Log for #openttd on 22nd August 2007:
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00:00:45  <Bjarni> Tobin_: <-- this bug is still open :/
00:01:01  <Bjarni> anyway I need to get some sleep
00:01:04  <Bjarni> goodnight
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00:07:52  <svip> glx:  Error: Insufficient meta-data.
00:07:52  <svip>         While reading sprite:
00:07:56  <svip> ':[
00:10:18  <DaleStan> svip: pastebin the NFO. And there should be a sprite number there.
00:10:48  <svip> DaleStan:
00:15:04  <DaleStan> svip: Your paste is missing the first two lines. If that's not just an artifact, grfcodec's trying to parse the NFO as version 1, which had a different real-sprite format.
00:16:31  <svip> Cannot read truecolour PCX files!
00:16:34  <svip> :[
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00:17:28  <svip> :D
00:19:04  <DaleStan> Don't write truecolor PCX files. Grab the palette from a grfcodec-generated PCX file (usually, generated with -p 2), and apply it to your PCX file.
00:19:41  <svip> I fixed it.
00:28:43  <svip> Thanks for the help, DaleStan.
00:28:47  <svip> But I will go to bed now.
00:34:32  <Belugas> those overrides are driving me nuts
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00:52:40  <CIA-2> OpenTTD: belugas * r10961 /trunk/src/ (industry.h table/build_industry.h):
00:52:40  <CIA-2> OpenTTD: -Codechange: Flag default substitutes of industry/tiles with a value that cannot be legal.
00:52:40  <CIA-2> OpenTTD: This avoids the forest of coal mine error in the futur
00:59:58  <CIA-2> OpenTTD: belugas * r10962 /trunk/src/industry_cmd.cpp: -Codechange: protect yourself against an illicit substitution
01:16:22  <CIA-2> OpenTTD: belugas * r10963 /trunk/src/ (industry.h industry_cmd.cpp newgrf_industries.cpp):
01:16:22  <CIA-2> OpenTTD: -Revert(10700): Although the idea was good, it was more prone of errors than usefull.
01:16:22  <CIA-2> OpenTTD: So now, it will be better to jump to the overriden tile when it is been marked as an override
01:16:47  <Belugas> i never though i would revert some stuff myself :S
01:17:04  <Belugas> but hey... that's the price to pay when working directly in trunk !
01:18:23  <Greyscale> Where do I get the server for 0.5.2?
01:20:32  <Greyscale> anyone awake?
01:21:38  <Belugas> have you checked on
01:22:05  <Greyscale> I can't find where to get the server
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01:22:19  <Greyscale> Found the nightly server though
01:28:00  <Belugas> mmh
01:28:18  <Belugas> i don't now much about servers, to be honest
01:28:23  <Belugas> which OS?
01:29:00  <Belugas> ho wait... are you talking about the dedicated server?
01:29:02  <Greyscale> linux
01:29:03  <Greyscale> yeah
01:30:39  <Belugas> you'll have to wait for Rubidium, glx (maybe) and TrueBrain to come around.
01:30:46  <Belugas> i'm a winXP guy
01:30:51  <Greyscale> fark
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01:30:57  <Belugas> ?
01:31:03  <Greyscale> Aren't all the server versions kept in the same place?
01:31:11  <Belugas> i donot know
01:31:35  <glx> a non server version can be started as dedicated
01:31:49  <glx> but you may need a lot of unneed libs
01:32:12  <glx> if you want a dedicated only version you must compile it yourself
01:32:14  <Greyscale> it doesn't have X, for one
01:32:21  <Greyscale> oh, pork. Guide?
01:32:32  <glx> get the source package
01:32:50  <glx> you need at least zlib devel
01:35:37  <glx> ./configure --dedicated
01:35:38  <glx> make
01:35:49  <glx> you then have a dedicated build
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01:37:33  <Belugas> thanks for clarification, glx :)
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01:48:49  <nckomodo> I've been trying to make a lua script that gets the basic server info to no avail because I have no idea what the hell I'm doing with UDP sockets and I'm trying to work off of a PHP script, and I dont know PHP. I spat "0" at the server and it spat "j" back at me
01:49:00  <nckomodo> "J" rather
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02:06:08  <manveru> hmm
02:14:02  * Sacro charges manveru  "hmm" tax
02:15:47  <Greyscale_> will the source compile on PPC
02:15:48  <Greyscale_> ?
02:16:17  <glx> yes
02:16:24  <glx> openttd is endian safe
02:16:27  <Greyscale_> OK
02:16:44  <Greyscale_> I was mostly asking incase there was some i386 hackery going on in it
02:17:03  <Sacro> glx: what about middle endian?
02:17:17  * glx goes to sleep :D
02:17:29  <Sacro> oh foo :p
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02:38:55  <Greyscale_> hey, anyone got a openttd.cfg I can see?
02:53:35  <Greyscale_> Anyone?
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03:33:04  <Noldo> mornings
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04:28:11  <Noldo> Here's the clean up thing I tinkered with last night
05:10:32  <peter1138> unnecessary
05:10:55  <peter1138> _price.build_railvehicle * rvi->base_cost / 256
05:11:20  <peter1138> should now work as they are 64 bit variables
05:16:11  <Noldo> how would you write
05:16:15  <Noldo> argh
05:16:29  <Noldo> how would you write SetDParam(4, rvi->running_cost_base * _price.running_rail[rvi->running_cost_class] >> 8 << multihead); this without bitshifts
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05:47:59  <Noldo> updated it
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06:53:22  <ln->
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07:32:56  <Eddi|zuHause2> ln-: is that supposed to be funny?
07:37:10  <SpComb> Logs: (old: )
07:37:10  <Bjarni> !logs
07:38:59  <Bjarni> there is a timing issue in the logs
07:39:00  <Bjarni> 10:37:10 < SpComb> Logs: (old: )
07:39:03  <Bjarni> 10:37:10 <@Bjarni> !logs
07:39:12  <Bjarni> SpComb can tell the future o_O
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07:43:01  <ln-> Eddi|zuHause2: no, just odd.
07:45:49  <Noldo> " 1037 10 <@Bjarni> !logs"
07:47:25  <Noldo> what was your timestamp?
07:47:43  <Bjarni> [09:37:10]
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07:49:51  <Noldo> :D
07:51:04  <ln-> that's one hour in the past
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07:52:32  <Bjarni> crap
07:52:53  <Bjarni> I hate time travelling and temporal anomalies
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08:03:49  <Eddi|zuHause2> they are fun, you just know how to (ab)use them :p
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08:04:31  <Eddi|zuHause2> maybe you ought to watch Primeval :)
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08:35:39  <SpComb> Bjarni: which logs?
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08:52:26  <Syphic> hey
08:52:47  <Syphic> got a question for someone about the servers
08:53:02  <Syphic> Why do the games end only after an hour/
08:54:14  <Syphic> anyone here?
08:59:16  <hylje> what?
08:59:31  <Syphic> I was playing in multiplayer and the game just stopped
08:59:38  <Syphic> and it seems it reset just after 3 hours
09:00:00  <hylje> we dont know about how and why people run their servers
09:00:19  <Syphic> ah... well what is the best way to find a server that has a long lasting game
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09:06:37  <Syphic> thx anyways
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09:57:09  <TrueBrain> sjoep sjoep!
09:57:22  <ln-> danish?
09:57:46  <TrueBrain> wtf? you are crazy!
10:13:29  <valhallasw> 4 uur cup a sjoep? :+
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10:15:34  <Bjarni> <ln-> danish? <--- you have been contaminated with Sacronish and can't tell Dutch from Danish
10:15:49  <Bjarni> we better terminate you right away before it spreads even further
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10:16:48  <Eddi|zuHause2> i don't understand what is so difficult with telling cheese from cookies... :p
10:17:31  <Bjarni> cheese smells horribly and cookies don't
10:17:38  <Bjarni> most of the time
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10:18:47  <valhallasw> danablu :r
10:18:57  <Eddi|zuHause2> gesundheit.
10:19:13  <Bjarni> bbl lunch
10:19:23  <Bjarni> before you guys spoil my appetite :s
10:19:43  <valhallasw> >:)
10:19:52  <valhallasw> you don't like danablu? :P
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10:20:22  <Eddi|zuHause2> you mean i shouldn't link you to goatse? :p
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10:41:13  <Bjarni> good thing I left before you made relies like that
10:41:25  <Bjarni> I never eat cheese
10:41:33  <Bjarni> or goatse :P
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11:14:20  * manveru <3 cheeeeese
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11:57:51  <Ammller> I'm looking for Infos why 0.5.3 isn't going to be final. (not able to search for 0.5.3 on the forum)
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12:03:01  <Bjarni> I will give you a hint: read the svn log for the 0.5 branch and see what happened since last RC
12:05:11  <Ammller> ok, thx, just wondering why it takes so long...
12:05:29  <Bjarni> I think it's a severe case of real life
12:06:16  <Ammller> a "spcial" devoper needed to make it final :)
12:06:27  <Ammller> +e
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12:06:56  <Bjarni> what do you mean by "spcial" "+e"?
12:07:06  <Bjarni> mentally "special" or ? :p
12:07:26  <svip> +e usually indicates that the user missed an e in the previous line,
12:07:45  <Ammller> yep, a absent developer to make it final
12:08:01  <svip> Ooo, glx is here.
12:08:09  <Ammller> because you say its problem of real live
12:08:19  <Ammller> (omg)
12:08:27  <svip> Real Life(tm)*
12:08:29  <peter1138> that's it. absent developers are... absent
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12:08:41  <Bjarni> yeah what peter1138 said
12:08:46  <Bjarni> that's the main issue
12:09:38  <Ammller> Hmm, you should look to be independent
12:10:11  <Maedhros> independent from whom?
12:10:22  <Ammller> dunno
12:10:40  <Ammller> but YOU should know :)
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12:11:30  * Bjarni decides to be independent from himself
12:11:39  <Bjarni> kind of like an out of body experience
12:11:47  <peter1138> maybe it means we should remove all dependencies
12:11:58  <peter1138> let's access video memory directly ;D
12:12:08  <Bjarni> good plan
12:12:30  <Bjarni> but I think that would delay next release and he started complaining that it takes too long
12:13:22  <peter1138> oh
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12:14:26  <Ammller> Bjarni: I didn't complaining
12:14:30  <Ammller> just asked
12:15:19  <svip> :>
12:15:22  <svip> Let's see if this works.
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12:17:08  <svip> I am attempting to import my grf file through the gfxinit.cpp file.
12:19:44  <Bjarni> that should be interesting >:)
12:28:03  <svip> :( No.
12:28:11  <svip> openttd: /home/svip/workspace/OpenTTD/home/svip/openttd-dev/trunk/src/gfxinit.cpp:387: void LoadSpriteTables(): Assertion `load_index == SPR_INNER_HIGHLIGHT_BASE' failed.
12:29:23  <glx> SPR_INNER_HIGHLIGHT_BASE is probably wrong
12:29:34  <svip> Apparently.
12:29:38  <svip> What should it be then?
12:29:41  <glx> show the diff
12:29:50  <svip> :S
12:29:53  <svip> Two seconds.
12:31:08  <svip>
12:34:32  <glx> flags.grf has 29 sprites
12:35:00  <glx> +    SPR_INNER_HIGHLIGHT_BASE = SPR_FLAGS_BASE + 20,
12:35:49  <glx> so it fails for a good reason :)
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12:37:14  <svip> :[
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12:42:50  <svip> Oh.
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12:46:32  <svip> Good, glx.
12:46:36  <svip> Now I have the sprites loaded.
12:46:39  <svip> Now how do I use them. :P
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12:47:51  <glx> like you used the normal highlight ones
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12:48:15  <svip> I used a variable for that.
12:48:41  <svip> Namely SPR_SELECT_TILE.
12:49:03  <glx> just use SPR_INNER_HIGHLIGHT_BASE instead SPR_SELECT_TILE
12:49:13  <svip> Ah.
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12:50:21  <svip> Shoot, glx.
12:50:24  <svip> They are "off".
12:50:31  <svip> As in not precisely on tile.
12:51:01  <glx> wrong offset in your grf I guess
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12:51:43  <svip> Offset? O_o
12:52:10  <glx> the numbers after the pcx in the nfo
12:52:19  <Bjarni> now it really sounds like you included the wrong offset :p
12:54:42  <svip> :[ Also, it appear that the "sloping" compared to the usual tile select sprites is wrong
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12:55:54  <svip> Bjarni:  Here is my sprite image:
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12:56:02  <svip> I inserted them in the nfo file in that order.
12:56:54  <glx> using correct position and offset?
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12:57:08  <svip> I am quite sure about the position.
12:57:38  <svip> I kept the original size of the "blue" from the original select sprites.
12:58:24  <Belugas> and the same coordinates in the nfo itself?
12:58:37  <svip> Yeah...
12:59:06  <svip> Belugas:
12:59:39  <Belugas> empty page :(
12:59:46  <svip> Sure?
12:59:51  <glx> not here
12:59:54  <Belugas> absolutely
13:00:00  <svip> :/
13:00:02  <Belugas> must be something locally
13:00:04  <svip> That's strange.
13:00:07  <Belugas> happens
13:00:15  <svip> Perhaps you can't access sites from Canada.
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13:00:27  <Belugas> doubtfull, since i am in canada :)
13:00:30  <svip> :P
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13:00:54  <Belugas> but as usual, Quebec is different ;)
13:01:17  <svip> ;P
13:01:18  <Belugas> but i believe it is more related to the shop's policy
13:01:39  <Maedhros> svip: look at the original offsets - they're generally not 0 0, but -31 0 instead
13:01:49  <glx> svip: rename your grf and decode it (to check the positions)
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13:02:17  <Belugas> Hey Maedhros~
13:02:24  <Maedhros> hey Belugas
13:03:49  <svip> :o glx.
13:03:56  <svip> The pcx inside the grf...
13:04:01  <svip> All my sprites are completely black.
13:05:18  <glx> so your grf is broken
13:06:37  <svip> Or I didn't save the pcx in the correct format.
13:06:50  <glx> maybe wrong palette yes
13:06:53  <svip> i.e. the correct colour mode.
13:07:49  <svip> How many colours may the image contain?
13:07:56  <glx> 256
13:09:14  <Maedhros> and you need the specific ttd palette - the colours must be in right position as well as being the right colour
13:09:25  <svip> :/
13:09:49  <Maedhros> decode one of the original data files and use the palette from that ;)
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13:10:56  <svip> :D There we go.
13:11:06  <svip> Now at least the colours are right.
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13:16:33  <svip> Perfect!
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13:17:30  <svip> Now I just need to figure out how to do the colours, glx.
13:17:53  <glx> well has richk said
13:18:10  <svip> :/ Yeah, but I never completely understood what he meant.
13:18:20  <svip> Either he was being too technical or too vague.
13:18:45  <glx> you copy trg1r sprite 771 and place it after your sprites
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13:19:07  <glx> and you adapt it to do the correct recolor
13:20:04  <svip> Ugh.
13:20:09  <svip> How do I write that sort of code?
13:20:18  <svip> Oh right, that's probably what he said.
13:22:35  <svip> I am a bit confused about the "ðððïïï" part of the code, glx.
13:22:56  <glx> well grfcodec though it was a string :)
13:23:17  <svip> :o
13:23:34  <svip> Safe to ignore?
13:24:19  <svip> :[ But, mr glx, how does I write in this sort of code?
13:24:26  <svip> I see a lot of 00's and F0's.
13:24:28  <glx> replace them with F0 F0 F0 EF EF EF and remove the quotes
13:24:39  <glx> they are color indexes
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13:25:12  <svip> I assumed as much.
13:25:20  <svip> Is it a pixel map or a colour map?
13:25:23  <svip> I am making?
13:25:35  <svip> Or what exactly?
13:25:37  <Maedhros> svip: decode it with -t (or something) so grfcodec won't put things in quotes
13:25:39  <glx>
13:29:11  <svip> :[ I still am a bit confused about how I write it.
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13:31:10  <svip> :/ I'll have to go for now.
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14:58:34  <svip> Hey.
14:58:36  <svip> I'm back, glx.
14:58:41  * svip nods.
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15:07:31  <Belugas> arghhh!
15:07:36  <Belugas> I'm contaminated!!
15:07:45  * svip puts Belugas in the water.
15:07:47  <svip> Now cool off.
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15:07:55  <Belugas> a case in Delphi does not have "default" keyword as in C :S
15:08:23  <svip> :S
15:08:35  <svip> Then what do you do?
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15:08:55  <Belugas> it has "else" for the same construction...
15:09:12  <Belugas> just that i'm doing wotk@work and work@ottd at the same time...
15:09:28  <Belugas> my mind is a bit in a flux state
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15:10:10  <svip> Pfft, Canadians.
15:10:14  <svip> Trying to take over the world.
15:10:23  <svip> With maple syrup and moose.
15:10:43  <Belugas> well... we do it in a pacific way :D
15:12:36  <Belugas> hello skidd13
15:13:11  <svip> :3
15:13:22  <skidd13> hello Belugas
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16:27:29  <Wolf01> hello
16:27:57  <Belugas> hi Wolf01 :)
16:29:23  <TrueBrain> Blue Dragon is addicting :)
16:29:47  <Wolf01> TrueBrain, did you read the topic about the fast rail toolbar?
16:29:57  <TrueBrain> very doubtful
16:30:03  <svip> Hey.
16:30:04  <hylje> TrueBrain: enjoy your red rings of death
16:30:08  <svip> It's that Wolf01 guy again.
16:30:13  <Wolf01>
16:30:13  <hylje> oh no :(
16:30:13  <TrueBrain> hylje: I refuse to have them
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16:30:57  <Wolf01> i think that is really a good idea for the gui on pocket pc
16:31:18  <Belugas> TrueBrain, you should read that topic, you might like the idea of the menu
16:31:31  <TrueBrain> Wolf01: so create it! :)
16:31:39  <Wolf01> i will do!
16:31:45  <Belugas> and you will succeed :)
16:31:53  <Wolf01> maybe
16:31:56  <Wolf01> :P
16:31:58  <svip> Meh, Wolf01.
16:32:07  <svip> I thought for a minute you were talking about some super fast rails.
16:32:14  <svip> Where trains were literally thrown forward.
16:33:33  <svip> Wolf01, you know anything about recolour maps sprites thingoes?
16:33:42  <Wolf01> nope
16:34:14  <svip> Those in the nfo file that starts like this:
16:34:19  <svip>   <num> * 257	 00
16:38:45  * Belugas opens up newindu.asm
16:38:47  <Belugas> again
16:38:53  <svip> :O
16:38:57  <TrueBrain> good luck Belugas
16:39:05  <Belugas> thanks :)
16:39:41  <svip> :P
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16:59:53  <Belugas> enough for now
16:59:58  <Belugas> resuming work@work
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17:07:41  <Nickman> hi TrueBrain :)
17:08:23  <TrueBrain> I hate it when people talk to me :p
17:08:25  <TrueBrain> hi Nickman :p
17:08:29  <Nickman> hehe
17:08:40  <Nickman> I have an idea, but I don't know if it's possible
17:08:47  <Nickman> for the 32bpp sprite site
17:09:26  <TrueBrain> oh-oh
17:09:40  <Nickman> When people upload their blender files, could it be possible to let a script render all the different sprites needed?
17:09:42  <Nickman> hehe :D
17:09:50  <TrueBrain> too much CPU power required for that
17:10:10  <hylje> render cluster
17:10:11  <Nickman> only once and could be during night time or so?
17:10:23  <TrueBrain> how long does it take on average to render one blend to PNG?
17:10:27  <hylje> include a grid client in openttd
17:10:45  <Nickman> I don't know?
17:10:58  <Sacro> I don't know is not a question
17:10:59  <Nickman> Can you tell me?
17:11:10  <Nickman> better Sacro? :p
17:11:25  <TrueBrain> Sacro: it can be a question
17:11:33  <TrueBrain> as he doesn't know that he doesn't know
17:11:37  <TrueBrain> which in fact makes him VERY stupid
17:11:40  <TrueBrain> but that is besides the point
17:11:43  <TrueBrain> it can be a question
17:11:43  <Nickman> hehe
17:11:57  <Sacro> TrueBrain: fine, it *shouldn't* be a question
17:12:07  <Nickman> do you know how long one render takes on an average PC?
17:12:33  <peter1138> blah
17:12:38  <Sacro> Nickman: do you know the spec of an "average pc"?
17:12:55  <Nickman> how about on a PIV or something?
17:13:00  <peter1138> well
17:13:03  <TrueBrain> Nickman: the second problem is: open source software to do the rendering via console
17:13:07  <peter1138> scsi0: PCI Interrupt error blah blah
17:13:10  <peter1138> doesn't look good :o
17:13:27  <svip> Anyone in here who can help me with stuff like this: ???
17:14:02  <Nickman> Well, if you would like the idea, I could supply you with some CPU power if needed ;) (Some dual Xeon power)
17:14:28  <svip> Over ssh?
17:14:38  <Nickman> perhaps :)
17:15:27  <Nickman> alot of possibilities to do that
17:15:48  <svip> You don't know anything about Recolour Sprites, Nickman?
17:15:58  <Nickman> nope :D
17:16:07  <svip> :( Aw.
17:16:12  <svip> Cause I am completely blank.
17:16:35  <svip> I am just staring at a massive number of bytes.
17:16:43  <Nickman> :)
17:16:44  <svip> Completely unaware what to do.
17:16:59  <Nickman> do you like the idea or not TrueBrain? :)
17:17:16  <TrueBrain> Nickman: it is not me who has to like or dislike it; it has to be simple for artists
17:17:20  <TrueBrain> I truely don't care about anything else
17:17:30  <Sacro> TrueBrain: else...?
17:17:52  <Nickman> isn't uploading a .blend file much simpler then rendering all the sprites? ;)
17:18:00  <TrueBrain> Nickman: ask them, not me
17:18:02  <Nickman> I don't know :)
17:18:03  <Nickman> hehe :D
17:18:07  <TrueBrain> as I don't know what is needed to render them
17:18:15  <svip> What are you talking about?
17:18:21  <svip> The New Graphics Development?
17:18:27  <Nickman> something like that
17:19:52  <Maedhros> svip: each colour has a palette position. this position is used as an index for the recolour sprite
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17:20:12  <Maedhros> svip: then the colour pointed to by the recolour sprite at that position is the colour that actually gets drawn
17:20:21  <svip> So... what if I wanted to create a red palette colour sprite?
17:20:38  <Maedhros> you need to know which colours you want to replace first
17:20:42  <svip> White.
17:21:04  <Maedhros> ... which is where in the palette?
17:21:37  <glx> PALETTE_SEL_TILE_RED is sprite 772, PALETTE_SEL_TILE_BLUE 773
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17:22:01  <glx> so you want something like these too recolor sprite for your recolor
17:22:15  <svip> Indeed.
17:22:20  <svip> I am looking at the 773 right now.
17:23:12  <svip> Byte 12 to 17 always seems to be set.
17:23:15  <svip> (that is not 00).
17:23:18  <peter1138> hmm
17:23:26  <svip> Followed by a 0F, what does those bytes mean?
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17:24:03  <glx> they are color indexes
17:24:19  <glx> look in the palette to see what color they are
17:25:12  <svip> Ah.
17:25:20  <svip> They are apparently the "bluish" colour.
17:25:33  <svip> With some sort of gradient.
17:25:39  <svip> As they cover colours 131 to 133.
17:26:50  <svip> So these are the colours I want instead.  Good good.
17:27:55  <glx> yes you change the "bluish" values to the colors you want
17:30:18  <svip> :/ Damn.
17:30:23  <svip> Dinner at this time?  Shesh.
17:30:24  <svip> BBL.
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17:45:20  <svip> glx, should I add my define for it in my own header.
17:45:23  <svip> Or in the sprites header?
17:45:46  <glx> in sprites.h
17:46:03  <svip> But I'd prefer to do it after the SPR_INNER_HIGHLIGHT_BASE.
17:46:16  <svip> As I can refer to it as SPR_INNER_HIGHLIGHT_BASE + 19.
17:46:42  <glx> yes like that
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17:54:38  <Wolf01> Rubidium... and when there isn't the keyboard and the toolbar is too large to fit in the screen?
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18:00:35  <Wolf01> any suggestion of where i should place a function to call the gui when pressing the mouse button for 50 ticks?
18:04:36  <Greyscale_> is it me or is openttd server totally ignoring diff_custom
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18:10:27  <svip> I'm having a problem with the town ratings.
18:10:34  <svip> They appear all to be set at 500 by default.
18:10:51  <svip> But yet when I look at the local authority window, it is possible to see towns having no opinion about me.
18:11:12  <svip> So my question is, what stores wither or not a town has an opinion about a player?
18:11:13  <Belugas> destroy some houses, like a lot :)
18:11:26  <svip> Since it is apparently not town->ratings[].
18:13:24  <svip> :D Belugas.
18:13:29  <svip>
18:13:33  <svip> The town on the right hates me.
18:13:40  <svip> While the town on the left likes me.
18:14:02  <Wolf01> how slooooow the game with all that highlight
18:14:10  <svip> It isn't slow actually.
18:14:12  <svip> It's quite fast.
18:14:16  <Wolf01> really?
18:14:18  <svip> :/ I thought it would be slow as hell.
18:14:27  <svip> But I haven't seen an effect on performance so far.
18:14:28  <Wolf01> what is the map size?
18:14:35  <svip> 256x256.
18:14:41  <svip> But that's because I have done some testing.
18:14:51  <svip> Want me to try something wilder?
18:15:00  <svip> Like?
18:15:04  <Wolf01> strange, i had slowness also on 64x64 with the station catchement areas highlight
18:15:31  <svip> :/ Maybe my computer is awesome.
18:15:42  <Wolf01> then i decided to highlight only the tiles on the viewport
18:15:51  <svip> Well...
18:16:05  <svip> The tiles are only called by the function who draws the tiles.
18:16:07  <Wolf01> but i had very strnge and weird effects
18:16:09  <svip> Thus always within viewport.
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18:16:29  <svip> :D It's funny though, Wolf01.
18:16:38  <Wolf01> _cursor.pos.x, _cursor.pos.y, 121, 23, <- where's the error?
18:16:40  <svip> You know the title menu?
18:16:49  <Wolf01> ehm
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18:16:49  <Wolf01> static const WindowDesc _fast_main_gui_desc = {
18:16:50  <Wolf01> 	_cursor.pos.x, _cursor.pos.y, 121, 23,
18:17:00  <svip> The zoning highlight also occurs there if not turned off.
18:17:05  <Wolf01> outside the context it says nothing :P
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18:17:50  <Wolf01> yes, you need to disable it where is the GAME_SOMETHING
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18:18:32  <Wolf01> which indicates whether you are on game, editor or title
18:19:00  <Wolf01> follow the transparency
18:19:16  <Wolf01> i'm sure i had to do it for transparencies
18:21:21  <svip> Sure it was GAME_SOMETHING?
18:21:29  <svip> I know you don't literally mean "SOMETHING".
18:21:33  <svip> But that it starts with GAME_
18:23:00  <Wolf01> it was GM_EDITOR for sure
18:23:04  <Wolf01> game mode
18:24:14  <svip> :o
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18:24:19  <svip> Still didn't work.
18:24:25  <svip> Only with the scenario editor.
18:25:42  <Wolf01> look for the game modes
18:26:13  <Wolf01> if !GM_EDITOR && !GM_MENU_OR_HOW_IT_IS_CALLED then highlight()
18:27:01  <Wolf01> or if GM_EDITOR || GM_MENU disable_highlight()
18:27:06  <svip> Or...
18:27:20  <svip> if(_game_menu != GM_NORMAL) return;
18:28:15  <Wolf01> _game_mode != GM_NORMAL;
18:28:52  <svip> mode
18:28:53  <svip> Right.
18:29:10  <svip> Typos makes fools of us all.
18:29:25  <svip> That worked.
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18:31:06  <Wolf01> i don't understand instead why the new gui won't appear near the mouse cursor
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18:36:03  <Tlustoch> What is SLOPE_ELEVATED? It looks like it's not used anywhere.
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18:42:26  <Eddi|zuHause> yes, unless you set diff_level to 3
18:42:36  <Eddi|zuHause> gnah
18:42:40  <Belugas> Tlustoch, landscape.cpp:132 thinks otherwise
18:42:55  <Eddi|zuHause> i should remember to check if i actually am at the bottom of the chat before replying :p
18:43:06  <svip> :P
18:43:18  <Eddi|zuHause> Greyscale_: that was for you, btw.
18:43:42  <Greyscale_> Eddi|zuHause, fuck
18:44:22  <Belugas> Tlustoch, so does slope.h:32, which describe exactly whaat is SLOPE_ELEVATED
18:44:39  <Belugas> Greyscale_, watch your language, please
18:44:43  <Wolf01> there's a way to react on left click in the viewport without having something to click under the cursor?
18:45:18  <Belugas> Wolf01, you mean apart from ground tile?
18:45:28  <Eddi|zuHause> what language? i thought he wrote "oh great thanks for pointing that out" :p
18:45:37  <Wolf01> yes
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18:46:09  <Belugas> well... it could be interpreted like agressive...
18:46:10  <svip> :/
18:46:42  <Belugas> i would rather see "damnd", "darn", "too bad", "grrr", ":(" and so on
18:46:45  <Eddi|zuHause> well, yes, his choice of words leaves kind of a little ambiguousity
18:46:57  <svip> Hm, Belugas, how do I read this: byte have_ratings; ??
18:47:22  <Eddi|zuHause> svip: it's a variable declaration...
18:47:24  <Wolf01> i should transform the cursor on placeproc function after 50 ticks, if no other tool is selected
18:47:25  <Belugas> immediate answer : with your eyes :D
18:47:26  <Belugas> byut wait
18:47:36  <svip> Explain, Eddi|zuHause.
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18:49:11  <Eddi|zuHause> a variable declaration consists of two identifiers... one denotes the (hopefully existing) variable type, and the other the (hopefully not existing) new variable name...
18:49:14  <Belugas> svip, if you had use grep or any other search tool in the source code,
18:49:24  <Belugas> you would have seen that it is a bit mask,
18:49:30  <Belugas> that will ahve a bit set
18:49:36  <Belugas> for the player when
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18:49:37  <Belugas> this one
18:49:41  <Belugas> has indeed a rating
18:49:48  <Belugas> otherwise, it is not set
18:50:23  <svip> But I assume more than one player can have ratings with one town?
18:50:37  <Belugas> thus a bitset...
18:50:43  <Eddi|zuHause> yes, you have 8 bits in a byte... one for each player...
18:50:48  <svip> Yeah.
18:50:59  <svip> So how do I know which bit is the _local_player?
18:51:20  <Eddi|zuHause> (1 << _local player)?
18:51:38  <Eddi|zuHause> missing _
18:51:49  <svip> Against what?
18:51:49  <Belugas> you could search the code a bit, you know...
18:51:57  <Belugas> the answers are pretty obvious
18:52:21  <svip> HASBIT(t->have_ratings, _local_player); ?
18:52:23  <svip> o_o
18:52:38  <Eddi|zuHause> sounds like a plan :p
18:54:51  <Tlustoch> But have you seen SLOPE_ELAVATED in the game? It's not even on tileh.png in docs.
18:55:54  <Belugas> Tlustoch, i've given you the two lines of code that uses it.
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18:56:23  <Tlustoch> When it's in the code it does not mean it has some meaning.
18:56:47  <Belugas> SLOPE_ELEVATED = SLOPE_N | SLOPE_E | SLOPE_S | SLOPE_W, ///< all corner are raised, similar to SLOPE_FLAT
18:56:55  <Belugas> quite meaningfull to me
18:56:59  <svip> :D Eddi|zuHause:
18:57:28  <Eddi|zuHause> what are the nbsp for in there?
18:57:45  <Tlustoch> Yes, but have you actually seen this kind in the game?? I can't remember. Besides that, it's not possible to build road leading to such square.
18:59:11  <Belugas> well, if you have not seen one tile like taht, how would you build on it ?;)
18:59:21  <Belugas> the point it, you cannot build on everything
18:59:26  <Belugas> in my opinion
19:05:43  <Belugas> svip, it looks good
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19:05:53  <svip> Thank you, Belugas.
19:06:09  <Belugas> but i wonder if it is usefull to show something for the towns that do not know you
19:06:10  <Noldo> What a day!
19:07:49  <Noldo> I was of the irc because the computer I irc from was in a room with 10cm of water on the floor and we decided that it's best to shut it down
19:09:03  <Eddi|zuHause> svip: the yellowish orange could use more red in it
19:09:25  <svip> Please.
19:09:32  <svip> Pick colours from the palette, and I can insert them.
19:09:55  <Wolf01> ah when happened to me, i put under it some plastic crates (those for the bottles for precision) and it worked also with 5 cm of water on the floor
19:10:34  <Wolf01> the problem was the storm outside... but i have an ups...
19:13:22  <Eddi|zuHause> svip: well, assuming the red colour is 184, why not use 186 for the orange?
19:13:46  <svip> True, but I thought it was "too" close.
19:15:06  <Wolf01> ...
19:15:16  <Wolf01> but at least it doesn't cycle
19:15:30  <Wolf01> because ottd is not photoshop
19:16:55  <Eddi|zuHause> and there seem to be two pixel arrows in the steep slope sprite, look at the town that hates you, there's a road from the top right to the bottom left, and left of the end of that road, there's a steep slope
19:17:15  <Eddi|zuHause> if you zoom in very far, you notice that there are transparent pixels where they shouldn't be
19:18:20  <Eddi|zuHause> s/arrows/errors/
19:18:25  <Eddi|zuHause> what a stupid mistake...
19:22:53  <glx> nice svip, it seems to work :)
19:22:56  <svip> Eddi|zuHause:  << Not fixing your sprite discovery.
19:23:00  <svip> But the colours.
19:24:00  <svip> In this picture, you can actually see all the possible colours.
19:24:09  <Eddi|zuHause> the black looks totally odd...
19:24:29  <svip> I agree.
19:24:35  <svip> I wondering if I should move to grey.
19:25:56  <TrueBrain> Wolf01: do you mind if I take your 57.png and use it for my own testing?
19:25:57  <Belugas> do not higlight those tiles at all, in my opinion
19:26:07  <Wolf01> take it
19:26:11  <TrueBrain> yeah
19:26:37  <Belugas> like only those that have a meaning
19:27:06  <Wolf01> but a little help on the fast toolbar gui will be appreciated :P
19:29:43  <Eddi|zuHause> svip: is there a chance you could make this highlighting code reusable, for lets say, if you wanted to visualise a tile valuator for the noai branch?
19:32:03  <Eddi|zuHause> or for what celestar called "zones of interest", where there could be different land purchase costs, if it is in a city center
19:32:15  <svip> Probably.
19:32:25  <svip> The code itself doesn't go through all the tiles.
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19:32:29  <svip> It works a single tile.
19:32:39  <Wolf01> 'night
19:32:46  *** Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
19:33:29  <Eddi|zuHause> yeah, i understand that... what i meant to say was: make it an easy way to change on what criteria a tile is highlighted in which colour...
19:33:42  <svip> Oh.
19:33:52  <svip> Like a struct?
19:34:09  <svip> struct HighlightCriteria { }
19:34:10  <svip> Hm.
19:34:14  <svip> Now you're talking.
19:34:28  <Eddi|zuHause> i'm not sure if a struct is what you search for :)
19:34:41  <svip> :S
19:34:59  <Eddi|zuHause> more like a virtual or templated function call
19:35:00  <svip> But a "search" function would sorta require a different function.
19:35:35  <Noldo> I'm too tired to push my patches :/
19:36:09  <Rubidium> I'm too tired to even make patches :(
19:37:13  <Eddi|zuHause> svip: i'm thinking about a line like "sprite = Evaluate(tile, evaluation_mode)"
19:37:45  <Eddi|zuHause> or "sprite = Evaluate<evaluation_mode>(tile)"
19:38:05  <Eddi|zuHause> or "sprite = evaluator.Evaluate(tile)"
19:38:25  <svip> :/
19:38:29  <svip> I'm still not sure I follow.
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19:40:53  <Eddi|zuHause> well, you can then have a function "Sprite Evaluate(Tile tile)" which gathers information from the tile, decides which sprite to use for the recolouring, and returns that
19:41:17  <Eddi|zuHause> the type names might be off...
19:41:22  <Eddi|zuHause> view this as pseudocode :)
19:42:18  <Ammler> svip: maybe easier would be to use your patch in the build mode, like I like to build a station and see directly where I can build it and where not
19:43:19  <svip> O_O
19:43:24  <svip> Eddi|zuHause gots a point.
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19:45:33  <Ammler> hmm, maybe you already thought to do it this way... :)
19:45:42  <svip> Ammler; true, but as of right now, the highlight "overshadows" the select tiles of building a station for instance.
19:46:00  <svip> For that reason, I am considering creating an even "inner" highlight tile.
19:46:07  <svip> And not use the "select tile" at all.
19:50:53  <TrueBrain>
19:50:54  <TrueBrain> hehe
19:50:57  <Ammler> I also would like to see a forbit terraform on tiles, where belongs to a "hat me" city.
19:51:54  <Eddi|zuHause> svip: maybe you can mess with the sprite sorting order, so the mouse-driven highlight overides the "stationary" highlight
19:53:16  <Eddi|zuHause> this brickland looks very promising :)
19:54:55  <TrueBrain> nah, it is just some testing of mine
19:55:02  <Eddi|zuHause> the red one is supposed to be rough land? you might put some smaller bricks on there...
19:55:16  <TrueBrain> the problem is if you generate this from any blender or what ever
19:55:20  <TrueBrain> it aint pixel perfect that easily
19:55:29  <TrueBrain> I now took the original graphic and painted over it
19:55:32  <TrueBrain> so it is 100% correct
19:56:34  <svip>  <Ammler> I also would like to see a forbit terraform on tiles, where belongs to a "hat me" city. <<< :D "hat you too".
19:56:36  <Eddi|zuHause> oh, and Wolf01 complained that toyland skips the "low grass" stages...
19:56:48  <TrueBrain> Eddi|zuHause: toyland does a lot of nasty things :p
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19:56:50  <Eddi|zuHause> even though there are sprites for it
19:59:11  <TrueBrain> hmm, 2 times 50% alpha != 100% visible :p
19:59:14  <TrueBrain> `
20:01:53  <svip> Well, I have decided, on Eddi|zuHause's suggestion to make the evaluation functions.
20:03:19  <svip> Should I create a type for that, Eddi|zuHause?
20:03:24  <svip> Like ZoningEvoluationMode
20:03:40  <Eddi|zuHause> that is totally up to you :)
20:03:56  <svip> I was just listing to suggestions.
20:04:28  <Eddi|zuHause> but an enum is most likely a sane choice
20:04:28  <svip> Also, what does enum { } do?
20:04:39  <svip> As you can see, I was gonna ask.
20:04:55  <TrueBrain> "C++ enum"
20:05:11  <Eddi|zuHause> i am _not_ a C++ teacher :)
20:05:23  <Eddi|zuHause> i don't even know C++ that well...
20:07:09  <Sacro> nor english
20:07:25  <TrueBrain> @kick Sacro enough is enough already
20:07:25  *** Sacro was kicked from #openttd by DorpsGek [enough is enough already]
20:07:44  <TrueBrain> some people really don't know when to stop...
20:07:57  <Eddi|zuHause> what exactly was wrong with my english?
20:08:14  <TrueBrain> personally, I wouldn't know
20:08:18  *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd
20:08:20  <Sacro> :(
20:08:23  <TrueBrain> but Sacro became all knowing when it comes down to english
20:08:31  <TrueBrain> Sacro: really, stop trying to correct peopel ALL_THE_TIME
20:08:38  <Sacro> fine :(
20:08:39  <hylje> people
20:08:39  <TrueBrain> once in a while is okay, but now you are just annoying
20:08:42  <Sacro> hylje: thanks
20:09:00  * Sacro sits and fidgets over the change in tense
20:09:04  <TrueBrain> @kick hylje a warned person counts for two (bad translation from a dutch verb)
20:09:04  *** hylje was kicked from #openttd by DorpsGek [a warned person counts for two (bad translation from a dutch verb)]
20:10:12  <TrueBrain> sick and tired that your english seemly has to be 100% correct in this channel
20:10:32  <Eddi|zuHause> i still don't see a mistake...
20:10:53  <TrueBrain> don't let it keep you up at night :)
20:11:14  <Eddi|zuHause> i have enough things that keep me up at night already :p
20:11:23  <TrueBrain> bed-bugs!
20:11:49  <Eddi|zuHause> uhm... not exactly :p
20:12:22  <TrueBrain> hmm, I try to make soft-edges, but it is kind of hard
20:12:31  <Ammler> How does identify a server? (thought is network_id)
20:12:43  <TrueBrain> IP:port
20:13:17  <Rubidium> Eddi|zuHause: I think Sacro meant you are neither an English teacher, which IMO doesn't mean you write bad/wrong English.
20:13:33  <TrueBrain> Rubidium: read the backlog
20:13:38  *** KritiK [] has quit [Ping timeout: 480 seconds]
20:13:45  *** XeryusTC2 is now known as XeryusTC
20:14:40  <Rubidium> TrueBrain: I did, but Eddi|zuHause thought he made a mistake in English, which he didn't (I think)
20:15:57  <Eddi|zuHause> he did not sound like he meant the teaching...
20:16:03  <svip> How do I make it into a type?
20:16:08  <Eddi|zuHause> and i also don't think i made a mistake
20:16:09  <svip> typedef int EvaluationMode?
20:16:26  <Eddi|zuHause> svip: an enum is automatically a type
20:16:30  <svip> Good.
20:16:40  <Rubidium> I think Sacro deserves it to be on my ignore list too ;)
20:17:16  <Sacro> :(
20:17:20  * Sacro gets plonked
20:17:32  * Bjarni adds Sacro to his ignore list
20:17:38  *** Hendikins is now known as Hendikins|ADLMEL
20:17:40  <Sacro> Eddi|zuHause: i meant no offnce
20:17:42  <Bjarni> I don't like sad people
20:18:19  <Bjarni> btw why should we ignore Sacro (besides the fact that he appears to be sad right now)?
20:18:29  <TrueBrain> same reason we tend to ignore you :p
20:18:39  <Bjarni> no way
20:18:43  <Sacro> i'm not dutch :o
20:18:46  <Bjarni> he can't be that bright
20:19:16  <Sacro> I am reasonably bright
20:19:36  <SpComb> Logs: (old: )
20:19:36  <Bjarni> !logs
20:20:02  <Bjarni> heh. Sacro is actually active
20:20:21  <Bjarni> but he claims to be bright....
20:20:33  <Sacro> i think Bjarni has me on ignore
20:21:04  * Bjarni removes Sacro from his ignore list
20:21:18  <Bjarni> it makes no sense to ignore him and then read the logs to see what he says :p
20:21:19  <Rubidium> Bjarni: "reasonably bright" == bright enough to get to a computer and connect to IRC
20:21:31  <Bjarni> right
20:21:42  <Bjarni> he might be bright enough to do that
20:21:42  <Sacro> Rubidium: through a bouncer on my home linux server using x-chat for windows over ssh
20:21:50  <svip> Ugh.
20:21:51  <svip> trunk/src/zoning.h:15: error: `SpriteID' does not name a type
20:22:33  <Eddi|zuHause> missing include?
20:22:45  <svip> Nope.
20:22:46  <Bjarni> that could be it
20:23:05  <svip> Come on.
20:23:06  <Bjarni> what does line 15 look like?
20:23:13  <svip> SpriteID is defined in openttd.h
20:23:16  <svip> Every file refers to that one.
20:23:24  <svip> Line 15:  SpriteID TileZoningEvaluation(TileIndex tile, EvaluationMode ev_mode);
20:23:31  <Eddi|zuHause> yes, but not necessarily before zoning.h
20:23:48  <Bjarni> but does zoning.h include openttd.h before line 15?
20:24:02  <svip> No...
20:24:28  <svip> And even son.
20:24:29  <svip> -n
20:24:31  <svip> Doesn't work.
20:36:08  <TrueBrain> grr, TT tiles are just not what one expect them to be :p
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20:36:26  <mikegrb> we are moving next month anybody know where to buy TT tiles for the new kitchen?
20:36:44  <TrueBrain>
20:37:09  <Belugas> good night
20:37:13  <TrueBrain> night Belugas :)
20:37:15  * glx clicked on the link :p
20:37:31  <glx> bye Belugas
20:37:43  * Sacro needs to learn about french signalling
20:40:06  <TrueBrain> glx: what is on the links?
20:40:12  <glx> nothing
20:40:19  <TrueBrain> would have been fun :)
20:40:48  <Ammler> TrueBrain: will this ip:port identify expire?
20:40:53  <TrueBrain> never
20:41:19  <TrueBrain> simply because there is no need
20:41:19  <Eddi|zuHause> you mean fun like with :p
20:41:28  <TrueBrain> why you want to know Ammler?
20:41:40  <Ammler> means, I can use the link to the server detail page
20:41:52  <TrueBrain> I think I finally understand how tiles are painted in TT :)
20:41:58  <TrueBrain> I can now make grid-tiles :)
20:42:14  <Ammler> even, if I have the server down for weeks sometimes
20:42:28  <TrueBrain> Ammler: you keep the same 'id' on the MS
20:42:38  <TrueBrain> as those 'id's do not have any real value what so ever
20:45:18  <Ammler> and it will generate a new id, if you use dynIP?
20:45:42  <TrueBrain> yes
20:45:44  <TrueBrain> why?
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20:48:34  <Ammler> dynIP? just good to know the difference, thought thats the reason of the netwok_id to support also dynIP with static server details
20:48:57  <TrueBrain> network_id?
20:50:06  <Ammler> value in section [network]
20:50:27  <TrueBrain> that has nothing to do with server, it is a key to track clients
20:50:28  <Ammler> (no explanation in the wiki for it)
20:50:40  <TrueBrain> yeah, as it is unused :)
20:50:50  <Ammler> :)
20:55:44  <TrueBrain> ToyLand is weird... multiple tiles are identical and still used
20:57:43  <CIA-2> OpenTTD: miham * r10964 /trunk/src/lang/ (6 files): (log message trimmed)
20:57:43  <CIA-2> OpenTTD: -Update: WebTranslator2 update to 2007-08-22 22:57:00
20:57:43  <CIA-2> OpenTTD: croatian - 9 fixed, 13 changed by knovak (22)
20:57:43  <CIA-2> OpenTTD: italian - 10 fixed by lorenzodv (10)
20:57:43  <CIA-2> OpenTTD: japanese - 5 fixed by ickoonite (5)
20:57:44  <CIA-2> OpenTTD: polish - 10 fixed, 1 changed by meush (11)
20:57:44  <CIA-2> OpenTTD: slovak - 77 changed by lengyel (77)
20:58:51  <Greyscale_> is there a default rcon password?
20:59:26  <TrueBrain> yes: non
20:59:38  <TrueBrain> (which means: disabled)
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21:00:12  <Greyscale_> fark
21:04:50  <Eddi|zuHause> is that supposed to be an improvement since last time? :p
21:06:53  <TrueBrain>
21:06:55  <TrueBrain> 32bpp at work :)
21:07:06  <TrueBrain> (and yes, I know, it aint lego :p)
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21:38:22  <Greyscale_> TrueBrain, what the hell is that picture?
21:39:56  <TrueBrain>
21:40:45  <TrueBrain> Greyscale_: I am trying out 32bpp a bitr
21:40:53  <Greyscale_> huh>
21:40:55  <TrueBrain> the first image is 8bpp, the last 2 image are 32bpp
21:41:00  <TrueBrain> where the tiles 'merge' together
21:41:05  <Greyscale_> ah
21:41:09  <TrueBrain> instead of having a hard line
21:41:20  <TrueBrain> much easier on the eye
21:41:22  <Greyscale_> first one is lego though :P
21:41:28  <TrueBrain> last one too
21:42:00  <Greyscale_> toyland hurts my eyes
21:42:10  <TrueBrain> brickland hurts your eyes less
21:46:31  <svip> You know, TrueBrain.
21:46:35  <svip> There are LEGO trees.
21:47:36  <TrueBrain> wow, I would never have guessed!
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21:53:27  <TrueBrain> <- pixel perfect :) YEAH!
21:54:01  <Sacro> TrueBrain: pretty
21:54:30  <svip> Are you going to use those LEGO rail tracks?
21:54:43  <TrueBrain> currently I am just 'stealing' Wolf01's work
21:55:38  <svip> Like this:
21:55:39  <svip>
21:56:58  <TrueBrain> for your info, those 3 tiles took around 3 hours
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22:05:22  <TrueBrain> finishing all base-tiles most likely takes a day
22:05:30  <TrueBrain> so... it might take a while, as Wolf01 says all the time :)
22:06:58  <svip> Meh.
22:07:03  <svip> He spends too much time complaining.
22:07:19  <TrueBrain> nah, you need the break
22:09:12  <svip> Hm.
22:09:18  <svip> Why not drink in the break.
22:12:12  <TrueBrain> now let's see if we can make going up and down as pretty as flat...
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23:14:39  <TrueBrain> k, 4 tiles left for this night....
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23:29:04  <TrueBrain> <- whiieee :) Besides the going up and down, all is done :)
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23:38:42  <Nickman> hi all
23:39:48  <TrueBrain> hi Nickman
23:39:56  <Ailure> oh yeah, almost forgot about that lego landscape
23:40:07  <Nickman> you had some fun with the lego tiles I see? :)
23:41:08  <TrueBrain>
23:41:16  <TrueBrain> when you destroy, they color like this
23:41:57  <Nickman> hehe, cool :)
23:42:08  <Nickman> are those the tiles Wolf made?
23:42:16  <TrueBrain> lightly based on it
23:42:24  <TrueBrain> very lightly in fact, I only took the round-looking-thingy
23:43:27  <Nickman> you made them youself? :)
23:43:35  <TrueBrain> basicly, yes
23:43:47  <Nickman> how come?
23:43:51  <Nickman> in the mood for it? :)
23:43:54  <TrueBrain> clearly :p
23:44:46  <TrueBrain> now I need to remember some basic commands in GIMP to make my life a bit easier :p
23:44:51  <Nickman> :D
23:44:59  <TrueBrain> like how to make a color mask
23:45:00  <TrueBrain> ah :)
23:45:43  <Nickman> you can acces everything of blender from the commandline :
23:45:58  <Nickman> so making the renders of uploaded .blend would'nt be that hard... :)
23:46:06  <TrueBrain> indeed
23:46:12  <TrueBrain> so it would be best to make that also possible
23:46:58  <Nickman> I think it will be best if we have the .blend files
23:47:26  <Nickman> Because when another zoom is added perhaps, the renders could be made by the team so we won't need to contact all the artists to make them
23:47:44  <Nickman> btw, do you know how to return a pointer to something in Squirrel?
23:47:45  <TrueBrain> still I think this isn't going to work as simple as we hope for ground-tiles
23:47:56  <TrueBrain> you have to be a bit more specific
23:47:59  <Nickman> what do you mean?
23:48:05  <Nickman> give me a sec ;)
23:48:09  <TrueBrain> anyway, I am toying with brickland for the last few hours now, and any renderer will fuck it up terrible
23:48:20  <TrueBrain> as it has to be pixel perfect to avoid black lines between the tiles
23:49:05  <TrueBrain> and to make nice lines between tiles, you really have to manually correct things
23:49:22  <Nickman> so automatic rendering would be off the chart because of pixels not colourd because of the viewpoint or so?
23:49:27  <Nickman> yeah...
23:49:33  <TrueBrain> it is possible for everything else
23:49:34  <Nickman> for ground tiles that is indeed true
23:49:38  <TrueBrain> busses don't have to be pixel perfect
23:49:47  <Nickman> for houses and stuff it isn't that important :)
23:49:47  <TrueBrain> as they are single objects
23:49:48  <Nickman> indeed
23:50:01  <TrueBrain> but all ground-tiles (which includes rail!) has to be pixel-perfect
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23:50:13  <TrueBrain> so I am still very unsure about all of this
23:50:31  <Nickman> I think rails should be a layer on top of the ground tiles, but that will be a BIG change I think :D
23:50:39  <TrueBrain> they are
23:50:43  <TrueBrain> mostly
23:50:49  <TrueBrain> but the connection has to be pixel perfect too
23:51:06  <Nickman> yeah
23:51:22  <TrueBrain> so about 20% has to be done manually
23:51:27  <Nickman> but how come when you change the land tiles, the tiles underneath the rails don't change...
23:51:28  <TrueBrain> the rest can be from a .blend file
23:51:38  <TrueBrain> it depends on the rail I believe
23:51:42  <Nickman> ah
23:51:47  <Nickman> that I don't know ;)
23:51:54  <TrueBrain> let me look it up
23:52:01  <Nickman> :)
23:52:03  <TrueBrain> takes a while for KDE to load all images :p
23:52:12  <Nickman> About the squirrel thing
23:52:22  <TrueBrain> maglev and normal rail to now have the ground-tile added
23:52:25  <Nickman> I'm building my pathfinder making it extend the AIPathfinder class
23:52:47  <Nickman> so I need this function "FindRoute" :
23:52:53  <Nickman> but that has to return a pointer
23:53:15  <Nickman> do I just return the object and everything will be fixed, or do i need to return something special in my Squirrel PF?
23:53:51  <TrueBrain> Squirrel can't extend the AIPathfinder class I guess
23:54:02  <TrueBrain> as C++ can't call directly to it
23:54:08  <TrueBrain> and I doubt we have wrappers covering that :)
23:54:18  <TrueBrain> the idea is that Squirrel always extends C++, but C++ never extends Squirrel
23:54:39  <TrueBrain> (mostly because of the speed issues, but also the include mess it would create)
23:54:52  <Nickman> so I can't make a pathfinder? :)
23:55:03  <TrueBrain> not in Squirrel for general usage
23:55:10  <TrueBrain> but if you did it in Squirrel, porting to C++ isn't that complicated
23:55:30  <Nickman> that's no fun! :p
23:57:39  <TrueBrain> bah, I based my lego sprites on green
23:57:43  <TrueBrain> it should have been white
23:57:45  <TrueBrain> :(
23:57:50  <TrueBrain> hmm, amybe I can change that easily...
23:57:58  <Nickman> I started in C++, then I went to Squirrel, now I have to go back to C++ :p
23:58:01  <TrueBrain> but that will be for tomorrow :p
23:58:04  <Nickman> :D
23:58:07  <TrueBrain> Nickman: life is a bitch :)
23:58:14  <Nickman> with white you can just use colour overlay wright? :)
23:58:17  <Nickman> indeed it is! :D
23:58:27  <TrueBrain> and yes, then color overlays are what you expect
23:58:34  <TrueBrain> now I put orange over it and I get red
23:58:36  <TrueBrain> :p
23:58:45  <Nickman> :D
23:59:36  <svip> :/
23:59:40  <svip> I forgot I never fixed that.
23:59:47  <svip> trunk/src/zoning.h:13: error: `SpriteID' does not name a type
23:59:47  <Nickman> what?

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