Config
Log for #openttd on 8th February 2012:
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00:00:30  <frosch123> night
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08:29:45  <planetmaker> moin
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09:17:59  <andythenorth> moin
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09:26:25  <Rhamphoryncus> yarr
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10:14:52  * andythenorth has half a day off
10:14:55  <andythenorth> what will I code?
10:16:46  <murr4y> you will... create pacman in coffescript
10:17:02  <andythenorth> meh
10:17:28  <andythenorth> pacman in newgrf + AI might be interesting
10:17:36  <andythenorth> newgrf + AI + nogo
10:19:42  * andythenorth will probably do BANDIT instead
10:20:11  <andythenorth> maybe truck purchase cost and run cost can be calculated
10:24:07  <andythenorth> how many levels of indirection are too many? :P
10:25:07  <andythenorth> truck cost coefficient -> truck cost derived from weight, length, speed, hp etc -> running cost factor in nfo -> base cost -> game difficulty settings -> result
10:31:26  <andythenorth> oh
10:31:44  <andythenorth> dealing with things that vary by consist length just got a lot easier
10:31:56  <andythenorth> e.g. truck where more trailers = more weight, higher run cost
10:32:05  <andythenorth> I can just chain method calls from the template
10:32:25  <andythenorth> e.g. return ${vehicle.get_run_cost(trailers=1)}
10:32:52  <andythenorth> that method would chain to self.get_weight(trailers=trailers)
10:32:57  <andythenorth> returning a result
10:33:06  <andythenorth> anyway /me bbl
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11:27:46  <peter1138> what, no complete 32bpp ez set yet?
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12:18:31  <Rubidium> peter1138: yeah, all the effort we put in to get 32bpp ez support in trunk and they still are not using it...
12:18:53  <Rubidium> next they'll say that you need an ancient version of OpenTTD to get 32bpp ez support
12:21:07  <peter1138> eh
12:21:09  <peter1138> heh
12:25:09  <Ammler> planetmaker: should include 32bpp to opengfx :-P
12:25:29  <Rubidium> then $someone must at 32bpp support to nml
12:26:24  <Rubidium> there's already a patch for grf container version 2 floating around somewhere
12:26:29  <Ammler> hmm, I thought that is in long ago or just ez?
12:26:57  <Rubidium> the old method got axed
12:27:04  <Rubidium> (in OpenTTD)
12:27:15  <Rubidium> as it's horridly slow
12:28:15  <peter1138> nml's not patched? heh
12:28:46  <Rubidium> not for storing 32bpp sprites in the GRF
12:32:12  <Ammler> are there already 32bpp grfs on bananas?
12:32:34  <Rubidium> I doubt it
12:33:18  <peter1138> :)
12:33:34  <peter1138> does/will bananas handle handing out stripped grfs?
12:34:22  <Rubidium> no/when somebody codes that
13:05:22  <peter1138> heh
13:11:49  <planetmaker> :-)
13:12:15  <planetmaker> changing bananas to strip the EZ sprites IMHO has less priority than making such (New)GRFs in the first place
13:12:22  <planetmaker> and Ammler : yes, it should include those
13:12:27  <planetmaker> When NML supports it
13:12:34  <planetmaker> it should also support EZ 8bpp
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13:22:23  <planetmaker> Ammler, I'd very welcome to get collections of usable blender files which could be used for this end
13:22:31  <planetmaker> some buildings certainly might apply
13:27:01  <Ammler> planetmaker: currently I would like to get opengfx/nml working for 8bpp :-)
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13:28:04  <Ammler> http://dev.openttdcoop.org/issues/3667
13:28:19  <Ammler> someone any clue what those sprites are?
13:28:48  <V453000> coasts
13:29:02  <planetmaker> river mouths
13:29:05  <Ammler> yes, are you able to point me to the source?
13:29:10  <planetmaker> looks like ogfx+extra
13:29:20  <V453000> oh rivers :)
13:29:23  <planetmaker> sprites/nml/extra/rivers.pnml or so
13:29:36  <Ammler> new is by nml/pytnon 2.7, the others are randomly different
13:29:46  <Ammler> planetmaker: or so :-P
13:30:03  <planetmaker> well.
13:30:17  <Ammler> but any clue, why there are such sprites?
13:30:27  <planetmaker> the garbled ones?
13:30:30  <Ammler> yes
13:30:37  <planetmaker> no idea whatsoever
13:30:39  <Ammler> those aren't in the official release
13:30:48  <planetmaker> they're generated by gimp
13:30:52  <planetmaker> maybe that fails?
13:30:53  <Ammler> no
13:31:00  <planetmaker> yes, iirc they are
13:31:08  <Ammler> gimp and without gimp produces the same result
13:31:14  <planetmaker> ah
13:31:31  <planetmaker> very strange
13:32:01  <planetmaker> you should be able to treat rivers.pnml basically as a separate grf, if you add a header
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13:32:10  <planetmaker> thus you'd have a small test case. Relatively small.
13:32:15  <planetmaker> It might still be 1k sprites
13:32:43  <Ammler> yes, that does also not help me find those sprites
13:33:17  <Ammler> what we know is that those images aren't part of the source, right?
13:33:40  <Ammler> so they are generated by nml, but why?
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13:35:20  <planetmaker> NML cannot generate images
13:35:33  <planetmaker> but of course it writes the grf, thus extracts it from the pngs
13:35:46  <planetmaker> it's worth looking which (source pngs) end up garbled
13:36:08  <Ammler> yes, but how would you find those?
13:36:33  <planetmaker> compile the pnml to nfo and lookup the sprite number
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13:36:50  <planetmaker> nmlc --nfo blub.nfo rivers.pnml
13:36:50  <Ammler> I have the sprite number
13:36:56  <planetmaker> yes. But then you know which
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13:37:22  <planetmaker> but it looks to me like temperate river mouths
13:37:33  <planetmaker> not sure whether there are empty sprites
13:37:39  <planetmaker> like only transparent. Worth looking into
13:37:45  <Ammler> well, the release skips those sprites
13:37:51  <planetmaker> eh?
13:38:03  <Ammler> as you see on new, those are 0,0
13:39:09  <planetmaker> hm, yes
13:39:41  <planetmaker> you're comparing default branch and 0.4 branch?
13:39:58  <planetmaker> I don't think (nor hope) so
13:40:18  <planetmaker> so where does 'release' come into it?
13:40:18  <Ammler> n
13:40:20  <Ammler> no
13:40:27  <Ammler> I compare grf made with python 2.7
13:40:35  <Ammler> to grf made with python 2.6
13:40:54  <planetmaker> good. py2.6 = old and py2.7 = new, right?
13:41:12  <planetmaker> both from the opengfx 0.4 branch, same revision
13:41:14  <Ammler> devzone uses py2.7
13:41:37  <Ammler> yes, same source
13:41:42  <Ammler> (tarball)
13:42:20  <Ammler> http://bundles.openttdcoop.org/opengfx/releases/LATEST/grf2html/ogfxe_extra/nfo.html#sprite2976 <-- compare 3133 with other sets
13:42:36  <Ammler> (might need some time to load)
13:42:41  <planetmaker> let's test (here) with py 2.5
13:42:52  <Ammler> then compare the md5sum
13:42:57  <Ammler> then run grf2html
13:43:28  <Ammler> you will have those strange random sprites
13:43:36  <Ammler> but only on set2
13:44:25  <Ammler> it is like you use broken images there and newer python ignores it
13:44:29  <planetmaker> this machine is quite slow. So expect results in 30 minutes+ :-)
13:44:41  <Ammler> you can safely disable gimp
13:45:45  <Ammler> planetmaker: I just wonder, shouldn't it be easy to find set2 easy in the nml code?
13:46:21  <planetmaker> yes... did you look at the nml?
13:46:32  <planetmaker> then you'd quickly find the rivermouths block
13:46:49  <planetmaker> for temperate climate
13:49:02  <V453000> compiling opengfx takes 30 minutes?
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13:49:42  <planetmaker> if you create each and every image from the gimp source files it may. Depending on speed of your computer
13:49:53  <Ammler> set_rivermouth_snow <-- set2 right?
13:49:59  <V453000> wow :)
13:50:18  <Ammler> and gimp does not allow running parallel threads
13:50:38  <Ammler> so it indeed takes much longer to build opengfx than openttd :-)
13:50:48  <planetmaker> Ammler, from the gfx it looks like it really should be rivermouths_temperate - and not the snowy one
13:50:53  <planetmaker> might be re-ordered by nml
13:51:26  <Ammler> planetmaker: so the first one in thes ource?
13:51:54  <planetmaker> I'd think so
13:52:07  <planetmaker> compare with the png :-)
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13:53:04  <Ammler> [ 241,    1,  64,  23, -31,   0, "sprites/png/terrain/waterfeatures/rivermouth_temperate_ne.gimp.png"] <-- so the first bad one
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13:56:26  <Ammler> first view, it doesn't look bad
13:56:32  <planetmaker> agreed
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13:57:00  <Ammler> all gimp pngs in that folder are at least 8bit indexed
13:57:02  <planetmaker> looks like a normal png
13:57:12  <planetmaker> those probably aren't even generated by gimp. Not sure though
13:57:43  <Ammler> well, they end with gimp.png, shouldn't they then?
13:57:57  <planetmaker> hm, indeed :-)
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13:59:44  <planetmaker> hm. weired.
14:00:10  <Ammler> nmlc: "input", line 13: Encountered unknown template identifier: tmpl_level_ground_file <-- not that easy to build just the rivers nml
14:00:11  <planetmaker> it should rather use rivermouth_temperate_XX.gimp.png
14:00:19  <planetmaker> :-)
14:00:29  <planetmaker> just copy - paste that template file then
14:00:43  <Ammler> well, I have no clue, how that would help
14:00:54  <planetmaker> makes for a smaller grf to build
14:01:10  <planetmaker> and one could then cut-out those sets which are the same
14:01:26  <planetmaker> thus target the point it fails more closely
14:01:35  <planetmaker> like you could slash away the climate switch
14:01:47  <planetmaker> and only make temperate rivers then
14:02:50  <planetmaker> ha, gimp is done creating pngs for ogfx1_base.grf :-)
14:03:19  <Ammler> you don't need gimp for this check
14:03:35  <planetmaker> yes, still I want to build OpenGFX on python 2.5 to check
14:03:43  <planetmaker> and thus I need to run make completely
14:05:00  <planetmaker> Ammler, which NML version did you use to obtain the respective results?
14:05:45  <Ammler> 0.2.2
14:06:26  <Ammler> https://build.opensuse.org/package/show?package=openttd-opengfx&project=home%3Aopenttdcoop
14:07:01  <planetmaker> ok. Hm. I build this one now with 0.2.x head
14:07:25  <Ammler> is that different?
14:09:15  <Ammler> there you can click on the build status "succeeded or failed" and get the full build log
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14:09:37  <Ammler> there is also a package openttd-opengfx-without-gimp
14:11:17  <planetmaker> btw, Ammler, that I see that page: Could you change the description for OpenGFX
14:11:35  <planetmaker> It's a "graphics baseset for OpenTTD"
14:11:40  <planetmaker> And not a replacement :-)
14:14:28  <planetmaker> also it does not supply all required base set files. It has no sound. But NoSound is integral part of OpenTTD, so a missing sample.cat won't be noticed
14:14:50  <planetmaker> anyway, are you around tonight, Ammler ?
14:15:01  <Ammler> oh well, I do but this discription is not really public..., there is uses the desc from the spec
14:15:09  <Ammler> planetmaker: yes, I am
14:15:14  <planetmaker> I'd like to postpone further investigation till then
14:15:23  <planetmaker> work work and RL ;-)
14:15:42  <planetmaker> well, still. Official or not. The desc there sounds quite wrong to me :-)
14:16:04  <Ammler> OpenGFX is an open source graphics base set designed to be used by OpenTTD.
14:16:05  <Ammler> OpenGFX provides a set of free and open source base graphics, and aims to
14:16:07  <Ammler> ensure the best possible out-of-the-box experience with OpenTTD.
14:16:16  <planetmaker> :-)
14:16:22  <Ammler> that is in the spec
14:16:54  <planetmaker> maybe we should replace the "desgined to be used by" with a "for"
14:18:50  <Ammler> no clue, where I have that from, readme?
14:19:21  <Ammler> It's for sure not my own invention :-)
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14:31:32  <planetmaker> no, it's my invention
14:31:35  <planetmaker> :-P
14:31:47  <planetmaker> or rather we discussed it some time (year?) ago
14:32:12  <Ammler> the summaries and descriptions might need some review anyway
14:32:15  <planetmaker> for sure there's a bug tracker issue about it
14:32:29  <planetmaker> most likely closed since then, though
14:32:35  <Ammler> since opengfx are the default graphics for openttd ;-)
14:32:44  <planetmaker> ^^
14:38:20  <Ammler> planetmaker: https://build.opensuse.org/project/packages?project=home%3Aopenttdcoop%3AFactory <-- this are the packages, which I will submit to the suse factory (standard repo), please review the specs there for Summary and Description
14:39:20  <Ammler> or if you find something else, just tell
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14:41:29  <planetmaker> hm... http://paste.openttdcoop.org/show/1080/
14:42:35  <planetmaker> 0c351293517a91ed76ebef1239e3c10d  ogfxe_extra.grf with python 2.5.2
14:43:04  <Ammler> yes, different
14:43:10  <Ammler> but pure white is something new
14:43:45  <planetmaker> r904
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14:46:02  <Ammler> yes, same here
14:46:08  <Ammler> no pure white
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14:46:35  <Ammler> http://paste.openttdcoop.org/show/1081/ <-- the patch I run
14:47:02  <planetmaker> anyway, the resulting grf has also the garbled real sprites
14:47:21  <swissfan91> afternoon all :)
14:47:34  <Ammler> my fan :-)
14:49:23  <swissfan91> anyone got any ideas of any landscape objects that would fit in an alpine landscape?
14:49:39  <andythenorth> trees :P
14:49:47  <planetmaker> hiking hut
14:49:53  <andythenorth> snow groomer
14:49:56  <andythenorth> goats
14:50:04  <andythenorth> cablecar
14:50:09  <planetmaker> summit cross
14:50:10  <andythenorth> animated avalance
14:50:16  <andythenorth> avalanche /s
14:50:30  <Ammler> cablecar is a railtype :-)
14:50:42  <planetmaker> outlook tower
14:51:05  <andythenorth> sheep fold
14:51:09  <planetmaker> picknick place
14:51:46  <swissfan91> trees - I'm not skilled enough for. Hiking hut - Yes!. Snow groomer - already part of TARS pistes. goats - Yes!. cable car - already part of TARS Mountain Lifts. Summit cross - Yes!. Avalanche - o_o.
14:52:00  <planetmaker> glacier rift
14:52:15  <swissfan91> outlook tower - possibly. sheep fold - part of TARS industry. picnic place - yes.
14:53:35  <swissfan91> i presume it is possible to change river sprites to appear completely iced over when above the snowline?
14:53:48  <planetmaker> oh, and a restaurant as new object to be placed on hills etc
14:54:06  <swissfan91> restaurant - TARS pistes/TARS town objects
14:54:23  <Ammler> planetmaker: also If I found the bad sprites, what should I do then?
14:54:24  <planetmaker> well. it's feasible. But I'd not do that as it will give weired results
14:54:32  <planetmaker> Ammler, not sure :-)
14:54:36  <Ammler> :-P
14:54:37  <planetmaker> find out why it's bad
14:54:47  <swissfan91> weird? how so?
14:54:50  <planetmaker> swissfan91, boats can still go there, so it should remain shippable
14:55:05  <planetmaker> thus: mostly ice free rivers
14:55:20  <planetmaker> I DO have river sprites with icy edges and also snow transition in OpenGFX
14:55:46  <Ammler> apline has no frozen rivers
14:55:47  <planetmaker> one could add a few ice pieces floating around there for the full snow version
14:55:54  <Ammler> at least not that I am aware of
14:55:55  <planetmaker> but... rivers in the alps aren't frozen
14:55:56  <swissfan91> I was thinking if they were fully iced, then glaciers could be drawn easier
14:55:59  <planetmaker> they're too steep and too rapid
14:56:09  <planetmaker> wrong approach, swissfan91
14:56:12  <planetmaker> glaciers = objects
14:56:15  <planetmaker> rivers = rivers
14:56:16  <planetmaker> IMHO
14:56:33  <swissfan91> hmmmm, yes.
14:56:47  <swissfan91> I agree with the floating ice pieces idea. that would look nice.
14:57:07  <swissfan91> perhaps having a large area with glacier newobjects placed on, and then that funnelling into an icy river
14:57:07  <Ammler> and make the glacier shrink during time :-)
14:57:42  <Ammler> glacier have half size compared to 50 years back?
14:58:03  <swissfan91> that would take some very clever coding, no?
14:58:25  <Ammler> :-) no clue
14:59:19  <swissfan91> I think my first thing to change - when I have time - will be to add snow/rock transitions.
15:00:10  <Ammler> you could ask SAC for help :-P
15:00:46  <swissfan91> indeed.
15:01:00  <swissfan91> i'm hoping to release a teaser version of TARS objects very soon.
15:01:07  <swissfan91> which I hope will ignite some interest.
15:02:13  * andythenorth ponders
15:02:37  <andythenorth> variable running costs - according to load amount?
15:05:42  <planetmaker> no game play effect
15:05:58  <planetmaker> i.e.: work not well spend IMHO
15:06:51  <swissfan91> does OTTD have a wind direction?
15:07:02  <planetmaker> :-)
15:07:12  <andythenorth> variable running costs - less while not moving?
15:07:17  <planetmaker> look at the small airport or the coal powerplant, swissfan91
15:07:36  <andythenorth> ottd has two wind directions afaik
15:07:39  <swissfan91> ah yes.
15:11:38  <Ammler> how boring would it be with one only
15:11:44  <Elukka> wind direction is like the least important thing
15:11:53  <Elukka> wind goes more than one way in real life :P
15:12:45  <Ammler> but maybe a good idea to have same wind direction per object
15:14:26  <Ammler> hmm, where goes smoke of a standing stream?
15:15:10  <Ammler> rather diesel maybe :-)
15:15:41  <swissfan91> true, but then you could argue that light direction changes in real life.
15:15:56  <swissfan91> i only asked in case there was one standard direction that people used when drawing.
15:16:02  <Ammler> well, there you have the issue that train is in motion,
15:16:11  <planetmaker> most orient wind on the power plant
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15:17:20  <Ammler> swissfan91: I hope you ask so you can draw it to another direction :-P
15:17:58  <swissfan91> i'm only making a quick flagpole so TARS landscapes has something in it for the teaser :P
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15:22:42  <swissfan91> http://imageshack.us/photo/my-images/4/germanyflagtran0.png/
15:22:48  <swissfan91> that's a quick attempt at it
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15:25:42  <planetmaker> bah, I know (again) why I hate imageshacks
15:25:58  <planetmaker> slow. works poorly. overloaded with ads.
15:26:06  <planetmaker> and I still don't see the image
15:26:33  <planetmaker> even after I disabled adblock+ for that page
15:26:58  <swissfan91> oh, that's odd.
15:27:19  <planetmaker> I call that usual
15:27:30  <Ammler> blocker scripts suck anyway
15:27:37  <swissfan91> odd in that I see it fine when I click it.
15:29:43  <TinoDidriksen> Works fine for me with NoScript and AdBlock+
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15:31:32  <Belugas> hello
15:32:51  <Ammler> planetmaker: I think, as gimp isn't the issue, it should rather be a png which isn't from gimp
15:36:10  <Ammler> hmm, and waterfeatures.png is decoded png :-(
15:38:07  <Ammler> spriteset(set_rivermouth_temperate, "") <-- couldn't you "hardcode" the set number?
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15:40:42  <andythenorth> Ammler: planetmaker what problem are you solving?
15:41:12  <planetmaker> different grf on different python. Most problematic are some garbled real sprites
15:41:28  <Ammler> and of course, since nml doc is on same wiki with nfo, search is useless :-)
15:41:32  <planetmaker> on some pythons
15:41:43  <andythenorth> have you narrowed down which pythons?
15:41:49  <planetmaker> < 2.7
15:41:52  <andythenorth> ok
15:42:05  <andythenorth> I have 2.6.1, want me to test?
15:42:17  <planetmaker> yes. Build ogfxe_extra from OpenGFX
15:42:20  <andythenorth> it's likely PIL, or a dep (like the png library if that's separate)
15:42:24  <andythenorth> but I guess you know that :P
15:42:24  <Ammler> andythenorth: http://dev.openttdcoop.org/issues/3667
15:42:27  <planetmaker> run grf2html and look at the real sprites ^^
15:42:55  <andythenorth> I'll checkout and such
15:43:11  <andythenorth> is this in the OpenGFX repo?
15:43:17  <planetmaker> mind, build the 0.4 branch of OpenGFX. Which wants NML 0.2.x
15:43:18  <planetmaker> yes
15:43:42  <andythenorth> hmm
15:43:44  <planetmaker> thus I first need to "up" my NML to the 0.2 branch ;-)
15:43:44  <Ammler> planetmaker: is it different with ogfx default?
15:43:47  <andythenorth> I'll have to up NML
15:43:53  <planetmaker> Ammler, I didn't test
15:45:01  <planetmaker> Ammler, but the sprite numbers would be different at least since I could cut quite a bit which is backward compatibility to OpenTTD <= 1.1
15:45:04  <andythenorth> is there a target for building ogfxe_extra?
15:45:25  <planetmaker> there's not. Unless you could try "make ogfxe_extra.grf"
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15:45:34  <planetmaker> not sure it will barf or not
15:45:45  <andythenorth> hmm
15:45:47  <andythenorth> might work
15:45:53  <Ammler> same issue with default
15:46:04  <Ammler> just there it is sprite 3032
15:46:09  <andythenorth> hmm
15:46:10  <andythenorth> failed
15:46:18  <andythenorth> I just call nmlc on something?
15:46:26  <Ammler> andythenorth: you don't need to use older nml or ogfx
15:46:36  <Ammler> the issue is everywhere :-(
15:46:49  <andythenorth> well let me test now I'm on 0.2 and 0.4
15:46:57  <Ammler> planetmaker: what nml does ogfx default use?
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15:49:05  * andythenorth wonders which switches nml needs
15:49:07  <andythenorth> to build a grf
15:51:39  <andythenorth> nmlc --grf=ogfxe_extra.nml ?
15:53:19  <Ammler> --grf and -nml?
15:53:45  <andythenorth> it's funny, I can't find an example in docs or tutorial
15:54:01  <Ammler> nmlc example.grf
15:54:03  <andythenorth> must be there
15:54:05  <Ammler> ah no
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15:54:09  <Ammler> nmlc example.nml
15:54:50  <Ammler> but use make
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15:55:07  <andythenorth> make: *** No rule to make target `Makefile.dep', needed by `ogfxe_extra.grf'.  Stop.
15:56:18  * peter1138 yawns
15:56:18  <planetmaker> Ammler, nml trunk
15:56:29  <Ammler> maybe you need at least once to run make without target
15:56:41  <peter1138> has jupix twigged yet?
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15:56:43  <planetmaker> andythenorth, probably you'll need simply run make w/o any frills
15:56:48  <andythenorth> k
15:56:49  <Ammler> or is that missing dep script?
15:56:52  <andythenorth> running
15:57:22  <planetmaker> Ammler, probably that's missing the dep. yes
15:57:30  <Ammler> planetmaker: according to devzone, the issue exists on ogfx nightly too
15:57:39  <peter1138> http://i.imgur.com/qvGmv.jpg
16:00:57  <Ammler> I used 0.4 because that is what I have on the obs and run on different distros
16:07:48  <andythenorth> hmm
16:07:53  * andythenorth has lost grf2html
16:07:59  <Ammler> :-D
16:08:04  <Ammler> java tool
16:08:28  <Ammler> you should be able to run the one from tt-forums
16:08:32  <andythenorth> you've verified this exists without gr2html?
16:08:45  <Ammler> no
16:08:54  <andythenorth> could be grf2html in that case
16:08:57  <Ammler> with py2.7, those sprites are empty 0,0
16:09:12  <andythenorth> unlikely to be grf2html of course
16:09:13  <Ammler> with < 2.7 those are the ugly random sprites
16:09:44  <Ammler> well
16:09:54  <Ammler> the md5sum is different
16:10:16  <andythenorth> is the extra stuff a 'normal' grf or base set?
16:10:21  * andythenorth is trying to test in game
16:10:32  <Ammler> it's opengfx
16:11:11  <andythenorth> I'll get grf2html
16:11:17  <Ammler> if you change the grfid, I guess, you could add it as newgrf
16:12:22  <Ammler> I wonder, nobody misses those sprites yet
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16:12:52  <andythenorth> hmm
16:12:55  <andythenorth> compile required
16:13:44  <Ammler> andythenorth: we do not need confirmation, we know there is an issue
16:13:53  <Ammler> we need to know, how to fix it :-)
16:14:13  <andythenorth> bisect
16:14:29  <andythenorth> it's likely PIL, but that is quite a big assumption
16:15:08  <andythenorth> meh
16:15:11  <Ammler> I would bet a lot against :-P
16:15:17  <andythenorth> I can't verify that I have the issue locally
16:15:32  <andythenorth> ah
16:15:34  * andythenorth has idea
16:15:36  <Ammler> andythenorth: run md5sum
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16:15:51  <Ammler> and compare with the release
16:17:59  <Ammler> working pil is 1.1.7
16:18:14  <Ammler> could that be?
16:18:30  <Ammler> centos6 has 1.1.6
16:18:42  <Ammler> looks like the version is bound to python?
16:18:59  <Ammler> python 2.7 and pil 1.1.7, python 2.6 and pil 1.1.6?
16:19:41  <Ammler> I have no older distro with working nml here
16:20:08  <Ammler> but pm tested with 2.5, planetmaker what pil do you have?
16:21:33  * Ammler still waits for andythenorth enlighten idea :-)
16:21:46  * andythenorth is still trying to verify issue
16:21:48  <andythenorth> :(
16:22:02  <Ammler> grf2html?
16:22:09  <Ammler> use the java from tt-forums
16:22:12  <andythenorth> where is md5 sum for release of 0.4 branch of ogfxe_extra.grf?
16:22:27  <andythenorth> grf2html has no mac release
16:22:30  <andythenorth> and won't compile
16:22:38  <andythenorth> it's crashing under WINE
16:22:48  <Ammler> http://bundles.openttdcoop.org/opengfx/releases/LATEST/opengfx-0.4.1.md5
16:23:00  <andythenorth> that's 0.4.1?
16:23:07  <andythenorth> I should build 0.4.1 branch?
16:23:09  <Ammler> yes, as the filename shold tell
16:23:15  <andythenorth> ok
16:23:20  <andythenorth> I built 0.4
16:23:22  <Ammler> well, did you test with nightly?
16:23:24  * andythenorth switches
16:23:34  <Ammler> there is no switch in hg :-P
16:23:47  <andythenorth> there is hg up though :P
16:24:12  <Ammler> andythenorth: you need to built a version you can compare with devzone
16:24:20  <Ammler> it would also fail with nightlies
16:24:27  <andythenorth> so tip will do?
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16:25:12  <Ammler> if tip is r905
16:25:36  <Ammler> http://bundles.openttdcoop.org/opengfx/nightlies/LATEST/opengfx.md5
16:26:58  <Ammler> the issue is also that there isn't a single md5sum for the old distros, it has random sums
16:27:37  <Ammler> so we are kinda lucky, the newer distro (openSUSE_Tumbleweed in this case) does skip those ugly sprites
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16:28:03  <Ammler> so it does at least on openSUSE and Fedora build the same
16:28:15  <Ammler> and the LTS distros fail
16:30:14  <Ammler> but every failed distro has another md5sum
16:35:41  <andythenorth> ok
16:36:32  <andythenorth> md5s don't match for some items in r905
16:39:58  * andythenorth has PIL 1.1.7 with python 2.6.1
16:40:08  <andythenorth> but why opengfx?
16:40:13  <andythenorth> why not FIRS or other sets?
16:40:30  <andythenorth> is it a predictable set of images being corrupted?
16:41:31  <planetmaker> that's the questions which need answers
16:42:36  <Ammler> andythenorth: I see at least 4 sprites with grf2html
16:43:04  * andythenorth wonders why some of the src pngs are 299.999 DPI
16:43:09  <andythenorth> instead of 72 DPI
16:43:41  <Ammler> you find some issues on the river sprites?
16:43:53  <andythenorth> I'm looking
16:44:09  <Ammler> why does DPI matter?
16:44:13  <andythenorth> probably doesn't
16:45:28  <andythenorth> it's certainly not necessary to have ~300 DPI pngs though
16:45:48  <Ammler> how can a png care about DPI at all?
16:46:14  <andythenorth> I'm not sure it does
16:46:21  <andythenorth> might just be photoshop being odd
16:46:25  <andythenorth> or metadata in the png
16:46:36  <andythenorth> I doubt it's significant anyway
16:47:17  <Rubidium> for openttd/grfcodec dpi doesn't matter at all
16:47:38  <Ammler> well, you are the artist, you used the words "~300 DPI pngs"
16:47:49  <Ammler> that doesn't make sense to me :-)
16:48:02  <Rubidium> it's a somewhat stupid conversion scale
16:48:09  <Rubidium> though basically everything ignores it
16:48:31  <Ammler> yes, it could matter for printing or screens
16:49:04  <Ammler> maybe it is a metadata to tell how you should print it?
16:49:43  <Rubidium> and even there it's rarely used
16:49:58  <Rubidium> either you want it full page, or fit something, but rarely it's the dpi from the image
16:50:15  <Rubidium> dpi is really a bogus value
16:50:28  <Ammler> and doesn't mac and pc screens have different DPI? 72 and 96?
16:50:47  <Ammler> but that might be gone with hd
16:50:53  <Rubidium> or the dpi of a digital photo should be enormously high given the number of pixels per inch in the ccd
16:51:31  <Rubidium> my monitor is near 200 dpi, an old monitor not. Yet... every website I visit doesn't care
16:51:41  <Rubidium> all sizes of images are in pixels
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16:51:57  <Ammler> ah, maybe that was something about fonts
16:54:31  <Ammler> planetmaker: I wonder, if nobody complains about missing sprites in the new opengfx, we might simply remove those 4 sprites, maybe those aren't needed?
16:55:10  <Ammler> doesn't grf have some directions, which aren't supported in openttd?
16:55:28  <andythenorth> wrt DPI, it's more that I wondered if it's a tell-tale from a particular program
16:55:45  <andythenorth> which might also be outputting pngs that PIL doesn't like
16:55:54  <andythenorth> but I don't like this kind of guesswork
16:56:00  <Ammler> :-)
16:56:27  <andythenorth> I could try batching all the pngs with photoshop, but I have no way to test for corruption
16:56:33  <Ammler> andythenorth: did you find pngs in rivers with different DPI?
16:56:49  <andythenorth> yes
16:56:54  <Ammler> which?
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16:57:02  <Ammler> could you paste a list?
16:57:16  <andythenorth> waterfeatures.png
16:57:19  <andythenorth> I'll check the others now
16:57:41  <Ammler> well, you need at least 2 to have difference :-P
16:57:42  <andythenorth> other pngs in the project have ~72 and ~96 DPI
16:58:22  <Ammler> and waterfeatures.png has?
16:58:37  <andythenorth> 299.999
16:58:52  <andythenorth> waterfeatures/riverrapids.png same
16:59:01  <andythenorth> there are a lot of files to check there :P
16:59:07  <Ammler> could you change it and provide a patch?
16:59:32  <Ammler> let me check, if I see DPI in gimp
16:59:43  <Rubidium> Ammler: in the resize window
16:59:58  <andythenorth> it's more likely that its related to the png output from the program used than the specific DPI
17:00:08  <andythenorth> unless 299.999 hits some edge case in PIL :P
17:03:33  <andythenorth> Ammler: I attached a couple of files to http://dev.openttdcoop.org/issues/3667
17:03:40  <andythenorth> dunno if it helps
17:03:49  <andythenorth> worth at least eliminating this guess though
17:03:53  <Ammler> I changed it to 72
17:04:00  <Ammler> and building again, let's see :-)
17:04:01  <andythenorth> no difference?
17:04:08  <andythenorth> oh....time to make tea :)
17:05:07  <Ammler> still 0,0
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17:05:53  <Ammler> so if that matters, it's at least not waterfeatures.png
17:06:05  <Ammler> but why should it matter just for one specific file :-)
17:06:06  <andythenorth> could be GIMP
17:06:13  <Ammler> no
17:06:19  <Ammler> well, yes
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17:06:47  <Ammler> no,
17:07:19  <Ammler> gimp builds the same pngs on every distro
17:07:38  <Ammler> so how could it work just for 4 not?
17:07:53  <andythenorth> dunno
17:07:59  * andythenorth is not good at this science
17:08:22  <Rubidium> Ammler: you confirmed the md5sum matched?
17:08:41  <Ammler> Rubidium: we run hg st on devzone
17:08:57  <Ammler> it would complain, if devzone builds other png as planetmaker uploaded
17:09:51  <Rubidium> so you also build the 4 failing distros on the devzone?
17:10:01  <Ammler> 39
17:10:02  <Ammler> hg st 1>> ../%{name}/%{name}-%{version}-build.err.log" target="_blank">build.err.log 2>>../%{name}/%{name}-%{version}-build.err.log" target="_blank">build.err.log
17:10:04  <Ammler> 40
17:10:05  <Ammler> [[ $(hg st -m) ]] && exit
17:10:40  <Ammler> Rubidium: no, but pm builds on very acient os
17:11:03  <Ammler> and he confirmed it fails on his os too
17:11:05  <Rubidium> but also with the same (ancient) gimp as is running on the 4 distros where things fail?
17:11:20  <Ammler> it doesn't make difference there
17:11:28  <Ammler> with or without gimp
17:11:29  <andythenorth> what are the varying elements?
17:11:40  <andythenorth> we have no evidence of corruption elsewhere from different python versions
17:11:51  <planetmaker> ehm... python 2.5 with gimp 2.4 is not *that* outdated
17:11:58  <Ammler> :-)
17:12:18  <andythenorth> unless we find evidence in other grfs, it's reasonable to assume something is screwy with the input
17:12:23  <andythenorth> as that is main point of variation
17:12:42  <planetmaker> andythenorth, other grfs are not thoroughly tested in that respect
17:12:45  <andythenorth> indeed
17:12:58  <planetmaker> I guess it'd never show, as they're only built by the devzone and maybe the author
17:13:06  <Ammler> I have same issue with opengfx build on systems without gimp
17:13:08  <planetmaker> but not by the opensuse CF for every distro there
17:13:13  <Rubidium> planetmaker: true, it's only OpenTTD 0.5-ish
17:13:27  <andythenorth> afaict, there's not much variation in PIL versions?
17:13:37  <planetmaker> hu, Rubidium ?
17:13:49  <planetmaker> the age of them, you mean?
17:13:50  <planetmaker> :-)
17:13:54  <Rubidium> planetmaker: yes
17:14:06  <Ammler> https://build.opensuse.org/package/show?package=openttd-opengfx-without-gimp&project=home%3Aopenttdcoop
17:14:32  <Rubidium> GIMP 2.4 is october 2007, Python 2.5 is September 2006
17:14:35  <Ammler> if gimp would be the issue, then it should fail on factory too, shoulndn't it?
17:15:24  <Ammler> and if gimp would be the issue, the DevZone would complain about pm's pngs
17:15:25  <Rubidium> depends on whether you mean gimp in general, or a particular subset of gimp instances
17:15:55  <Rubidium> but if rebuilding the pngs doesn't change them, then it's not the rebuilding that's the problem
17:16:20  <Rubidium> what happens when you emit nfo and build that with grfcodec?
17:16:27  <Rubidium> same corruption or not?
17:17:08  <Rubidium> if it's not corrupted, then there's something in the graphics code, otherwise there might be something wrong in the code that determines the location of the sprite
17:17:31  <Rubidium> alternatively you could disable cropping and see whether that yields corrupted grfs
17:18:01  <Ammler> well, the fact that it starts at sprite above 3000 excluded some generic thing, doesn't?
17:18:02  <MNIM> ...what.
17:18:23  <MNIM> for some reason I read 'disable groping' and 'corrupted girls' in Rubidium's last line.
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17:18:54  <Ammler> we already excluded cropping irrc
17:19:06  * Rubidium advices a visit to the optician to MNIM
17:19:51  <Ammler> but cropping is also something which should cause issue below sprite 3000
17:21:08  <Ammler> I mean, it is fantastic, i can exactly say, which sprite causes the issue but have no clue how to find it in the source
17:21:28  <Rubidium> emit the nfo
17:21:44  <MNIM> more like a visit to the shrink
17:21:47  <Ammler> yep, that is how I know the sprite
17:21:48  <Rubidium> look up the sprite there, then you have a file image name
17:21:53  <MNIM> my mind is getting all freudian-like
17:22:00  <Ammler> hmm
17:22:50  <Ammler> planetmaker: we need target %.nfo :-)
17:23:52  <andythenorth> Ammler: what happens if you isolate these sprites in a new test grf?
17:24:04  <andythenorth> or swap the contents of the pngs for new contents?
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17:25:09  <Ammler> andythenorth: I do not know, which png :-)
17:25:24  <Rubidium> anyhow, 3000 doesn't seem like a sensible magic number in any way to cause problems
17:25:30  <andythenorth> you have the sprite numbers?
17:25:37  <Ammler> Rubidium: it's 3033 or so
17:25:47  <Rubidium> and you have the nfo nml creates?
17:25:58  <Ammler> yes, I am on that now
17:26:00  <Rubidium> which revision of opengfx?
17:26:05  <Rubidium> find sprite 3033
17:26:06  <Ammler> 0.4.1
17:26:25  <Rubidium> of extra, right?
17:27:07  <Ammler> sprites/png/terrain/waterfeatures/rivermouth_tropical_ne.gimp.png 241 97 01 23 64 -31 0
17:27:10  <Ammler> hmm, not 0 0
17:28:51  <Ammler> andythenorth: could you check that file?
17:28:58  <andythenorth> sure
17:29:05  <Rubidium> that's pretty out-of-bounds
17:29:21  <Ammler> out of bounds?
17:29:35  <Rubidium> sprites/png/terrain/waterfeatures/rivermouth_tropical_ne.gimp.png: Error: Sprite y extends beyond end of the spritesheet.
17:29:38  <Rubidium> Spritesheet has 49 lines, sprite wants 97..119
17:31:12  <planetmaker> ho hm
17:31:13  <Rubidium> you understand the above output of grfcodec?
17:31:42  <Rubidium> so you just found two bugs ;)
17:35:36  <Ammler> but where the hell are those errors on devzone?
17:36:01  <Ammler> does nmlc not see it?
17:36:32  <Rubidium> that's the second bug ;)
17:37:48  <Ammler> now it would be interesting, why old distro handle it differently
17:38:01  <planetmaker> that's then probably a python thing
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17:38:09  <Ammler> without -c, on newer it is a blue box
17:38:19  <Ammler> on older it is that random whatever
17:38:23  <planetmaker> which makes a sanity check possibly in PIL not doing an out-of-bounds reads, clamping values to the graphics size
17:38:24  <Rubidium> sounds like undefined behaviour
17:38:49  <Ammler> that explains, why we had the issue also without -c
17:39:27  <Rubidium> IMO nmlc should check whether the rectangle it wants to get is within the bounds of the image, if not: show a warning instead of silently continueing
17:39:37  <Ammler> planetmaker: why did it need so long until someone told me, I should make a nfo with nmlc :-P
17:40:29  <andythenorth> unusual problem?
17:40:42  <andythenorth> we're not used to hunting down these issues?
17:41:10  <Ammler> well, but finding a sprite in the nml source isn't that uncommon, is it?=
17:41:26  <planetmaker> is it?
17:41:29  <Ammler> and this seems a reasonable way
17:41:33  <Ammler> :-P
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17:42:01  <Ammler> planetmaker: and you were wrong with your guess, that it is temperate :-P
17:42:04  <Rubidium> it's basically the obvious way
17:42:28  <Rubidium> which is why I assumed you already done it in the many hours of backlog ;)
17:42:30  <bernardh> Hey, just wanted to say OpenTTD seems awesome and I have no idea why I've never heard of it before! n_n-b
17:42:54  <Ammler> I made the nfo with grfcodec
17:43:12  <Ammler> to find the difference on the grfs
17:43:37  <bernardh> And that my solution to playing in fullscreen and being able to read documentation on Linux is to run it in another X display. xD
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17:44:27  <Ammler> bernardh: and you run it in fullscreen because?
17:44:45  <bernardh> Ammler, I like to use all of my display.
17:45:59  <Ammler> hmm, isn't it possible to switch window when openttd is in fullscreen?
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17:46:31  <bernardh> Ammler, maybe with a strange window manager, or a patch to X11 that prevents keyboard grab. But xinit is easier.
17:47:14  <Ammler> well you might waste resources which you need in the game ;-)
17:48:22  <bernardh> Heh. The default blitter was pretty slow at 1920x1080, but 32bpp-optimized seems fine. :D
17:48:56  * andythenorth ponders
17:49:03  <andythenorth> is it useful for a grf to list all vehicles in the docs?
17:49:15  <andythenorth> or does that spoil the surprise?
17:50:06  <Rubidium> bernardh: sadly enough it's not the blitter that's slow but probably your GPU (phyisical or driver) not having hardware acceleration anymore for paletted images
17:51:24  <bernardh> Rubidium, sad face. It's a GTS 450 with 1024 megs of VRAM with the proprietary drivers, which seems sufficient for most things. Not this, apparently. =D
17:51:42  <bernardh> Maybe it's just the opening menu thingie.
17:52:02  <bernardh> I didn't try a game with the default, as the mouse wasn't even moving smoothly.
17:52:16  <Rubidium> the newer the hardware, the worse the support for 8bpp paletted images
17:52:50  <bernardh> Rubidium, ahhh.
17:53:25  * bernardh googles paletted textures furiously
17:54:09  <bernardh> I didn't even know you could do that without shaders. Nifty.
17:54:29  <Rubidium> it's ancient
17:54:51  <bernardh> NES-esque. :P
17:55:11  <Rubidium> yup
17:55:46  <bernardh> Rubidium, like I said. I'm simultaneously pleased that you can do that and disappointed that it's being phased out.
17:59:09  <planetmaker> 18:00 andythenorth: is it useful for a grf to list all vehicles in the docs? <-- IMHO yes
18:03:39  <andythenorth> planetmaker: txt or html with images?
18:03:55  <planetmaker> readme.txt, so users can also see it ingame :-)
18:04:04  <andythenorth> ok
18:04:06  <andythenorth> 2mins
18:04:11  <planetmaker> And get possibly additional info on history etc
18:04:15  <planetmaker> Would fit very well there
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18:10:58  <andythenorth> planetmaker: something like this, but maybe on one line, with consistent spacing?  http://paste.openttdcoop.org/show/1083/
18:11:27  <planetmaker> Yes, possibly
18:11:36  <andythenorth> code is pretty simple :) http://paste.openttdcoop.org/show/1084/
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18:20:22  <andythenorth> better?  less info?  more?
18:20:23  <andythenorth> http://paste.openttdcoop.org/show/1086/
18:20:27  <andythenorth> alignment I can fix later
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18:50:24  <Chris_Booth[ph]> Hi
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19:00:16  <CIA-1> OpenTTD: frosch * r23917 /trunk/src/newgrf_cargo.cpp: -Fix (r11252,, r23914, r23915): Also use the CTT for refitmasks for version 6 GRFs. I.e. fix the cursed GetCargoTranslation() function for the fourth time.
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19:01:19  <frosch123> not sure whether i counted right :p
19:02:06  <Rubidium> then use toomanieth time ;)
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19:04:35  <frosch123> interestingly the bugs never mattered as the function was never called with usebit = true before r23915
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19:33:35  <CIA-1> OpenTTD: translators * r23918 /trunk/src/lang/ (french.txt hungarian.txt):
19:33:35  <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
19:33:35  <CIA-1> OpenTTD: french - 19 changes by OliTTD
19:33:35  <CIA-1> OpenTTD: hungarian - 4 changes by IPG
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20:06:12  * andythenorth contemplates what run cost algorithm should be
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20:07:25  <andythenorth> best proxy for fuel cost is HP?
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22:47:23  * andythenorth pops up
22:47:44  <andythenorth> seriously, 63.75t weight is not enough for RVs
22:47:55  <andythenorth> trains have up to 1279t
22:48:08  <andythenorth> but trains don't have to put the entire consist weight on the lead vehicle
22:48:13  <andythenorth> "just saying" ;)
22:48:17  * andythenorth - pops down
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23:03:49  <frosch123> night
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23:26:04  <FLHerne> When starting Chill's Patchpack, I get this error:
23:26:10  <FLHerne> dbg: [misc] [squirrel] Failed to compile '/home/francis/.openttd/content_download/ai/AIAI-iota3.tar/aiai-iota3/info.nut'
23:26:10  <FLHerne> Your script made an error: the index 'CONFIG_DEVELOPER' does not exist#
23:26:51  <FLHerne> Would this be because of the AI being newer than the nightly that the patchpack's based off
23:27:36  <planetmaker> possibly
23:27:47  <planetmaker> or just not announcing its compatibility properly
23:28:59  <FLHerne> Any workarounds to that? The version of AIAI with railways looks quite good on the forums
23:29:49  <planetmaker> delete the AI locally
23:29:59  <planetmaker> but you can just ignore it, too
23:30:28  <planetmaker> after all it works well with other openttd versions as far as I know
23:30:57  <FLHerne> Well, it doesn't stop TTD running, but using the AI would be nice
23:31:00  <FLHerne> Oh well
23:31:24  <FLHerne> I can always use a different one :D
23:31:51  <planetmaker> Well. It's just a message which tells you that that AI won't work with that openttd version you use
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23:38:37  <swissfan91> what is the definitive number of snow transitions that tiles can show?
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