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00:00:57 <Brot6> NewGRF Meta Language - Revision 1660:8729f47fcb6f: Add: properly encode plural commands refering ... (yexo) @ http://dev.openttdcoop.org/projects/nml/repository/revisions/8729f47fcb6f 07:12:07 *** andythenorth has joined #openttdcoop.devzone 07:20:18 *** ODM has joined #openttdcoop.devzone 08:01:45 <planetmaker> my river water in OpenGFX seems to break river newgrfs :`-( 08:02:03 <planetmaker> that sucks :-( 08:08:03 *** Zuu has joined #openttdcoop.devzone 08:08:14 <Terkhen> :( 08:11:53 *** andythenorth has quit IRC 08:14:44 <planetmaker> seems to be OpenGFX+ Landscape then only... hm... 08:25:26 <Terkhen> what is causing it to be incompatible with newgrf rivers? graphics flag? 08:26:53 <planetmaker> the action0 property I need to set in order to be able to provide sprites for water on rivers 08:27:05 <Terkhen> I see :/ 08:27:08 <planetmaker> in current opengfx stables I do not set any action0 08:27:24 <planetmaker> and newgrfs have to assume default property values are 0 08:27:37 <planetmaker> or at least they may assume so 08:27:48 <Terkhen> indeed 08:27:58 <Terkhen> it might also cause desyncs with the ttd base set :P 08:28:22 <Terkhen> it shouldn't, but who knows 08:28:34 <Terkhen> so it's probably better to move the better rivers to OpenGFX+ Landscape 08:28:46 <planetmaker> yeah... Well. I can only not use the river water 08:28:57 <planetmaker> not really big deal, though I don't like the waves on current rivers 08:31:36 <Rubidium> the question is, what should happen when multiple river NewGRFs are loaded? 08:31:49 <Rubidium> then you'd have, in theory at least, the same problem... won't you? 08:33:15 <planetmaker> yes 08:33:57 <planetmaker> but newgrf interference is more acceptable than a base grf breaking it 08:34:09 <planetmaker> though... you're right. The properties should be grf-local 08:34:18 <planetmaker> that's the better solution 08:35:58 <planetmaker> though I wonder how it works when not defining all sprites / types... 08:36:07 <planetmaker> meh 08:54:00 <Terkhen> heh, it took me a while to notice that the FMSP vehicle sprite is in the 2cc colour; and I have it enabled for toyland trucks 08:54:09 <Terkhen> is it possible to enable/disable 2cc via callbacks? 08:55:24 <Terkhen> oh, I think I found it 09:03:46 *** JVassie has joined #openttdcoop.devzone 09:04:45 <Brot6> OpenGFX+ Road Vehicles - Revision 123:d6640ba621f0: Feature #1880: Vehicles and Farm Supplies spr... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/d6640ba621f0 09:36:44 <Terkhen> hmm... every fruit plantation in ECS produces 0 oil seeds per month 09:36:50 <Terkhen> that makes it difficult to test cargo support 09:37:53 <planetmaker> :-) 09:38:14 * planetmaker looks in the test savegame folder for ECS 09:38:24 <Hirundo> Terkhen: try waiting for the harvest season 09:38:42 <planetmaker> yeah... agriculture is VERY seasonal in ECS 09:38:44 <Terkhen> I suspected something like that, but I have been running the savegame on fast forward for 4 years 09:38:55 <planetmaker> which basically put me off using it usually 09:40:05 <planetmaker> should I upload a(n old) test savegame? 09:40:48 <Terkhen> yes please :) 09:41:06 <Terkhen> I just need to confirm that something pink appears on the trucks :P 09:41:17 <planetmaker> http://devs.openttd.org/~planetmaker/patches/ogfxtrains-ecs2.sav 09:41:35 <planetmaker> it uses an old ogfx+trains and not newest ecs. But has fruits produced 09:41:55 <planetmaker> and oil seeds 09:42:02 <Terkhen> thanks :) 09:42:11 <planetmaker> no problem 09:42:18 <planetmaker> that's what I have my testgame folder for :-) 09:42:57 <planetmaker> you might need many AIs for that 09:43:03 <planetmaker> I was too lazy back there ;-) 09:43:10 <planetmaker> and had them do the work for me :-P 09:45:38 <Terkhen> I only need to find a fruit plantation producing stuff and check if the cargo on the truck has the correct colour and position 09:45:47 <Terkhen> I didn't even bother to find all missing newgrfs :P 09:46:54 <planetmaker> I found one such plantation at least 09:47:00 <Terkhen> hmm 09:47:03 <planetmaker> yeah, I don't with testgames either 09:47:08 <Terkhen> they went back to zero after loading just 6% :O 09:47:14 <planetmaker> hm 09:47:24 <planetmaker> production is not very high 09:47:27 <Terkhen> maybe the game starts just when harvest season is finishing 09:47:32 <Terkhen> well, it had 46 09:47:39 <planetmaker> fruit or oil seeds? 09:47:41 <Terkhen> ah, now :) 09:47:44 <Terkhen> oil seeds 09:47:52 <Terkhen> truck contents are pink so done :P 09:48:00 <planetmaker> :-) 09:48:09 <Terkhen> I decided to not add potash and sulphur for now: I can't test 09:48:24 <planetmaker> with oil seeds I actually prefer there mb's colour scheme over the pink LV4 one 09:49:12 <Terkhen> hmm... 09:49:18 <Terkhen> but george says it is pink :P 09:49:28 <planetmaker> it is for his NewGRFs 09:50:10 <planetmaker> http://www.tt-forums.net/viewtopic.php?p=969274#p969274 09:50:11 <Webster> Title: Transport Tycoon Forums View topic - [ECS] The colour of Bauxite (at www.tt-forums.net) 09:50:57 <Terkhen> hmm 09:51:07 <Terkhen> honestly I don't mind at all which colour to use 09:51:10 <planetmaker> as his colour comes much closer to what I perceive to look like sun flower beeds or rapeseed 09:51:12 <Terkhen> for ECS only cargos at least 09:51:15 <Terkhen> whatever they decide 09:52:08 <Terkhen> here, "oil seeds" are dark grey :P 09:52:24 <planetmaker> hm :-) 09:52:37 <planetmaker> Of course I suggest what I suggest in that posting ;-) 09:52:45 <Terkhen> :) 09:52:52 <planetmaker> I expected a reply in that thead actually... :-) 09:53:15 <Terkhen> I have to go in ten minutes or so, I'll check how it looks with MB colours later 09:53:21 <Terkhen> this is the last cargo I plan to add btw 09:53:52 <planetmaker> ok :-) 09:54:05 <Terkhen> the only cargos missing are for the flatbed: sweets, building materials, manufacturing supplies, bricks, dyes, fertiliser and glass 09:54:15 <Terkhen> and all of them can go in boxes :P 09:54:20 <planetmaker> :-) 09:54:27 <V453000> boxes are boring :P 09:54:28 <planetmaker> glass could also go on flatbed. 09:54:33 <Terkhen> yes 09:54:34 <planetmaker> But we need features for later releases 09:54:35 <Terkhen> on a box :) 09:54:41 <Terkhen> in* 09:54:54 <planetmaker> hehe. on a box. Trains stops. *crack* 09:55:01 <Terkhen> besides that, I'll include the refrigerated feature and the new names 09:55:11 <planetmaker> :-) 09:55:12 <Terkhen> after that, opengfx+ road vehicles is "done" 09:55:16 <planetmaker> sounds awesome 09:55:29 <planetmaker> 1.0.0? 09:55:36 <Terkhen> it can get new features, but everything I wanted to do is in already 09:55:39 <Terkhen> maybe :P 09:55:40 <planetmaker> or will there be earlier vehicles? 09:55:57 <Terkhen> right now it already replaces completely the default vehicles with support for new cargos 09:55:58 <planetmaker> like a horse carriage 09:56:05 <Terkhen> earlier vehicles and additional trams can come later 09:56:08 <planetmaker> so that there's something for all people who start at 0 09:56:14 <Terkhen> but honestly, for that I can play with egrvts :P 09:56:20 <planetmaker> quite so 09:56:42 <Terkhen> the top thing missing would be additional trams, cargo and so on 09:58:08 <Brot6> OpenGFX+ Road Vehicles - Feature #3053 (New): Parameter for disabling / enabling vehicle types (Terkhen) @ http://dev.openttdcoop.org/issues/3053 09:58:54 <Terkhen> time for me to leave, I'll be back this evening :) 10:00:31 <V453000> I have a question ... when there are wagons which randomize colours, how is it done? There are many sprites in the different colours or is some re-colour palette used? 10:00:43 <planetmaker> enjoy :-) 10:01:03 <Ammler> what again is the advantage to have rv and tram on same grf? 10:01:20 <V453000> well actually, it is not just recolouring I have here 10:01:23 <V453000> nevermind ... 10:03:33 <V453000> Ammler: if it can be disabled via parameters, I think it is nicer tbh 10:04:34 <Ammler> why? 10:05:04 <Ammler> why don't you make newgrf with trains and planes in same? 10:05:05 <V453000> you dont have to add 2 newgrfs? :) usually the list is already long enough 10:05:11 <V453000> I do not think it matters too much 10:05:24 <V453000> well, why not ... I dont because I am not interested in planes 10:05:40 <V453000> but RVs and trams together make some sense 10:05:52 <Ammler> splitting trams and rvs via parameter is mandatory 10:06:09 <Ammler> but easier usage would be 2 newgrfs 10:06:52 <V453000> maybe easier, but at the same time just taking up 2 slots for no real reason ... I do not think it matters too much 10:07:04 <V453000> or is there any real reason why not to have 1 ? :) 10:07:09 <planetmaker> you might be right there 10:07:20 <planetmaker> but then we should also split monorail and maglev from train :-) 10:07:32 <planetmaker> it's not a black/white decision to make there 10:08:57 <V453000> yes :) not too many reasons for either way I think 10:20:50 *** Zuu has quit IRC 10:38:55 <V453000> wow I did not realize gray and grey had two spellings until I had to write it :d 10:42:13 <Brot6> OpenGFX - Bug #3054 (Confirmed): River features may not set action0 properties (planetmaker) @ http://dev.openttdcoop.org/issues/3054 10:49:37 <planetmaker> Rubidium: wrt multiple river newgrfs: it certainly makes sense to use the property settings of the newgrf which defines the graphics of the 'type' for each type separately, right? 11:02:46 <Rubidium> planetmaker: I guess so 11:03:30 <planetmaker> Do you have any conceptual hint for me how to go for an implementation? 11:07:19 <Rubidium> have lunch first? 11:07:54 <planetmaker> good :-) 11:08:13 * planetmaker has an idea to explore after lunch ;-) 11:19:29 *** frosch123 has joined #openttdcoop.devzone 11:52:10 <frosch123> planetmaker: wrt. rivers: i guess load the flags first into the GRFFile struct, and then decide in AfterloadGRFs, which become active 11:53:23 <planetmaker> My current idea is to use temp struct which knows (boolean) whether the properties are set by the NewGRF. And if not so, zero the property values - which are by canalID anyway 12:11:39 <frosch123> ... never type merge when you want to type rebase :s 13:16:35 <planetmaker> @logs 13:16:36 <Webster> #openttdcoop IRC webstuff - IRC Log Viewer - http://webster.openttdcoop.org/ 13:26:03 *** JVassie has quit IRC 13:53:41 *** FooBar has joined #openttdcoop.devzone 13:56:45 <Brot6> Unrealistic Trainset - Feature #2880: Maglev Flatbed #01 (V453000) @ http://dev.openttdcoop.org/issues/2880#change-7795 13:58:33 <Brot6> Unrealistic Trainset - Feature #2880: Maglev Flatbed #01 (V453000) @ http://dev.openttdcoop.org/issues/2880#change-7795 14:29:23 *** Zuu has joined #openttdcoop.devzone 14:39:28 <V453000> FooBar: does "Sufkop" nickname have any meaning that I missed? :D 14:39:51 <FooBar> You don't speak Dutch do you? 14:40:19 <V453000> no 14:40:45 <FooBar> translated it means as much as "sleepyhead 14:41:29 <V453000> oh well :d 14:41:36 <FooBar> "suf" can mean anything from stupid to foolish, mindless, senseless etc. 14:41:37 <V453000> I expected something like "god damn idiot" 14:41:40 <FooBar> or in fact sleepy 14:41:42 <V453000> oh, yes :D 14:41:48 <FooBar> and "kop" is head 14:42:25 <FooBar> so the nickname indead says "I'm and idiot" in Dutch :P 14:42:26 <V453000> weird language :p 14:42:36 <V453000> but yeah, that fits him :D 14:42:43 <FooBar> I thought so too :) 14:43:49 <FooBar> and yes, it's a weird language if you think about it. Also difficult to learn by foreigners as every grammatical rule has at least a handful of exceptions :P 14:43:57 <V453000> :D 14:44:06 <V453000> well czech is said to be also bloody hard to learn 14:44:17 <FooBar> could be, I never tried :) 14:44:50 <Rubidium> FooBar: every language's rules has exceptions 14:44:56 <Rubidium> maybe except ido/esperanto 14:45:12 <FooBar> yes, sure, but I have the feeling that Dutch has more exceptions than rules 14:46:33 <Rubidium> at least Dutch doesn't have as many words as English has 14:46:54 <FooBar> true 14:47:25 <FooBar> but words have nothing to do with grammar rules per se 14:48:41 <FooBar> but one big advantage is that Dutch has nowadays borrowed so many words from English that you only need to learn half of all words if you already know English :) 14:49:20 <FooBar> except sufkop. There's no English in that 14:49:44 <FooBar> anyways, back to drawing 14:50:19 <V453000> >D 14:50:19 <V453000> :D 15:15:05 <FooBar> result of drawing: http://www.tt-forums.net/viewtopic.php?p=969744#p969744 15:15:06 <Webster> Title: Transport Tycoon Forums View topic - Dutch Road Furniture - 0.3.0 (2011/09/09) (at www.tt-forums.net) 15:18:59 <V453000> interesting >] 15:19:01 <V453000> :) 15:19:12 <FooBar> of course imagine signs on that 15:19:52 <FooBar> but it's best to show the shape without signs to get some feedback on it before I continue on that 15:20:18 <V453000> I think the shape is 100% good 15:21:17 <FooBar> colour-wise it may be too bright (again) 15:22:44 <FooBar> but I fear I detail is lost if I make the brightest white a bit darker. Right now all 'directions' in the thing have their own colour and even then the bottom bar may be too grey already 15:23:00 * FooBar attempts something 15:25:54 <V453000> hmm ... ducks ... I dont know :D they just _are_ ... I started with pigs and sheep, then thought about cows but I found cows too similar to sheep/pigs ... might try cows once again :) 15:28:39 <FooBar> heh yes. See the cargo icons in FIRS for sheep and cow. Exactly the same shape, just different colours :P 16:10:54 <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Eddi) @ http://dev.openttdcoop.org/issues/3045#change-7796 16:20:50 *** JVassie has joined #openttdcoop.devzone 16:50:59 *** andythenorth has joined #openttdcoop.devzone 17:06:55 <andythenorth> hello 17:10:08 <andythenorth> Terkhen: planetmaker I might look at some FIRS again 17:11:31 <planetmaker> hi :-) 17:11:59 <andythenorth> :) 17:12:16 <andythenorth> I can't remember where we got to with templates 17:12:35 <andythenorth> I'm not sure if the grain mill has missing ground tile because the template is unfinished 17:12:49 <andythenorth> or because I missed something out of the sprite definitions 17:14:56 <planetmaker> so, did you test the current head? 17:15:51 <Brot6> FIRS Industry Replacement Set - Bug #3046: Town industry overcrowding (andythenorth) @ http://dev.openttdcoop.org/issues/3046#change-7797 17:16:24 <andythenorth> planetmaker: yes 17:18:16 <planetmaker> and? 17:18:35 <andythenorth> terrain tile is present, industry ground tile is missing 17:18:38 <andythenorth> ground overlay is present 17:19:05 <andythenorth> ground tile is apparently defined 17:19:15 <andythenorth> spriteset(THIS_ID(spriteset_ground) 17:20:36 <Brot6> FIRS Industry Replacement Set - Bug #3033 (Rejected): Conversion of spritelayout templates to the... (andythenorth) @ http://dev.openttdcoop.org/issues/3033#change-7799 17:21:01 <planetmaker> a spriteset doesn't mean it's in the sprite layout 17:21:19 <Brot6> FIRS Industry Replacement Set - Bug #3028: Clay Pit has wrong palette (andythenorth) @ http://dev.openttdcoop.org/issues/3028#change-7801 17:21:32 <planetmaker> eh? Duplicate of what? 17:21:37 <Brot6> dutchroadfurniture: update from r33 to r36 done - http://bundles.openttdcoop.org/dutchroadfurniture/nightlies/r36 17:21:42 <planetmaker> always state what it is a duplicate of 17:21:57 <andythenorth> ok 17:22:07 <andythenorth> in this case, duplicate 3033 == 3034 17:22:13 <andythenorth> looks like twice-submitted form 17:22:37 <planetmaker> yeah 17:23:10 <Brot6> FIRS Industry Replacement Set - Bug #3026: Orphan string (andythenorth) @ http://dev.openttdcoop.org/issues/3026#change-7802 17:24:48 <Brot6> ogfx-rv: update from r122 to r123 done - http://bundles.openttdcoop.org/ogfx-rv/nightlies/r123 17:26:13 <Brot6> ogfx-landscape: update from r87 to r88 done (1 warnings) - http://bundles.openttdcoop.org/ogfx-landscape/nightlies/r88 17:28:04 <Brot6> vactrainset: compile of r1 still failed (#3044) - http://bundles.openttdcoop.org/vactrainset/nightlies/ERROR/r1 17:29:53 <Brot6> FIRS Industry Replacement Set - Feature Request #3035: Increase weight for supplies (andythenorth) @ http://dev.openttdcoop.org/issues/3035#change-7803 17:31:12 <Brot6> OpenGFX+ Airports - Revision 146:16bc28bf26ae: Feature: Full groundsprite climate awareness (dese... (dnicholls) @ http://dev.openttdcoop.org/projects/airportsplus/repository/revisions/16bc28bf26ae 17:43:35 <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Eddi) @ http://dev.openttdcoop.org/issues/3045#change-7822 17:44:46 <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Eddi) @ http://dev.openttdcoop.org/issues/3045#change-7796 17:50:26 <andythenorth> biab 17:50:29 *** andythenorth has quit IRC 18:33:08 *** andythenorth has joined #openttdcoop.devzone 18:42:32 <Brot6> Vactrain Set - Patch #3055 (New): Updated German translation (acb) @ http://dev.openttdcoop.org/issues/3055 18:46:48 <Brot6> Vactrain Set - Bug #3044: DevZone compile failed (acb) @ http://dev.openttdcoop.org/issues/3044#change-7826 18:55:35 <Brot6> DevZone Help Center - Membership #3056 (New): Applying for project: Revived US Trainset (RUST) (EyeMWing) @ http://dev.openttdcoop.org/issues/3056 19:04:10 <Brot6> clientpatches: compile of r22916 still failed (#2964) - http://bundles.openttdcoop.org/clientpatches/testing/ERROR/r22916 19:05:04 <andythenorth> planetmaker: to make ground appear at grain mill, do I just define GROUNDSPRITE_NORMAL as something? 19:06:20 <andythenorth> or do I need to now draw the ground tiles in the industry spritesheet? 19:07:14 <Brot6> DevZone Help Center - Membership #3056 (Closed): Applying for project: Revived US Trainset (RUST) (EyeMWing) @ http://dev.openttdcoop.org/issues/3056 19:07:14 <Brot6> DevZone Help Center - Membership #3056 (Closed): Applying for project: Revived US Trainset (RUST) (planetmaker) @ http://dev.openttdcoop.org/issues/3056#change-7827 19:07:14 <Brot6> repository /home/hg/rust registered in Redmine with url /home/hg/rust 19:07:14 <Brot6> repository /home/hg/rust created 19:07:28 <andythenorth> or I need to define var_default_ground ?? 19:08:25 <planetmaker> you need to define a groundtile (overlay) spriteset and add that in the layout(s). 19:08:34 <planetmaker> GROUNDSPRITE_NORMAL is an nml internal constant 19:08:54 <andythenorth> hmm 19:09:36 <andythenorth> I can't understand the render stack that's used 19:10:13 <planetmaker> but I don't understand it. Grainmill does have ground sprites, doesn't it? 19:10:19 <planetmaker> and it has overlay groundsprites 19:10:28 <andythenorth> it has terrain sprites 19:10:33 <andythenorth> and it has overlay sprite 19:10:40 <planetmaker> yes? 19:10:41 <andythenorth> so now I have to draw ground into overlay? 19:11:00 <Brot6> openttd-vehiclevars: update from r22912 to r22916 done (2 warnings) - http://bundles.openttdcoop.org/openttd-vehiclevars/testing/r22916 19:11:08 <planetmaker> well. what do you want? You want non-default ground like concrete? 19:11:15 <andythenorth> I'm trying to work it out by reading the template - instead of asking 10 milion questions 19:11:19 <andythenorth> but I'm frankly lost 19:11:40 <planetmaker> you _always_ get the default ground sprite 19:12:07 <planetmaker> all other groundsprites can go there conditionally (if you want with condition 1, which means always) 19:12:40 <planetmaker> the same way the other conditional_ground_sprite_overlays are added to the spritelayouts 19:13:24 <planetmaker> you could also use GROUND_SPRITE_OVERLAY for that 19:13:34 <planetmaker> which short-cuts that for you 19:13:35 <Brot6> serverpatches: compile of r22917 still failed (#2966) - http://bundles.openttdcoop.org/serverpatches/testing/ERROR/r22917 19:14:15 <andythenorth> can I have two ground sprite overlays? 19:14:46 <andythenorth> or can I override the terrain tile? 19:14:57 <planetmaker> you can have about 255 overlays 19:15:13 <planetmaker> you can also have a 100% opaque overlay 19:15:33 <Brot6> 32bpp-ez-patches: compile of r22917 still failed (#2446) - http://bundles.openttdcoop.org/32bpp-ez-patches/testing/ERROR/r22917 19:15:34 <planetmaker> which would act as "override terrain tile" 19:15:42 <andythenorth> so to provide concrete - I need to define more overlays? 19:15:57 <planetmaker> you need to define one overlay which is the concrete 19:16:13 <planetmaker> which probably only shows when there's no snow 19:16:31 <andythenorth> k 19:16:46 <planetmaker> thus with the condition "terrain_type != TILETYPE_SNOW" 19:16:49 <planetmaker> or similar 19:16:53 <andythenorth> and then I just add them to the spritelayout? 19:17:04 <planetmaker> yup 19:17:21 <planetmaker> add them as the firs conditional sprite. You want the other overlays probably on top 19:17:36 <planetmaker> tracks below the concrete are possible but a bit pointless ;-) 19:18:17 <andythenorth> ok this starts to make sense 19:18:44 <planetmaker> thus to a spritelayout you just add sprites with conditions on when they show 19:18:54 <planetmaker> add as many as you like 19:19:11 <andythenorth> so there's nothing special about 'ground' tile any more 19:19:14 <planetmaker> it has about 10 templated conditional sprites anyway ;-) (for the terrain awareness) 19:19:17 <andythenorth> it's just one sprite in a stack of sprites 19:19:19 <planetmaker> not really 19:19:21 <planetmaker> yup 19:20:13 <planetmaker> not really = nothing special there. Except the ...ground_sprite_overlay defines the spritesize and the sprite as child for the groundsprite 19:20:21 <planetmaker> building sprites are hidden when the user asks for it 19:20:23 <andythenorth> this possibly makes more sense than the old way 19:20:39 <andythenorth> if I didn't know the old way, it would be easy to understand :P 19:20:42 <planetmaker> it's not really much different from the old way 19:20:49 <planetmaker> but this is easier to follow 19:20:58 <planetmaker> the old way was over-templated 19:21:17 <andythenorth> I meant the old action 2 tile layouts 19:21:25 <planetmaker> ah 19:21:37 <planetmaker> yeah, it's all advanced with conditional show yes/no 19:22:09 <andythenorth> previously author had to take care with ground sprite on *every* tile layout...otherwise...glitches 19:22:29 <planetmaker> well. We do that now, too 19:22:40 <planetmaker> It's just templated away from us now 19:22:44 <andythenorth> it's abstracted out of the way 19:24:09 <Ammler> do translator see, when compiling has errors of their files? 19:24:11 <andythenorth> why does each spriteset have to define same graphics twice? 19:24:18 <andythenorth> seems redundant 19:24:19 <Ammler> like those on croation 19:25:55 <Ammler> oh, rubi seems to have fixed it 19:26:03 <planetmaker> andythenorth: the duplicity is given by the building spriteset (which is currently with NORMAL_SNOW_BUILDING two sprites, one with, the other without snow) 19:26:13 <planetmaker> it's a limitation of spritesets 19:27:30 * andythenorth fights temptation to template 19:27:35 <planetmaker> maybe one could do the same with the building templates, though 19:27:52 <planetmaker> Then all could be single spritesets. And one could conditionally show different buildings... 19:30:36 <andythenorth> so I need to define a snow tile too 19:30:38 * planetmaker could add such template easily 19:30:46 <planetmaker> a full snow tile: no 19:30:53 <planetmaker> that's given by the normal ground awareness 19:30:58 <andythenorth> hmm 19:30:59 <planetmaker> a snow overlay suffices 19:31:19 <andythenorth> so I need to not draw ground (concrete) when snow 19:31:23 <andythenorth> ok 19:31:26 <andythenorth> I can try that 19:31:33 <planetmaker> yup. Thus concrete has the condition as I wrote above 19:32:23 <andythenorth> hmm 19:32:46 <andythenorth> slight diversion - in that case, why isn't grain mill already drawing snow ground? 19:32:48 <planetmaker> andythenorth: I committed a conditional building sprite template, too 19:32:55 <planetmaker> isn't it? 19:33:06 <Brot6> FIRS Industry Replacement Set - Revision 2585:5260b3daa73e: Add: Conditional building sprite temp... (planetmaker) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/5260b3daa73e 19:33:18 <andythenorth> planetmaker: I'll screenshot 19:33:36 <planetmaker> oh. I guess the condition is reversed :-) 19:33:40 <andythenorth> can we just call concrete/cobble/mud 'yard' tiles? 19:33:58 <andythenorth> to save confusion with 'ground' 19:35:16 <andythenorth> http://tt-foundry.com/misc/grain_mill_no_snow_terrain.png 19:35:28 <andythenorth> or maybe it's partial snow, but not enough 19:43:47 <planetmaker> http://devs.openttd.org/~planetmaker/patches/firs_groundcheck.diff <-- try that diff, andythenorth 19:44:10 <planetmaker> I can't check right now. My trunk OpenTTD is currently inoperational 19:44:43 <andythenorth> he 19:44:58 <andythenorth> that one causes ground to be black when transparency is on 19:45:02 <andythenorth> and doesn't fix snow :) 19:45:41 <andythenorth> actually that's a bad report 19:45:46 <andythenorth> in fact it doesn't compile :o 19:45:47 <andythenorth> sor 19:45:50 <andythenorth> sorry 19:47:28 <andythenorth> nmlc: "sprites/nml/industries/builders_yard.pnml", line 37: Syntax error, unexpected token "}" 19:49:15 <planetmaker> bbl 19:53:07 <Brot6> FIRS Industry Replacement Set - Revision 2586:9bb5a6cc5c71: Change: better snow support for Grain... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/9bb5a6cc5c71 19:59:41 <Brot6> FIRS Industry Replacement Set - Revision 2587:3f15d17fcfc6: Codechange: name some tile layouts mo... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/3f15d17fcfc6 20:01:54 <Terkhen> hello 20:05:17 <andythenorth> hello Terkhen 20:06:07 <Terkhen> how is templating going? :) 20:06:30 <andythenorth> meh 20:07:20 <Brot6> FIRS Industry Replacement Set - Revision 2588:c48e90a2915c: Codechange: prepare Furniture Factory... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/c48e90a2915c 20:07:48 <andythenorth> templating will be ok once the templates are stable :) 20:10:27 <Terkhen> aren't they already? 20:10:36 <andythenorth> Terkhen: would you mind testing planetmaker's diff above? 20:10:40 <Brot6> Revived US Trainset - Revision 12:d86cc36d5045: Removed junk. (EyeMWing) @ http://dev.openttdcoop.org/projects/rust/repository/revisions/d86cc36d5045 20:10:52 <Terkhen> sorry, I don't have my linux VM in this computer 20:11:18 <andythenorth> poop 20:13:06 <andythenorth> Terkhen: I wonder if I can fix the snow issue (here) http://tt-foundry.com/misc/grain_mill_no_snow_terrain.png 20:13:20 <andythenorth> I'm guessing it's calculating snowline incorrectly 20:14:05 <Terkhen> it looks strange, yes 20:14:23 <Terkhen> I don't know much of how the template for checking which sprite to use in snow / desert works 20:14:39 <Terkhen> what happens in desert? 20:14:49 <andythenorth> I shall check 20:15:58 <andythenorth> not sure about ground, as concrete tile is overlaid 20:16:04 <andythenorth> but I have snow on the building :P 20:18:24 * andythenorth fixes that 20:18:47 <andythenorth> oh 20:18:53 <andythenorth> I broke my build :P 20:20:56 <andythenorth> Terkhen: how do I provide snow / non-snow building sprites? 20:21:38 * planetmaker is back 20:21:57 <Terkhen> for what template? 20:21:59 <planetmaker> somewhat at least 20:22:15 <andythenorth> spritelayouts_groundaware 20:23:07 <Terkhen> check builders_yard.pnml 20:23:20 <Terkhen> and NORMAL_SNOW_BUILDING in spritelayouts_groundaware 20:26:17 <andythenorth> ok 20:26:23 <andythenorth> it starts to make sense further 20:26:58 <Terkhen> :) 20:27:10 <andythenorth> it's interesting that building uses 2 different sprites and no condition code 20:27:22 <andythenorth> but overlays use 2 identical sprites and condition code 20:28:00 <Terkhen> overlays use only the first sprite 20:28:21 <Terkhen> they are forced to use a second sprite because of the "all spritesets in a spritelayout must have the same size" limit 20:28:35 <andythenorth> I am thinking it would be easier to use overlays for all, and more parameters 20:28:39 <Terkhen> overlays use only a sprite because in some cases they won't be tied to climate 20:28:40 <andythenorth> currently this is all very magic 20:28:46 <Terkhen> using overlays for all what? 20:28:58 <andythenorth> all sprites in the render stack 20:29:07 <Terkhen> buildings too? 20:29:09 <andythenorth> yes 20:29:43 <Terkhen> why do you want to define buildings as childsprites of ground? 20:29:59 <andythenorth> I'm not sure I do 20:30:07 <andythenorth> I don't understand childsprite / not childsprite 20:30:17 <andythenorth> I've never used childsprites afaik 20:30:52 <Terkhen> http://newgrf-specs.tt-wiki.net/wiki/NML:Spritelayout 20:33:08 <planetmaker> Terkhen: not as childsprite 20:33:18 <planetmaker> but buildingsprites can be conditional similar to the groundsprites 20:33:26 <Terkhen> yes, they can 20:33:33 <Terkhen> such template has not been coded 20:33:34 <planetmaker> I added - for fun - a CONDITIONAL_BUILDING_SPRITE to the templates 20:33:39 <planetmaker> it has :-P 20:33:41 <Terkhen> oh, then it has been coded :) 20:33:56 <planetmaker> might be easier to grasp. Not sure, though 20:33:59 <Terkhen> I only did NORMAL_SNOW_BUILDING because that's what I needed in that moment 20:34:13 <Terkhen> if you prefer to duplicate using CONDITIONAL_BUILDING_SPRITE then go ahead :) 20:34:16 <planetmaker> It'd mean to use two such lines instead of that one 20:34:24 <Terkhen> I don't mind either way, maybe with conditions it is more clear 20:34:28 <andythenorth> it's better with more conditions 20:34:30 <planetmaker> I'm not sure. It means to de-duplicate the spriteset lines for ground, though 20:34:32 <Terkhen> even if snow/non snow conditions are duplicated 20:34:41 <Terkhen> yes, that would be more clear too 20:34:47 <andythenorth> it's more explicit 20:34:56 <planetmaker> I added it to give andy the choice :-) 20:35:04 <andythenorth> and all the snow == true conditions could be grouped 20:35:05 <planetmaker> I don't mind either way really 20:35:11 <planetmaker> yup 20:35:14 <andythenorth> it could be templated :P 20:35:22 <Terkhen> andythenorth: that's what the old templates did 20:35:35 <Terkhen> group every condition in a single line, use a lot of parameters 20:35:45 <Terkhen> every condition and sprite* 20:36:49 <andythenorth> so CONDITIONAL_BUILDING_SPRITE also takes the zextent param? 20:39:44 <planetmaker> yes 20:40:07 <planetmaker> spriteset, zextent, condition is the parameter order 20:43:18 <andythenorth> this is apparently invalid: CONDITIONAL_BUILDING_SPRITE(THIS_ID(spriteset_normal_3), 48, terrain_type != TILETYPE_SNOW) 20:43:25 <andythenorth> nmlc: "sprites/nml/industries/grain_mill.pnml", line 125: Syntax error, unexpected token "(" 20:51:06 * andythenorth ponders bed 20:51:29 <V453000> bad idea 20:51:41 <planetmaker> definitely sounds like a good idea :-) 20:52:01 * andythenorth tried an nml update, but that doesn't fix it 20:52:16 <planetmaker> that's not an NML update 20:52:32 <planetmaker> *error to be solved by 20:52:34 <andythenorth> default voodoo :P 20:52:45 <andythenorth> 'if it breaks, first update nml' 20:52:59 <planetmaker> :-) fair enough. And never wrong 20:53:14 <andythenorth> so what did I do wrong? 20:53:23 <planetmaker> updating openttd won't fix my patch applied to it, though ;-) 20:53:48 <andythenorth> so the issue is in the macro? 20:53:53 <planetmaker> maybe 20:54:19 <planetmaker> dunno 20:54:38 <andythenorth> I can't see anything wrong there 20:54:49 <andythenorth> I can see a lot of intriguing \ chars :P 20:54:54 <andythenorth> are they delimiting something? 20:55:21 <andythenorth> or escapes to prevent newlines breaking code or something? 20:55:29 <planetmaker> yes 20:55:34 <planetmaker> the macro is wrong 20:58:18 <planetmaker> there. fixed 20:58:18 <Brot6> FIRS Industry Replacement Set - Revision 2589:3b3f43e5a81f: Fix (r2585): Copy and paste sometimes... (planetmaker) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/3b3f43e5a81f 20:58:36 <Terkhen> don't forget to pull :P 20:58:51 <planetmaker> :-) 20:59:41 <andythenorth> I pulled 20:59:57 <andythenorth> hmm 21:00:01 <andythenorth> still have the error :) 21:01:02 <planetmaker> then it's your local modification 21:01:32 <andythenorth> oh 21:01:34 <andythenorth> bah 21:02:36 <andythenorth> nvm 21:02:39 <andythenorth> bed 21:02:42 <andythenorth> good night 21:03:02 *** andythenorth has quit IRC 21:06:51 <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Eddi) @ http://dev.openttdcoop.org/issues/3045#change-7828 21:07:37 <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Eddi) @ http://dev.openttdcoop.org/issues/3045#change-7828 21:43:34 *** Zuu has quit IRC 21:47:29 *** ODM has quit IRC 22:05:32 *** frosch123 has quit IRC 22:31:27 <Brot6> Central European Train Set - Revision 146:73dff30ad601: remove prussian T18 from core (Eddi) @ http://dev.openttdcoop.org/projects/cets/repository/revisions/73dff30ad601 22:34:58 <Brot6> Central European Train Set - Feature #2924: Prussian steam engines - sprites (Eddi) @ http://dev.openttdcoop.org/issues/2924#change-7829 23:05:50 *** FooBar has quit IRC