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Log for #openttd on 4th January 2016:
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00:18:32  <Wolf01> 'night
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11:08:44  <Wolf01> hi o/
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11:29:58  <DDR> Hiiii
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12:47:41  <__ln__> related, https://www.youtube.com/watch?v=l7mt6AKKhq4
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13:15:26  <Wolf01> eh, too bad the R-world doesn't have the vehicles never expire switch
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14:16:29  <V453000> wat
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16:31:46  <Wolf01> http://img-9gag-fun.9cache.com/photo/am98ZN4_460sv.mp4 oh f***k, oh f***k, wait...
16:36:10  <Alberth> ha :)
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16:38:10  <George> Hi
16:39:26  <_dp_> pbs in action
16:39:34  <George> Does anyone know when do NMLC generates "error nmlc ERROR: Syntax error, unexpected end-of-file" ?
16:41:01  <Alberth> quite likely when it misses some closing thing, like a }  somewhere
16:41:35  <George> FAR plugin says all {} are correct
16:42:14  <Alberth> a ) then?
16:42:23  <George> Also :(
16:42:34  <Alberth> ] ?
16:42:42  <George> Also
16:43:02  <Alberth> ie some symbol that opens a new list-like scope, and needs a closing symbol at the end
16:43:04  <Wolf01> BOM?
16:43:11  <Alberth> nah
16:43:16  <George> What is BOM?
16:43:28  <Alberth> that would be a decoding error
16:44:00  <Alberth> BOM is a special sequence of characters in unicode that defines the encoding of the document
16:44:21  <Alberth> it is discouraged but some editors insert it anyway :(
16:44:45  <George> what is the hex form for BOM?
16:44:53  <Wolf01> then it might be one of the '"` and all the others i can't even type because i don't have a mac :P
16:45:15  <Alberth> https://en.wikipedia.org/wiki/Byte_order_mark
16:45:40  <Alberth> but NML handles BOM
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16:46:24  <Wolf01> good to know, i had bad times with that shit in html :|
16:46:27  <V453000> George: it happened to me when I used the sort for purchase list and it had no things inside of it
16:46:32  <V453000> I think
16:46:49  <V453000> no that was actually an internal error
16:46:54  <V453000> hm somewhere else
16:46:55  <Alberth> does FAR plugin understand comments?  maybe you didn't close it?
16:47:07  <V453000> but where ._. I definitely saw end of file error before
16:47:10  <Alberth> hmm, does nml have /*  */ style comment at all?
16:47:19  <V453000> yes for npp+
16:47:31  <V453000> yeah /**/
16:47:40  <Alberth> ah, so missing */ could be a problem :)
16:48:11  <Alberth> does FAR plugin understand comments of NML?
16:48:24  <Alberth> maybe it's counting ) } or ] in comments too
16:50:27  <George> What a pity NMLC does not report a string of the error
16:51:09  <V453000> paste the code and lets see
16:51:20  <V453000> Alberth: no
16:51:20  <Alberth> in case of missing */ that could be a few MB error :)
16:52:12  <Alberth> not understanding or not counting :)
16:52:15  <Alberth> ?
16:53:42  <planetmaker> hi hi
16:53:42  <George> I can't upload it to https://paste.openttdcoop.org/ - it fails (10 mb)
16:54:06  <V453000> counting
16:54:10  <V453000> XD
16:54:16  <V453000> hi pm :)
16:54:18  <Alberth> ok
16:54:24  <planetmaker> George, a text editor with appropriate highlighting could do the trick to show you where it goes wrong. There's highlighting files available for some editors
16:54:28  <planetmaker> oh, and happy new year :)
16:54:39  <Alberth> best wishes planetmaker
16:54:41  <V453000> happy new year
16:54:57  <V453000> yeah notepad++ should show that no problem
16:55:04  <George> Yes I use FAR's editor with colouring plugin
16:55:06  <planetmaker> V453000, I promised to look at some repo for you. Can you remind me which?
16:55:27  <planetmaker> George, it needs the *appropriate* colouring plug-in which understands the syntax
16:56:20  <planetmaker> other colouring plug-ins may work 90%, but fail for detection of un-terminated comments
16:56:44  <V453000> planetmaker: BRIX
16:56:52  <V453000> :)
16:58:09  <Alberth> George   from the end of the file look for "*/" (ie find the last */ in your file).  Note the line.    Then look for "/*" from the end.  The latter should be higher in the file.
16:58:50  <Alberth> gtg now
17:00:11  <George> https://dev.openttdcoop.org/documents/24
17:00:36  <George> Can it show such errors?
17:01:41  <planetmaker> http://bundles.openttdcoop.org/nml/push/LATEST/ <-- I'd use the one which comes with your (or the latest) NML version
17:01:49  <^Spike^> George what did you try to upload that big? :)
17:01:56  <planetmaker> there are xml for notepad++ and kate
17:02:13  <^Spike^> if i know what i might be able to tweak it for paste, but in general it's a paste :)
17:02:24  <George> ^Spike^: xussr set nml
17:02:53  <planetmaker> in case of doubt, use c++ syntax-highlighting, George
17:02:54  <^Spike^> hmm
17:03:23  <V453000> nice, NUTS only has 2.7MB
17:03:36  <^Spike^> i think it's the webserver limit somewhere then
17:06:16  <George> I've instlled xml from http://bundles.openttdcoop.org/nml/push/LATEST/ for notepad++ - how can I find the unexpected EOL now?
17:14:56  <^Spike^> George does it happen to give you an error perhaps when you try it?
17:15:25  <George> ^Spike^: what do you mean?
17:15:44  <^Spike^> when you try to paste the 10mb does it give an error msg or just fails?
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17:17:06  <^Spike^> i think you hit a limit :)
17:19:29  <George> 413 Request Entity Too Large nginx/1.9.0
17:19:38  <^Spike^> i shall fix nginx aswell then :)
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17:25:10  <^Spike^> George you can try again i don't give any guarantees considering i can't paste the lorem ipsum i got 139 times to get 10MB of data :)
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17:41:20  <George> strange, but this time I can't even press the paste button.
17:43:33  <planetmaker> V453000, George your repos should now be there and ready for your use
17:43:39  <V453000> =D
17:43:43  <V453000> thank you so much :)
17:43:54  <George> planetmaker: thank you
17:44:20  <V453000> I cannot check right now but I will try to push tomorrow evening
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17:44:57  <planetmaker> no rush either ;)
17:45:16  <V453000> :)
17:45:30  <V453000> not using any textures, so will push 3D sources as well this time
17:45:54  <V453000> 300MB atm ...
17:47:32  <^Spike^> planetmaker you object if i also send disk notifications to V? ;)
17:47:37  <^Spike^> to prevent yeti all over again ;)
17:48:22  <V453000> brix will not be translated
17:48:24  <V453000> solves all
17:48:26  <^Spike^> hehe
17:48:35  <^Spike^> there is 1 language... none? :)
17:48:40  <V453000> yes
17:48:45  <^Spike^> good point :)
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17:50:58  <V453000> and I will only push 3D sources with releases
17:51:06  <V453000> renders are a lot too in this case though
17:51:21  <V453000> shitload of big sprites
17:51:24  <^Spike^> as said we got checks for that, and automated cleanup by now
17:51:28  <V453000> x2 cause render & final sprites
17:53:38  <V453000> what checks btw? :)
17:53:52  <^Spike^> disk checks that you don't fill up the nfs share again :D
17:53:59  <^Spike^> aka you get e-mails! :)
17:54:00  <V453000> XD
17:54:06  <V453000> I dont want any emails
17:54:09  <^Spike^> hehe
17:54:11  <V453000> got shitload of emails already
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17:57:17  <V453000> http://www.tt-forums.net/download/file.php?id=188797 http://www.tt-forums.net/download/file.php?id=188719 <3
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18:13:37  <Alberth> the light at the edges of the track (where it changes to the grey background isn't correct, is it?
18:15:31  <Alberth> ie at the up-ramp of the yellow bridge, tracks show light is coming from the right, yet, the gravel at the right is darker than at the left
18:25:52  <V453000> I understand not :0
18:26:41  <V453000> tracks on bridges have a dark grey background
18:26:45  <V453000> but what is the issue?
18:27:04  <V453000> the dark grey background is not like grass which is much brighter
18:29:32  <V453000> the light is coming from the same angle all the time, everything you see in this picture except trees is rendered in one scene, with one - same - sun
18:36:08  <Alberth> track is under the grey stuff then?
18:36:44  <Alberth> maybe it's the uniform grey then, but the grey + gravel look flat-ish to me
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18:36:58  <Alberth> hoi, and best wishes
18:37:31  <frosch123> hola :)
18:37:48  <Alberth> tracks show sun is coming from the right
18:39:00  <Alberth> yet, the gravel at the left (which I until now assumed to be on top of the grey stuff) is lighter rather than darker, which you'd expect as its surface is away from the sun
18:39:20  <Alberth> (ie I expect it to be darker)
18:39:25  <Alberth> but it's not
18:39:48  <V453000> ahhh
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18:40:23  <V453000> the gravel is a hole in surface, not surface - on top of it gravel - on top of it sleepers and tracsk
18:40:25  <Alberth> maybe it's lack of shadow on the grey stuff at the left from the gravel or so
18:40:56  <V453000> the reason is that when you render tracks, you need to finish the edges of the sprite which should connect at Z coordinate of 0
18:41:00  <V453000> to make them connect properly
18:41:16  <V453000> of course it could be hacked but I would need more 3D models for it, which I did not feel like making yet
18:41:42  <V453000> so the easiest way to do it is to have rail tops at 0, then a hole, and the track model (gravel) end at 0 again
18:41:45  <V453000> does that make sense?
18:43:24  <Alberth> maybe I am having a hard time with the small holes then?  I can see you want an non-straight edge, but holes?
18:43:38  <V453000> sure
18:43:38  <Alberth> I understand the technical reason now :)
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18:44:30  <V453000> the technical stuff could easily be fixed just by making 2 models, one for each view
18:44:42  <V453000> but ehhh, making stuff align properly is enough hell this way already
18:44:50  <peter1138> needs some ambient occlusion
18:45:25  <V453000> needs a lot of things, but yeah that could help tons
18:46:04  <V453000> at the same time though, in a lot of places there is a TON of hacks and illusions, and occlusion could actually show some XD
18:46:10  <peter1138> So has that patch for rails been tried yet? :p
18:46:19  <V453000> idk :[
18:46:45  <Alberth> maybe the edge of the hole is wrong then?  http://www.tt-forums.net/download/file.php?id=188719  If you look at the down-ramp of the SW/NE tunnel, how can the NW edge be darker then the flat gravel in between the tracks?
18:47:14  <Alberth> ie tunnel  left-top to bottom right
18:47:17  <andythenorth> o/
18:47:30  <Alberth> euhm, bottom left to top right, even
18:48:01  <Alberth> moin andy
18:48:18  <V453000> well the edges are different colour, the dark/bright you mean has nothing to do with shading probably
18:48:55  <V453000> I thought the mud at the edges near ground would be wet, middle of tracks dry
18:48:58  <V453000> just visual thing though
18:49:11  <V453000> hi north
18:49:47  <Alberth> add yetis sprinkling the edge then, maybe :)
18:50:23  <V453000> xd
18:51:45  <Alberth> well, I don't know, it breaks the illusion in some way, but it's hard to put my finger on it
18:52:01  <V453000> regardless, I agree that typical "gravel is a heap below tracks" would make a lot more sense
18:52:40  <andythenorth> stupid isn’ternet
18:52:45  <andythenorth> slow
18:52:51  <V453000> and maybe just mirroring the model would actually still work with the same model
18:52:52  * andythenorth can’t see yeti picture
18:52:53  <V453000> hmmmmmmmmm
18:52:59  <V453000> I really dont want to redo rail tracks again XD
18:53:08  <Alberth> yeah well, you also dig deep holes for bulldozing, it seems :)
18:53:25  <V453000> YES
18:53:29  <V453000> dozing = nuking
18:53:32  <Alberth> which is not expected, but looks very nice, imho :)
18:54:01  <andythenorth> +1
18:54:15  <V453000> yes especially under radio tower, beacon, power plant or a house
18:54:36  <V453000> these sprites will be made so that they cover the hole, in X mode the hole will be visible
18:54:44  <Alberth> :D
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18:55:54  <Alberth> perhaps just radio tower and beacon?  it should stay a bit special-ish imho
18:56:09  <V453000> ?
18:56:24  <Alberth> "house" is a lot of holes
18:56:39  <Alberth> so it becomes normal rather than an exception
18:56:40  <V453000> the second bulldozed tile is used in many places, under some houses, under some industries, and under radio/beacon
18:56:59  <andythenorth> something is off about the SW-NE down slopes, but can’t figure out what
18:57:00  <V453000> I cant do much with that
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18:57:33  <andythenorth> they look like they’re 30 degree horizontal curves, not vertical slopes
18:57:42  <andythenorth> dunno wtf causes that
18:57:49  <andythenorth> the SE-NW slopes look great
18:58:09  <V453000> different angle, less shadows
18:58:10  <V453000> simple
18:58:35  <V453000> I will probably make a sort of 3-point lighting instead of 1 sun
18:58:40  <V453000> to solve exactly this kind of shit
18:58:44  <andythenorth> ah fuck, it’s the underlying tile colour :)
18:58:49  <andythenorth> nothing to do with the track
18:58:52  <V453000> oh
18:58:53  <V453000> hm
18:59:04  <V453000> well the terrrain slope shading will change lots
18:59:10  <V453000> got a ticket on that already
19:00:54  <V453000> I just thought about it yesterday ... I will make the materials on the sloped terrain tiles different
19:01:05  <andythenorth> wise
19:01:19  <V453000> will look relatively natural and do not need to mess with postproduction and do adjustments with some masks
19:01:49  <V453000> or of course I could also do adjustments only to sloped terrain in postproduction
19:01:52  <V453000> will see
19:02:01  <Alberth> so great, you're getting fooled, and you don't even see it :p
19:02:03  <andythenorth> V453000: (to confirm only what I mean is what you mean) https://dev.openttdcoop.org/attachments/download/7600/BRIX.png
19:02:12  <andythenorth> blue circle = obvious down slope
19:02:20  <andythenorth> red circle = not obvious, looks flat
19:02:25  <V453000> yes
19:02:36  <V453000> we mean the same
19:02:36  <andythenorth> yay
19:02:45  <V453000> fuken slope shading = hell with 3D
19:03:04  <andythenorth> ach just use different textures per slope? :P
19:03:22  <V453000> yeah, that or apply adjustments in post
19:03:35  <V453000> applying adjustments in post lets me see the result better but it less precise
19:03:51  <V453000> might first do it in post, then get the values and translate them to the material
19:03:53  <V453000> sort of
19:04:06  * andythenorth likes solving visual puzzles :)
19:04:06  <V453000> but translating brightness adjustments to materials is WTF
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19:05:17  <V453000> maybe if I just duplicate the sprite and let it overlay itself to make the effect clearer would be enough
19:05:26  <V453000> lazy solutions are crawling in XD
19:06:35  <andythenorth> always
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19:35:54  <_dp_> is there a way to see where does openttd get opengfx from?
19:36:27  <_dp_> coz it certainly is somewhere but I can't find it %)
19:43:27  <V453000> ? :d
19:46:46  <frosch123> try some -d parameter
19:48:28  <frosch123> _dp_: for example "-d misc=1"
19:48:31  <frosch123> lists all tar files
19:48:40  <frosch123> and ogfx probably is inside a tar
19:49:00  <_dp_> frosch123, yeah, ty, it shows something...
19:49:29  <_dp_> -d 3
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23:21:13  <Wolf01> 'night
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