> enough spam already 19:03:02 <andythenorth> there are hundreds of lines of this per industry 19:03:03 <Eddi|zuHause> andythenorth: that may be fewer switches, but loads of advanced varaction 2 19:03:17 <Eddi|zuHause> which may be computationally more expensive 19:03:49 <andythenorth> yes 19:04:06 <andythenorth> Iâm guessing that cutting out a few hundred production cb switches is a drop in the ocean 19:04:19 <andythenorth> âguessing' being the significant word 19:04:32 <samu> https://paste.openttdcoop.org/puppcojlg 19:04:49 <andythenorth> samu: still done within 1 day 19:04:52 <samu> there it is, it works, placement tile works correctly like that 19:05:03 <andythenorth> did you break anything? Default oil rig is date restricted 19:05:13 <andythenorth> tile acceptance still correct? 19:05:18 <andythenorth> production look correct? 19:05:22 <samu> I have no idea 19:05:30 <samu> i was only testing placement now 19:05:38 <samu> ships are no longer blocked 19:05:50 <Alberth> andythenorth: remove one industry, and measure? that should be about 1/66 of the total number of switches 19:05:52 <samu> and the center tile is 0,0 19:06:02 <Eddi|zuHause> samu: well, i suggested that solution two hours ago 19:06:15 <samu> ok, i am slow 19:06:22 * andythenorth tests from unprimed caches 19:06:46 <Eddi|zuHause> samu: you should work on your ability to extract the important bits of information 19:07:46 <andythenorth> look at andythenorth, always listens first time 19:07:52 <andythenorth> a shining example 19:12:26 <samu> oil rig isn't being generated 19:12:32 <samu> gah 19:12:36 <samu> date thing? 19:13:13 <Eddi|zuHause> oil rigs are never generated on map start 19:14:08 <andythenorth> adjust the probability so they are in this newgrf? o_O 19:14:32 <andythenorth> prob_random iirc 19:14:51 <andythenorth> http://newgrf-specs.tt-wiki.net/wiki/NML:Industries#Industry_properties 19:15:03 <samu> i dont wanna change that, just use all other values for that 19:15:25 <samu> ah nevermind, I didn't want long enough, two have spawned 19:15:29 <samu> wait* 19:15:38 <samu> 3 19:15:44 <samu> 4 19:15:48 <samu> fast forward is nice 19:16:10 <Eddi|zuHause> oil rigs are meant to never be available at game start, but have an increased chance of spawning during the game 19:18:41 <andythenorth> hmm /me building trees in head 19:23:13 <Eddi|zuHause> that sounds unhealthy 19:23:40 <Alberth> with lego sounds much better :) 19:30:31 <andythenorth> lego trees are one piece 19:30:40 <andythenorth> shocking juniorisation 19:31:10 <samu> question, how many oil rigs are supposed to spawn with medium water, high industries, 512x512? 19:31:22 <samu> nevermind 19:32:12 <samu> how to maintain the same map spawn? 19:32:16 <samu> seed ? 19:32:35 <samu> there is no seed option anymore 19:33:36 <frosch123> console 19:33:41 <frosch123> you read the seed via console 19:33:44 <frosch123> you set it via console 19:33:49 <frosch123> getseed 19:33:58 <frosch123> newgame 12345 19:34:11 <Eddi|zuHause> or just "restart" 19:34:25 <samu> i wanna compare oil rig grf vs default 19:34:30 <samu> how many would spawn in each 19:36:39 <Supercheese> then yeah, run game with newgrf for X years, check num oil rigs (perhaps repeat and average), then check the seed, remove grf and start newgame with same seed, repeat 19:37:17 <Supercheese> it'll be subject to randomness, so beware 19:40:25 <samu> 31 with grf, 32 without 19:40:46 <samu> but yeah, there's some variances here 19:40:55 <samu> 36 banks vs 32 banks 19:40:56 <Supercheese> but probably no statistically significant difference 19:41:02 <Supercheese> if you increased sample size 19:41:16 <Alberth> andythenorth: lego trees were already a single piece 30+ years ago when I played with it :) 19:41:32 <andythenorth> itâs a standard lego troll :) 19:41:42 <andythenorth> people complain about âmodern lego is all one big piece' 19:41:50 <Alberth> :D 19:42:11 <frosch123> sell lego saws 19:42:11 <Alberth> don't use glue? 19:42:45 <andythenorth> my (python not lego) tree is suffering from some andythenorth issues 19:43:08 <andythenorth> I want a trivial way to get the next node while in a loop 19:43:14 <andythenorth> I canât see one :P 19:43:26 <samu> empty world fast forwarding to 2051 19:43:44 <Eddi|zuHause> andythenorth: "yield" 19:44:04 <andythenorth> you mean I have to read the itertools docs? :P 19:44:08 <andythenorth> I have been avoiding this 19:44:30 <andythenorth> ${location_checks[repeat.location_check.index+1]} 19:44:44 <andythenorth> tends to exceed the length of the list on last iteration :P 19:44:58 <Eddi|zuHause> have a sentinel in the list 19:45:17 <andythenorth> sentinel says âgo no further'? 19:45:23 <Eddi|zuHause> yes 19:45:34 <andythenorth> how to implement 19:45:43 <andythenorth> oh, I could just use ternary op 19:45:48 <andythenorth> not for sentinel, but in the template 19:45:49 <andythenorth> :P 19:45:57 <Eddi|zuHause> in the easiest case, sentinel is just "None" 19:46:36 <Eddi|zuHause> otherwise, you could also use get() 19:46:45 <Eddi|zuHause> instead of [] operator 19:47:02 <andythenorth> no get on lists 19:47:08 <andythenorth> unless it was added since I checked 2 mins ago 19:47:36 <Eddi|zuHause> try/except would work also 19:48:00 <andythenorth> not in single line template code 19:48:06 <Eddi|zuHause> anyway, you clearly could use an iterator here 19:48:12 <andythenorth> ${location_checks[repeat.location_check.index+1].industry_type if index < len(location_checks) else 'CB_RESULT_LOCATION_ALLOW'} 19:48:18 <andythenorth> seems to work 19:49:16 <andythenorth> or fail silently :( 19:50:15 * andythenorth fixes 19:51:24 <samu> year 2051 on both, heh, I'm surprised 19:51:39 <andythenorth> hrm 19:51:41 <andythenorth> this is ugly 19:51:54 <samu> 55 oil rigs with fix, 47 default oil rig 19:52:12 *** garb [~oftc-webi@193.255.88.119] has quit [Remote host closed the connection] 19:52:16 <samu> okay, so it is working, what now? will you put it in the game? 19:52:37 <andythenorth> is it really wrong for a node to store a reference to the next node directly? 19:52:49 <Eddi|zuHause> samu: you are the author, what happens next is all on you 19:52:50 <andythenorth> instead of buggering around looking up using list indices? 19:53:07 <Alberth> it defeats the idea of having a list :p 19:53:15 <Alberth> otherwise, it's fine :) 19:53:28 <Alberth> bit C-ish, though 19:53:34 <samu> what do you mean? where do I upload this thing? 19:53:35 <Eddi|zuHause> andythenorth: .next() 19:53:44 <Supercheese> you can put it on Bananas if you want 19:54:33 <samu> bananas ? isn't it going to be part of the main game? 19:54:34 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Ping timeout: 480 seconds] 19:54:37 <samu> t.t 19:54:53 <Supercheese> a newgrf cannot be directly made a part of trunk 19:55:01 <Supercheese> a source patch would be required 19:55:03 <Eddi|zuHause> samu: generally, the default industries will not be changed 19:56:30 <andythenorth> potentially breaks AIs, scenarios, gamescripts, newgrfs 19:57:01 <Alberth> making a patch for opengfx+industries is also an option, perhaps the authors of opengfx+industries want to add it 19:57:04 * andythenorth gives in and reads itertools docs 19:57:07 <andythenorth> :( 19:57:20 <Alberth> is that any good? 19:57:21 <andythenorth> if you canât do it with âfor..inâ itâs not worth doing :( 19:58:00 <andythenorth> eh thereâs loads of that, forget it 19:58:03 <samu> hmm, so ships will always be blocked 19:58:12 <samu> because ... gah... :( 19:58:18 <Alberth> andythenorth: ${ ..... } doesn't mean anything to me 19:58:26 <andythenorth> nah it wouldnât 19:58:43 <Alberth> samu: that's why many people don't play with default industries 19:59:01 <samu> https://paste.openttdcoop.org/pc78spoml is this the source? 19:59:14 *** roidal [~roland@cm140-210.liwest.at] has quit [Quit: WeeChat 1.0.1] 19:59:31 <samu> no that's not the right one, oops 19:59:37 <samu> https://paste.openttdcoop.org/puppcojlg 20:00:01 <Alberth> if nml accepts it, yes, it counts as source :) 20:00:27 <Eddi|zuHause> samu: the source must include all used files (e.g. english.lng), and scripts used for compilation 20:00:34 <Supercheese> a patch for opengfx+ industries seems like a decent idea 20:01:29 <samu> ok, bananas is where I put source stuff? 20:01:38 <samu> where is that bananas 20:01:43 <Eddi|zuHause> no, on bananas you put the .grf 20:01:45 <V453000> holy fuck XD my quest: Create one train model, render it in 8 rotations while all 8 are in some way scaled, and render those in 10 various cuts for each articulated part XD everything in one click 20:01:53 <V453000> setting up = mind explodes 20:02:13 <Eddi|zuHause> V453000: i do the cutting in nml 20:02:26 <samu> http://bananas.openttd.org/en 20:03:07 <V453000> that is certainly an option Eddi, but I 1. dont want to do that because tedious and ugh numbers :P and 2. will have some easter eggs inside of the trains, only seen when turning 20:03:14 <V453000> idk if it will be visible when turning 20:03:15 <V453000> but yeah :D 20:03:28 <V453000> though at the same time it is probably stupid wasting of grfsize 20:03:38 <V453000> well, I can always assign a matter material to the inside cut 20:03:45 <V453000> matte* 20:05:02 <Alberth> samu: you can also make a post in the newgrf releases forum 20:05:12 <Eddi|zuHause> well, if they split anyway when turning, just model the two halves separately 20:05:14 <V453000> nice :> made it work + learned something new :) 20:05:36 <V453000> Eddi that is less manageable, better to have one model which is split automatically 20:06:04 <V453000> easier edits, ... 20:06:07 <Eddi|zuHause> i imagine your render apparatus has the concept of "layers" which you can just enable or disable 20:06:16 <V453000> yes 20:06:37 <V453000> I set up an automatic way which switches between layers automatically now :) 20:06:45 <V453000> manual would be hell 20:06:51 <Eddi|zuHause> yes 20:06:59 <andythenorth> remarkably stupid, but it works https://paste.openttdcoop.org/pnduplzx4 20:06:59 <V453000> and even better, it can also switch between trains :) 20:07:03 *** Suicyder [~Suicyder@86.92.59.88] has joined #openttd 20:07:14 *** Suicyder [~Suicyder@86.92.59.88] has quit [] 20:09:36 <samu> nope, i'm banned from the forum 20:09:43 <samu> or restricted 20:09:48 <samu> something like that 20:10:37 <samu> orudge is taking care of my account 20:10:39 <V453000> the only problem I am having so far is how to easily select just some trains to render XD 20:10:46 <V453000> currently selecting/deselecting one is 10 clicks 20:10:52 <V453000> which is a lot considering a mass of trains 20:11:39 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has joined #openttd 20:11:57 <Wolf01> hi hi 20:12:34 <Alberth> o/ 20:12:35 <samu> i'm fïguring out a decent title for this grf 20:13:22 <andythenorth> ho ho 20:13:27 <samu> "Oil Rig Layout That Won't Block Ships"? 20:13:35 <andythenorth> I always forget you canât do âreturn list.reverse()â :P 20:13:36 <Alberth> too techy 20:13:49 <andythenorth> More Navigable Oil Rigs 20:14:03 <Alberth> Spacy Oil Rigs 20:14:53 <Alberth> andythenorth: list(reversed([1,2,3])) :) 20:14:55 <samu> Fixed Oil Rig Layout for Ships? 20:15:01 <samu> hmm 20:15:10 <samu> Oil Rig for Ships 20:15:12 <Alberth> Oil Rig implies ships already :) 20:15:19 <andythenorth> oh yeah I have to call list on it again 20:15:19 <samu> eh, ok 20:15:30 <andythenorth> do I actually care that itâs a list? 20:15:39 <andythenorth> iterable would do, but the order needs to be reliable 20:16:10 <Alberth> outer "list" is only to force the iterator to get unfolded to a list 20:16:36 * andythenorth adds the list 20:16:38 <Alberth> order is decided by whatever you put as argument in reversed 20:16:46 <andythenorth> yes 20:17:13 <andythenorth> it always puzzles me that I canât call list.reverse() on the same operation as anything else 20:17:20 <andythenorth> on / in /s 20:17:25 <andythenorth> but eh 20:17:26 <andythenorth> nvm 20:17:34 <Alberth> just like you cannot return list.sort() 20:17:49 <andythenorth> that trips me up often also :) 20:17:53 <andythenorth> nvm 20:18:51 <Alberth> your code looks like there should be a nicer alternative, but I cannot come up with one 20:19:07 <samu> "Improved Oil Rig Layout" 20:19:09 <samu> that's it 20:19:27 <andythenorth> Alberth: there will be fancier ones :P 20:19:39 <andythenorth> stupid can be simple 20:21:21 <Alberth> yeah, alternatives don't look like they are going to be easier to understand 20:22:09 <Alberth> reversed order would fail I guess? 20:22:17 <Alberth> that would be much easier 20:22:51 <andythenorth> reversed order? 20:23:01 <andythenorth> of the result? 20:23:39 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 20:25:38 <samu> help me at english 20:25:43 <samu> docking in? docking on? 20:25:59 <andythenorth> docking at 20:26:06 <samu> STR_GRF_DESCRIPTION :v{VERSION} - This Oil Rig Layout won't block ships docking on when an Oil Rig is spawned in front of another Oil Rig. 20:26:08 <samu> at 20:26:11 <samu> ok thx 20:26:21 <andythenorth> or just âdockingâ in that sentence 20:26:29 <andythenorth> - on 20:26:29 <samu> ty 20:26:41 <Alberth> andythenorth: https://paste.openttdcoop.org/pmbcr4rmo this should just work, as I don't change result itself, I think 20:27:59 * andythenorth tests 20:28:24 <andythenorth> does need reversed 20:28:43 <andythenorth> when rendered, last switch is first and so on 20:29:23 <andythenorth> logical order of chain is inverted w.r.t to how templating loops 20:29:40 <samu> how do I upload the 4 files to bananas? 20:29:47 <samu> it only lets me pick one 20:30:00 <andythenorth> tar 20:30:31 * andythenorth just calls reversed on result 20:30:37 <samu> tar? 20:30:43 <samu> i need 7-zip for that? 20:30:45 <samu> grr 20:30:50 <Alberth> no, tar 20:31:17 <samu> isn't tar an archive? 20:31:56 <samu> do you accept zip? 20:31:57 <Alberth> yes, and zip is another one, and rar is another one, and 7z is another one 20:32:08 <Alberth> no, just tar 20:32:21 <Alberth> afaik 20:33:56 <samu> license? I have no idea 20:34:10 <samu> what license do i pick 20:35:19 <andythenorth> ho, now I have a node without industry_type prop 20:35:22 <andythenorth> interesting 20:35:29 <frosch123> http://listverse.com/wp-content/uploads/2013/06/Wayne-Alan-magic-show-lady-saw-in-half.jpg <- V453000: will your wagons look like that? :p 20:35:45 <V453000> they could. :) 20:38:01 <samu> minimum openttd version? I have no idea 20:38:08 <samu> i tested in 1.5.0-beta1 20:38:13 <samu> what do i put there 20:38:35 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Read error: Connection reset by peer] 20:40:08 <samu> License: this field is required 20:40:15 <samu> what goes there? 20:42:25 <Alberth> does it accept 1.5 ? 20:42:38 <samu> no, highest version is 1.4.4 20:42:40 <Alberth> (version) 20:44:00 <samu> http://bananas.openttd.org/en/manager/new 20:44:05 <samu> im using this 20:44:53 <samu> do i put the .grf file inside the tar? 20:44:57 <samu> or just the others? 20:46:20 <andythenorth> ho ho https://paste.openttdcoop.org/podilmqzz 20:46:25 <andythenorth> seems to work 20:46:30 <andythenorth> I hate the string concatenation 20:46:33 <Eddi|zuHause> you can probably put 1.2.0 in the version 20:46:33 <andythenorth> that can die later 20:46:47 <andythenorth> assembling CPP with python :P 20:46:49 <andythenorth> bonkers 20:48:40 <andythenorth> ah fricking hg branches 20:48:45 <andythenorth> how did I end up on default? 20:49:22 <andythenorth> now I have to revert commits and cherry pick 20:49:51 <samu> what license? 20:50:00 <andythenorth> can I even cherrry pick? 20:50:23 <Eddi|zuHause> samu: license is a very complicated issue 20:50:46 * andythenorth sad face 20:50:57 <samu> there should be a none 20:51:01 <samu> i'd pick that 20:51:07 <Eddi|zuHause> there cannot be a none 20:51:41 <Eddi|zuHause> samu: with "none" you would forbid bananas to send the file to the players. 20:52:03 <frosch123> samu: use "cc-by", if that is an option 20:52:12 <Eddi|zuHause> samu: you have to thoroughly study the license you pick 20:52:13 <frosch123> that is likely the most "none" you can get 20:52:47 <frosch123> i.e. it allows about everything for everyone 20:53:46 <Alberth> andythenorth: incompatible is a dict? that's not stable 20:54:04 <samu> "I don't care" license 20:54:31 <Eddi|zuHause> samu: that would be the WTFPL 20:54:36 <andythenorth> Alberth: I know, doesnât matter, because I build the tree later 20:54:41 <frosch123> samu: "cc-0" then 20:54:54 <Alberth> WTFPL :p 20:55:09 <andythenorth> only the order of the nodes types in the tree matters, if that makes sense, order of individual nodes within their type is insignificant 20:55:16 <Alberth> ok 20:55:25 <samu> â¢Unknown file in pack: custom_tags.txt 20:55:28 <samu> :( 20:55:32 <samu> how come 20:55:43 <frosch123> do you have a readme or changelog? 20:55:48 <andythenorth> I now have a reusable template for tertiary industries :D 20:55:49 <samu> nop 20:55:51 <Eddi|zuHause> samu: that's a source file, that should not be in there 20:55:55 <andythenorth> instead of a template for every tertiary industry 20:55:56 <frosch123> if you only have a grf, you can directly upload that one, don't bother abuot tar 20:56:08 <samu> ok, I see 20:56:14 <Alberth> andythenorth: progress :) 20:56:22 <andythenorth> been bothering me 20:56:36 <andythenorth> 6 industry templates shows flexibility 20:56:44 <andythenorth> 66 templates is bonkers 20:56:59 <Alberth> make a meta-template :p 20:57:01 *** HerzogDeXtEr1 [~flex@i59F6DFE4.versanet.de] has joined #openttd 20:57:14 <andythenorth> been there, done that :P 20:57:22 <Alberth> :D 20:57:22 <andythenorth> I could code generate the meta-template 20:57:29 <Eddi|zuHause> there's not much point in a template if it's only used once... 20:57:37 <andythenorth> I could code-generate the code-generator 20:57:40 <andythenorth> Eddi|zuHause: +lots 20:57:50 <samu> its uploaded, what is that dependency thing? 20:58:16 <Eddi|zuHause> samu: dependency is probably nothing you have to worry about 20:58:28 <frosch123> it's for scenarios and scripts 20:58:38 <frosch123> newgrfs never have dependencies 20:58:40 <Eddi|zuHause> samu: it's "when you download this, it should automatically download that and that" 20:59:00 <samu> ah, how do I delete it? 20:59:25 <frosch123> there is some edit button somewhere 21:01:23 <samu> what are those tunnel whatever dependency? how did they get there? omg i screwed 21:01:58 <frosch123> on your manager page you can press edit 21:02:14 <frosch123> and edit the description, version requirements and dependencies 21:02:48 <samu> how do i remove all those dependencies? I don't see how 21:02:54 <samu> it's a huge list 21:02:57 <frosch123> don't select any 21:03:29 <frosch123> it always lists everything, it matters what you select :p 21:03:33 *** HerzogDeXtEr [~flex@i59F6D0B6.versanet.de] has quit [Ping timeout: 480 seconds] 21:03:52 <samu> â¢!! BK Enhanced Tunnels 21:04:01 <samu> screw that, I don't know how to remove that 21:04:06 <samu> I keep pressing edit 21:05:04 <frosch123> well, are you sure you even added it? 21:05:16 <frosch123> as said, it lists "options", that does not mean "selected options" 21:06:19 <samu> i can only select 21:06:24 <samu> can't unselect 21:06:32 <frosch123> well, then don't select :p 21:06:38 <frosch123> it resets when editing 21:06:46 <samu> it is already selected when I press Edit 21:06:52 <samu> so i want to unselect 21:10:36 <frosch123> ctrl+click? 21:10:55 <samu> COOL, that was it 21:17:26 <samu> Unhandled Exception 21:17:33 <samu> An unhandled exception was thrown by the application. 21:18:23 <samu> nevermind, version had to be 2 21:19:27 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 21:20:00 <samu> how do i delete version 1? 21:20:08 <samu> version 2 has better descriptions and name 21:20:14 <frosch123> you don't care 21:20:18 <samu> ok 21:20:20 <frosch123> version 2 hides version 1 21:21:07 <samu> delete it for me if you can 21:21:29 <frosch123> it's the intention of bananas to never delete things 21:21:51 <frosch123> it's essentially the reason it exists 21:22:24 <samu> it didn't hide version 1 21:22:39 <samu> now i see two different grfs 21:22:42 <samu> :( 21:23:10 <samu> Improved Oil Rig Layout and Oil Rig 1 21:23:29 <samu> they do the same, it's just how I titled it 21:23:39 <samu> how do i remove the oil rig 1? 21:24:06 <frosch123> just logout, then you don't see it anymore 21:25:10 <frosch123> http://bananas.openttd.org/en/newgrf/ <- as you can see, there is only version 2 21:27:09 <samu> gah, v2 says v1 21:27:15 <samu> this is confusing 21:29:35 *** Biolunar_ [Biolunar@blfd-5d821e20.pool.mediaWays.net] has quit [Quit: Yo.] 21:32:15 <samu> min_compatible_version must be equal to itself? 21:32:24 <samu> ifi want to hide the previous versoons? 21:32:43 <frosch123> no 21:32:55 <frosch123> previous version are always hidden 21:33:45 <samu> why can I see it then? 21:36:46 <samu> https://rupavq.dm2304.livefilestore.com/y2pQFjahWgN1kVuFvT17XqldkgUkjCJgDPU6C-3wAZCt4IQRXbU0HvHBe8VHeVad_rM1BaTc78GmjtXL_CMnzedHnXc6Pwc37C3vt1xu-AygZrGZDIKEqtj99941z2PIEt-mCkY8KNQq9P3zjIgHvZ98Q/Two%20Oil%20Rig%20versions.png?psid=1 21:36:55 <samu> I see two versions listed 21:42:26 *** frosch123 [~frosch@frnk-5f740fe1.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 21:42:42 <samu> 0 21:44:11 *** samu [~oftc-webi@po1-84-90-249-192.netvisao.pt] has quit [Quit: Page closed] 21:44:24 *** Progman [~progman@p57A180FE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:45:02 *** samu [~oftc-webi@po1-84-90-249-192.netvisao.pt] has joined #openttd 21:45:09 <samu> sorry, I closed this window 21:45:20 <samu> was there an answer? 21:58:39 *** itsatacoshop247_ [~itsatacos@2601:9:1180:237:f16d:3c7a:3ff5:b6bc] has joined #openttd 22:02:10 *** quorzom [~quorzom@cable-78-35-98-177.netcologne.de] has joined #openttd 22:04:24 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 22:07:43 <samu> ah, is this it? http://www.tt-wiki.net/wiki/NMLTutorial/Starting_an_NML_file#OpenTTD_targeted_NewGRFs 22:08:50 *** tokai [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 22:10:39 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 22:10:42 *** mode/#openttd [+v tokai] by ChanServ 22:18:32 *** Cursarion [xrs@adishbestservedworldly.xrs.fi] has quit [Remote host closed the connection] 22:18:52 <samu> got it 22:19:25 *** Cursarion [xrs@adishbestservedworldly.xrs.fi] has joined #openttd 22:19:28 <samu> version 3 uploaded, I hope all versions match 22:19:34 <samu> everywhere 22:23:35 *** Cursarion [xrs@adishbestservedworldly.xrs.fi] has quit [Read error: Connection reset by peer] 22:25:26 *** Cursarion [xrs@adishbestservedworldly.xrs.fi] has joined #openttd 22:31:36 <Wolf01> 'night 22:31:43 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 22:40:34 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has left #openttd [] 22:41:13 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 22:56:02 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Remote host closed the connection] 22:56:34 *** itsatacoshop247__ [~itsatacos@c-76-102-167-252.hsd1.ca.comcast.net] has joined #openttd 22:56:41 *** DanMacK [~3fee8a84@188.cimarosa.openttdcoop.org] has quit [Quit: Page closed] 23:02:55 <NGC3982> dude bro 23:02:56 *** itsatacoshop247_ [~itsatacos@2601:9:1180:237:f16d:3c7a:3ff5:b6bc] has quit [Ping timeout: 480 seconds] 23:03:03 <NGC3982> dis is the best metroid game ever 23:04:03 *** gelignite [~gelignite@i528C3DE9.versanet.de] has quit [Quit: http://bit.ly/1kso8Ta] 23:09:35 *** itsatacoshop247_ [~itsatacos@2601:9:1180:237:f16d:3c7a:3ff5:b6bc] has joined #openttd 23:12:45 *** Cybertinus [~Cybertinu@2a00:6960:1:1:0:24:107:1] has quit [Remote host closed the connection] 23:13:57 *** Cybertinus [~Cybertinu@2a00:6960:1:1:0:24:63:1] has joined #openttd 23:16:31 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 23:16:40 *** itsatacoshop247__ [~itsatacos@c-76-102-167-252.hsd1.ca.comcast.net] has quit [Ping timeout: 480 seconds] 23:20:39 *** Cybertinus [~Cybertinu@2a00:6960:1:1:0:24:63:1] has quit [Remote host closed the connection] 23:20:51 *** Cybertinus [~Cybertinu@cybertinus.customer.cloud.nl] has joined #openttd 23:22:59 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 23:37:40 *** MTsPony [~MTsPony@008-086-128-083.dynamic.caiway.nl] has joined #openttd 23:41:14 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:50:12 *** kais58_ [~kais58@cpc3-cwma7-2-0-cust221.7-3.cable.virginm.net] has joined #openttd 23:51:54 *** kais58 [~kais58@cpc3-cwma7-2-0-cust221.7-3.cable.virginm.net] has quit [Ping timeout: 480 seconds] 23:53:47 *** dreck [~oftc-webi@bas1-ottawa08-1176110546.dsl.bell.ca] has joined #openttd 23:53:49 <dreck> hi 23:59:26 <dreck> just for the sake of trying to use an uniform scale would you probably say that for example a 2-axle wagon was a length of 1 .. typical trucks wagon would be 2 .. and 3-axle coaches might sit at 1.5 (as to fudge things so two of these would be an even length)