Log for #openttdcoop.devzone on 5th July 2009:
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01:33:33  <Brot6> Backup done! (Usage: 67M)
01:33:34  <Brot6> I'm a nuclear submarine under the polar ice cap and I need a Kleenex!
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08:29:39  *** ChanServ sets mode: +o planetmaker
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08:30:07  <planetmaker> @deop
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08:47:36  <Brot6> ::DevZone:: OpenGFX - Feature #98: Sprites 4480:4492 (13) - Office blocks @ (by foobar)
09:07:20  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Bug #304: balance production @ (by andythenorth)
09:10:15  <andythenorth_> FooBar_: yesterday I said 'no stockpiling' I'm playing a game, I wonder if it might be good to have stockpiling for the two multiplier cargos (Engineering Supplies and Farm Supplies)....
09:10:35  <FooBar_> possibly...
09:10:57  <FooBar_> I was thinking more about treating those things like food and water to towns:
09:11:18  <Brot6> ::DevZone:: World Airliners Set - Revision 271: Fix: automatically convert the dos pcx files to windows palette @ (by yorick)
09:11:41  <FooBar_> production increases by a certain percentage if any amount is delivered and decreased to normal rates if delivery stops
09:12:21  <FooBar_> So it doesn't matter how much you deliver, as long as you deliver
09:12:47  <andythenorth_> well, without wanting too much seems weird to be able to drop 20 cars of Farm Supplies into one small farm...
09:15:01  <FooBar_> That's also true...
09:16:48  <FooBar_> Maybe incorporate both at the same town. If delivered production increases by a set percentage, but the industry doesn't accept a whole lot each month
09:20:08  <FooBar_> "at the same time" that is... not town... :P
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09:21:16  <andythenorth_> For a processing industry, I'm fine with dropping 2000t into, for example, a small brewery.   I just imagine a huge secret underground chamber :D
09:22:47  <FooBar_> Can't there be a goat eating it at farms then?
09:23:56  <andythenorth_> maybe
09:25:11  <FooBar_> :)
09:26:37  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 137: Fix: Arable Farm production from Engineering Supplies @ (by foobar)
09:30:07  <yorick> how about depending on .hg/store/00changelog.i for checkin about the revision?
09:30:23  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Bug #304: balance production @ (by foobar)
10:04:04  <Brot6> firs: Backup push to ssh:// initiated.
10:20:01  <andythenorth_> FooBar_: after a couple of hours of gameplay...I think we're doing a good thing :)
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10:38:52  <FooBar_> we are? good, then I better continue on the plastics plant :)
10:41:02  <FooBar_> For which I'll attempt to use only one tileID for the main building...
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10:42:27  <FooBar_> [12:38]	<FooBar_>	we are? good, then I better continue on the plastics plant :)
10:42:29  <FooBar_> [12:41]	For which I'll attempt to use only one tileID for the main building...
10:42:42  <FooBar_> I better repeat myself :)
10:43:30  <andythenorth_> thanks
10:43:53  <FooBar_> While playing you might have noticed some custom station names I put in. Do you think a generic "Town Name Plant" station name is in order?
10:44:51  <FooBar_> To be used with them various plants we have. It sounds a bit weird to me though, but then I'm not a native English speaker...
10:49:33  <FooBar_> "Town Name Manufacturing Plant" sounds better I think
11:05:24  <andythenorth_> Some of them work quite well - I'm looking at 'Mills' and 'Refinery'.  For a UK English speaker, it certainly looks right
11:06:09  <FooBar_> I currently have these defined:
11:06:13  <FooBar_> -1 * 0 04 0A FF 01 STR_STA_FARM " Farm" 00
11:06:15  <FooBar_> -1 * 0 04 0A FF 01 STR_STA_THERMALPLANT " Thermal Plant" 00
11:06:16  <FooBar_> -1 * 0 04 0A FF 01 STR_STA_MILLS " Mills" 00
11:06:18  <FooBar_> -1 * 0 04 0A FF 01 STR_STA_WELLS " Wells" 00
11:06:19  <FooBar_> -1 * 0 04 0A FF 01 STR_STA_REFINERY " Refinery" 00
11:06:21  <FooBar_> -1 * 0 04 0A FF 01 STR_STA_WATER " Water Works" 00
11:06:22  <FooBar_> -1 * 0 04 0A FF 01 STR_STA_FACTORY " Factory" 00
11:06:24  <FooBar_> -1 * 0 04 0A FF 01 STR_STA_PLANT " Manufacturing Plant" 00
11:09:10  <andythenorth_> Most of those are good
11:09:41  <andythenorth_> Thermal Plant is probably going to confuse players, perhaps Power Station is just better?
11:09:54  <andythenorth_> i.e. also rename the industry itself...
11:10:31  <FooBar_> ok, consider that done
11:11:52  <andythenorth_> I'll change the website
11:12:26  <FooBar_> I'll keep it _THERMALPLANT internally though, not much use changing that as well IMO.
11:14:36  <planetmaker> @base 16 10 AE
11:14:36  <Webster> planetmaker: 174
11:14:38  <planetmaker> @base 10 16 AE
11:14:39  <planetmaker> @base 10 16 10
11:14:41  <Webster> planetmaker: A
11:14:41  <planetmaker> hm...
11:17:11  <FooBar_> We can go up to FF with industry tiles if I'm correct...
11:17:26  <planetmaker> FooBar_: that's what Frosch writes
11:17:37  <planetmaker> and 512 in total for all newgrf. but 256 for one newgrf
11:17:57  <planetmaker> oh, and hello :)
11:17:58  <FooBar_> That's what I hoped for. Good news actually
11:18:09  <FooBar_> hehehe, hello to you too ;)
11:18:25  <andythenorth_> got to love that man frosch
11:18:51  <planetmaker> I'm just looking where to add that in the wiki.
11:19:13  <planetmaker> DaleStan actually asked me some time ago, so that he could update renum accordingly, if the OpenTTD limits should be different
11:19:36  <planetmaker> <-- that page, I guess
11:20:33  <andythenorth_> providing the graphics with varaction 2 will likely become necessary anyway, if we want to provide support for animation, change over time.  Also, how are snow sprites applied?
11:20:51  <planetmaker> callback, I think
11:30:21  <FooBar_> For snow I think you only need a callback with variable snow line active. Otherwise a simple check at the time the graphics are drawn is sufficient.
11:30:35  <planetmaker> true
11:30:57  <planetmaker> I guess the last times I played I always had variable snow line and considered it normal :)
11:43:21  <FooBar_> I didn't know openttd had a variable snowline...
11:44:05  <FooBar_> hehe. I missed your edit on Action0IndustryTiles so now we have two :P
11:44:17  <FooBar_> Oh well, better than nothing...
11:47:23  <planetmaker> sorry. :)
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12:08:16  <Brot6> ::DevZone:: fatmap - Feature #305: Replace the OpenTTD internal map structure with a larger, much more flexib... @ (by hylje)
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12:12:44  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Bug #306: Coal mine over-produces when Engineering Supplies are d... @ (by andythenorth)
12:16:57  <Ammler> he, FooBar_ updated the firs nightly dir
12:17:33  <FooBar_> nice, isn't it?
12:17:48  <Ammler> yes, nice :-)
12:17:54  <Ammler> and opengfx, very nice
12:18:14  <FooBar_> took a while for me to figure out that I had to exclude header.html from the download script...
12:18:18  <Hirundo> < ??
12:21:05  <Ammler> :-)
12:21:14  <Ammler> Hirundo: ask hylje and Farden about
12:22:17  <Brot6> ::DevZone:: fatmap - Feature #307: Remove direct access to map internals @ (by hylje)
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12:57:31  <Brot6> ::DevZone:: fatmap - Revision 12313: (svn r16740) -Codechange: Self-sizing widgets in intro screen, town dire... @ (by alberth)
12:57:31  <Brot6> ::DevZone:: fatmap - Revision 12314: (svn r16743) -Update from WebTranslator v3.0: @ (by translators)
13:05:45  <Ammler> Farden: Nickman87, if you have already a ssh key, send it to us, we add it then.
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13:59:55  <Brot6> ::DevZone:: World Airliners Set - Revision 272: Preprocessor magic for ATR 42-300 and 42-300F @ (by yorick)
14:04:17  <Ammler> planetmaker: if there is pnfo, can I expect preprocessing?
14:04:28  <Ammler> (in opengfx)
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14:45:33  <yorick> hey Beardie
14:45:50  <Beardie> hey lol
14:45:56  <Beardie> is Ammler around?
14:46:08  <yorick> he should be
14:46:29  <Beardie> Well Trainboy2004 registered on Coop but hes not got a validation e-mail
14:48:39  <yorick> has he checked his spam-filter?
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15:00:22  <Farden> seems i'm not the only one having troubles today^^
15:02:26  <Beardie> lol
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15:02:37  <SmatZ> Beardie: a bit ;)
15:02:39  <SmatZ> hello
15:02:46  <Beardie> O smatZ is here to tell me i am spamming
15:02:50  <Beardie> a bit?
15:03:03  <yorick> hey smatz
15:03:05  <Beardie> i have not spammed at all
15:03:08  <SmatZ> hello yorick :)
15:03:14  <Beardie> i hate spam
15:03:21  <SmatZ> Beardie: sorry, I didn't mean that in offensive way ;)
15:03:25  <Beardie> o ok
15:03:26  <yorick> he did?
15:03:31  <Beardie> lol
15:03:38  <Beardie> i didn't lol
15:03:46  <yorick> you did?
15:03:50  <SmatZ> [16:45:06] --> Beardie has joined this channel (
15:03:51  <SmatZ> [16:45:36] <Beardie> join #openttdcoop.devzone
15:04:00  <SmatZ> you could part that channel after saying that
15:04:02  <yorick> oh, that's clearly spam
15:04:05  <SmatZ> it would look even more funny ;)
15:04:09  <Beardie> i forgot to put the / in which would have made me join this cahnnel
15:04:18  <Beardie> o here we go
15:04:23  <Beardie> lol
15:04:27  <yorick> multiple people have been banned for that on #openttd
15:04:30  <yorick> :)
15:04:39  <Beardie> really?
15:04:43  <yorick> yes
15:04:44  <Beardie> or you having me on
15:04:51  <yorick> no, really
15:04:52  <yorick> ask smatz
15:04:56  <Beardie> all becuase i forgot to put a ///// in
15:05:00  <SmatZ> #openttd banlist is empty
15:05:05  <SmatZ> surprisingly
15:05:06  <yorick> oh, I'm unbanned?
15:05:19  <SmatZ> why should you be banned?
15:05:37  <yorick> because TB ;)
15:05:47  <SmatZ> :(
15:06:05  <SmatZ> you are all Dutchies, you should stick together :)
15:06:33  <Beardie> lol
15:06:36  <Beardie> i'm not
15:06:44  <SmatZ> yorick and TB are :)
15:07:19  <SmatZ> and many others...
15:07:30  <Beardie> indeed and why is that?
15:07:34  <yorick> dutch people seem to like play openttd
15:07:41  <SmatZ> in fact I wonder why the primary language at #openttd is English...
15:07:56  <yorick> SmatZ: because most of the world doesn't know dutch
15:08:03  <Beardie> because the great owen himself is english!
15:08:11  <SmatZ> ;)
15:08:16  <yorick> nono, not owen
15:08:41  <yorick> the not-so-great lobster is dutch!
15:08:47  <Beardie> indeed
15:09:07  <Beardie> Hyromyesumsumosmsomsomsysysuso is also dutch
15:09:18  <Beardie> but i can never spell his name
15:09:30  <yorick> hyronymus
15:09:51  <Beardie> there you go lol
15:09:53  <SmatZ> :)
15:09:53  <yorick> no, hieronymus
15:09:56  <yorick> that is it
15:10:18  <yorick> no
15:10:20  <yorick> hyronymus :)
15:10:25  <yorick> ...
15:10:29  <Beardie> lol
15:27:49  <Brot6> ::DevZone:: World Airliners Set - Bug #308: Monarch DC 10-30 @ (by FaddyPainter)
15:30:27  <Ammler> [16:46] <Beardie> is Ammler around? <-- :-)
15:40:29  <Beardie> Hello
15:41:07  <Brot6> ::DevZone:: OpenGFX - ogfx-monolev-ba.grf @ (by Ammler)
15:41:22  <Beardie> Ammler the User trainboy2004 registered yet hes not got a convo e-mail and when he tried to reregister he gets a error saying e-mail address allready used.
15:41:57  <Beardie> convo=  conformation
15:43:05  <Ammler> did he check the spam folder?
15:47:47  <Ammler> sender address is
15:48:39  <yorick> he's offline now
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15:49:32  <Beardie> he checked spam nothing found
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15:52:00  <Ammler> if he don't have irc
15:52:18  <Ammler> he could ping me with msn/jaber/icq or whatever too
15:52:24  <Ammler> my msn is
15:53:34  <Ammler> but I am mostly offline there, only on "free" times
15:54:22  <Beardie> can't you just maaual validate hes account?
15:54:28  <Beardie> manually*
15:54:40  <Ammler> yes, I can
15:54:56  <Ammler> but then, we don't know, if his email works
15:55:01  <Beardie> we do
15:55:06  <Ammler> ?
15:55:27  <Beardie> becuase he did a password recovery and it sent ti to his e-mail address, he changed the pass and still couldn't log on
15:55:50  <Ammler> he?
15:56:12  <Ammler> ok, he is active now
15:56:19  <Nickman87> I need to follow the guide for an SSH key I think Ammler? :)
15:56:35  <Nickman87> Does it change after a format? Or is it just a file that I need to keep?
15:56:36  <Ammler> OS?
15:56:44  <Nickman87> Windows Vista currently :)
15:56:51  <Ammler> yes, just a file
15:56:55  <Nickman87> but will ipgrade to Windows 7 in a while ;)
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15:57:08  <Ammler> but you can always make a new one and commit
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15:57:30  <Ammler> hmm, Windows Vista can also be upgraded to XP
15:57:37  <Ammler> that is what I did ;-)
15:58:56  <Ammler> Nickman87:
15:59:35  <Nickman87> haha :D
16:01:07  <Nickman87> does MinGW and MSYS work on vista x64 already?
16:01:26  <yorick> Nickman87: yes
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16:18:03  <Brot6> OpenGFX: nightly compile not needed. (r94)
16:18:23  <Ammler> ok, now push :-)
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16:28:31  <Brot6> ::DevZone:: OpenGFX - Revision 95: Feature #102: Redraw monolev and monolev engines and passenger waggon from... @ (by Ammler)
16:28:54  <Ammler> lol
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16:31:10  <KenjiE20> @topic set 2 Logs:
16:31:10  *** Webster changes topic to "Talk about things hosted and developed on | Logs: | Downloads log:"
16:31:57  <Brot6> ::DevZone:: fatmap - Revision 12314: (svn r16743) -Update from WebTranslator v3.0: @ (by translators)
16:35:59  <Brot6> ::DevZone:: OpenGFX - Revision 95: Feature #102: Redraw all monorail and maglev engines and the passenger wag... @ (by Ammler)
16:39:20  <Brot6> ::DevZone:: fatmap - Feature #307: Remove direct access to map internals @ (by Hirundo)
16:52:09  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 136: Feature: Fertiliser Plant @ (by foobar)
16:52:28  <FooBar_> what? I committed that yesterday... :S
16:53:13  <FooBar_> anyways, can anyone guide me through the and-mask stuff real quickly?
16:53:31  <FooBar_> I know it's for masking out bits that I don't want, but how does it actually work?
16:54:21  <FooBar_> Say I want to keep only the lowest bit, what do I put in for <and-mask>?
16:54:25  <Hirundo> 1
16:54:37  <Hirundo> (converted to hex, of course)
16:55:12  <Ammler> 10 AND 11 = 10
16:55:40  <Ammler> 00001 AND X = 00001
16:56:19  <Ammler> (if the last bit of X is 1)
16:56:26  <FooBar_> and if I want to keep the lowest to bits I put in \b11?
16:56:30  <FooBar_> correct?
16:56:36  <FooBar_> two*
16:57:07  <Ammler> \b is for byte not binary
16:57:29  <FooBar_> well, NFO wants a byte...
16:57:35  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 138: Add: foundry.psd (empty until I draw something) @ (by andythenorth)
16:57:44  <Hirundo> lowest 2 bits is 0000 0011
16:57:53  <Hirundo> also known as 0x03 aka 3
16:57:57  <Ammler> or \b3
16:58:06  <FooBar_> ah ok
16:58:32  <FooBar_> a small light starts to light.
16:58:39  <Ammler> but actionD has special cases to use bits
16:58:40  <FooBar_> thanks, I know enough for now :)
16:59:18  <Ammler> I mean to check, if bit x is set
16:59:31  <FooBar_> I already knew I wanted FF, but now I know why
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17:00:29  * FooBar_ continues coding the plastics plant...
17:01:40  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 139: Add: fish_farm.psd @ (by andythenorth)
17:04:09  <FooBar_> andythenorth_: "Add: foundry.psd (empty until I draw something)" :P
17:04:21  <FooBar_> why'd you commit it?
17:04:35  <andythenorth_> ha ha so that someone would comment on it :P
17:04:41  <andythenorth_> (bored)
17:06:00  <FooBar_> well, you're welcome then :P
17:12:08  <Ammler> what is wrong, if my opengfx compile makes nice yellow windows with red flashing?
17:15:52  <FooBar_> most likely the palette of the pcx file
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17:23:45  * FooBar_ is annoyed by the fact that his varaction2 chain doesn't work the first go
17:24:16  *** XeryusTC is now known as Xeryus|bnc
17:25:24  * FooBar_ is annoyed by the fact that \wxTILE_GENERIC_CONCRETE isn't recognised by the preprocessor...
17:25:57  * KenjiE20 lies to FooBar_ so he doesn't have to be annoyed by facts anymore :P
17:29:47  <planetmaker> FooBar_: use #define TILE_WHATEVER \wx8000000
17:30:00  <planetmaker> instead of only the number
17:30:07  <planetmaker> does that work?
17:30:24  <FooBar_> well, I need it as a byte as well, so that would mean defining it twice which I find a bit ugly
17:30:46  <FooBar_> then TILE_GENERIC_CONCRETE 00 instead of \wxTILE_GENERIC_CONCRETE works just as well
17:30:47  <planetmaker> uh? The same thing as double and as byte?
17:32:07  <planetmaker> hm... then we need to do it via a macro function: widex(TILE_GENERIC) und bytex(TILE_GENERIC)
17:32:26  <planetmaker> that *might* work, if proper macros widex and bytex are defined
17:32:44  <planetmaker> and, of course TILE_GENERIC
17:32:56  <FooBar_> don't try if that works, I don't need more than a byte anyways
17:33:23  <FooBar_> its just that the spec requests a word in one position and a byte in the other for the same thing...
17:33:40  <planetmaker> that's peculiar
17:33:48  <FooBar_>
17:34:16  <FooBar_> in the format bit, the <set-id> of the sprite itself is a byte, but for referencing another <set-id> you have to use a word...
17:34:27  <FooBar_> anyways, I'm off to eat a bit :)
17:37:18  <planetmaker> #define wide(A) \wxA
17:37:22  <planetmaker> might work
17:37:50  <planetmaker> then you only define it as byte (as usual) and when you need it wide, just use wide(ID)
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17:49:33  <Ammler> try m4
17:52:22  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12558: [IS] Codechange: Use the new shiny toy Window::DrawWidge... @ (by Hirundo)
17:54:55  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Bug #304: balance production @ (by foobar)
18:04:04  <Brot6> firs: Backup push to ssh:// initiated.
18:04:12  <Brot6> is2: Backup push to ssh:// initiated.
18:05:39  <Ammler> FooBar_: possible I screw the recolor sprites?
18:06:49  <Ammler> he, indeed
18:07:03  <Ammler> another downside of having so big files
18:15:59  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12562: (svn r16747) -Fix: Non-resized windows also need a post ... @ (by alberth)
18:15:59  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12563: (svn r16748) -Codechange: Don't cast away constness. @ (by alberth)
18:15:59  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12564: (svn r16749) -Codechange: Rail toolbar uses nested widge... @ (by alberth)
18:16:01  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12565: (svn r16750) -Fix: mark the intro gui dirty when changin... @ (by yexo)
18:16:07  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12566: (svn r16751) -Fix (r16740): Do not crash when using a no... @ (by alberth)
18:16:11  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12567: (svn r16752) -Codechange: Remove most of the window-chan... @ (by yexo)
18:16:15  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12568: (svn r16753) -Fix (r16740): Don't check the width of the... @ (by yexo)
18:16:19  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12569: (svn r16754) -Update from WebTranslator v3.0: @ (by translators)
18:16:23  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12570: Merge: trunk up to r16754 @ (by Hirundo)
18:20:17  <Brot6> ::DevZone:: OpenGFX - ogfx-monolev-ba.grf @ (by Ammler)
18:23:05  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 140: Change: drawn brick building in foundry.psd @ (by andythenorth)
18:27:12  <Brot6> ::DevZone:: fatmap - Feature #307: Remove direct access to map internals @ (by hylje)
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18:40:09  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 141: Change: added metal building to foundry.psd @ (by andythenorth)
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20:02:05  <XeryusTC> !ip
20:05:02  <planetmaker> XeryusTC: got to
20:45:53  <Brot6> ::DevZone:: fatmap - Revision 12315: * add : basis of the patch @ (by farden@DevStation.localhost)
21:01:08  <Brot6> ::DevZone:: World Airliners Set - Revision 273: - fix up b737-100, todo: model + vehicle life + costs @ (by yorick)
21:02:09  <Ammler> yorick: todos belong to the issue tracker
21:02:24  <yorick> Ammler: they are already on the issue tracker
21:02:51  <yorick> just a note I did not fix them :p
21:03:27  * FooBar_ is happy :)
21:04:03  <Ammler> FooBar_: did you solve varaction2? ;-)
21:04:12  <FooBar_> yes indeed
21:04:22  <FooBar_> took a while though for some reason :S
21:05:03  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 142: Feature: Plastics Plant (with easter egg) @ (by foobar)
21:05:34  <FooBar_> I still have the feeling that I did it correctly the first time, but that didn't work. Then I redid it using some other method which eventually worked, but I didn't like the x- and y-coordinates being in reverse order.
21:05:43  <andythenorth_> your commit hit mine.  So I get to merge :P
21:06:07  <FooBar_> So I redid it again the way I did it the first time and now it works.
21:06:19  <FooBar_> andythenorth_: lucky you :)
21:07:50  <Ammler> 2 for one ;-)
21:08:07  <FooBar_> and one for all :P
21:08:39  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 143: Change: added office building to foundry.psd @ (by andythenorth)
21:08:40  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 144: Merge @ (by andythenorth)
21:08:40  <Ammler> he, I should fix my recolor issue
21:08:51  <FooBar_> anyways, the first to discover my easter egg and explaining it's purpose wins!
21:08:51  <andythenorth_> Is the easter egg that the Plastic Plant is named 'Fertiliser Plant' :D
21:08:52  <Ammler> and then push again BornAcorns vehicles.
21:09:14  <FooBar_> andythenorth_: no, that's a bug... Small hint: press X
21:09:21  <Ammler> ah
21:09:31  <andythenorth_> empty tile?
21:09:31  <Ammler> I knew it is transparent :P
21:09:31  <FooBar_> Ammler: what's wron with the recolour stuff?
21:09:57  <FooBar_> yes, empty tile. You can fit a lorry station in there so it looks like your trucks actually enter the facility
21:10:00  <Ammler> but I can't compile firs :-)
21:10:21  <Ammler> FooBar_: I guess, something with whitespaces
21:10:49  <Ammler> as I edited the file, it changed the recolor sprites too
21:10:56  <andythenorth_> well that's nice, but I have a plastics plant with haybales inside it when I press X   ;)
21:11:04  <andythenorth_> I don't mind, but the users might...
21:11:10  <andythenorth_> we need those arbitrary ground tiles....
21:11:15  <Ammler> and I assume, it is because I used UTF-8
21:12:03  <FooBar_> Ammler: that's possible... Decoded recolour sprites are real ugly with all kinds of special chars in it...
21:12:26  <FooBar_> copy the monolev sprites, revert the file, past it back and save as ASCII...
21:13:05  <Ammler> yes
21:13:12  <FooBar_> andythenorth_: If users complain I can easily put an empty tile in there :)
21:13:14  <Ammler> that is what I will do
21:13:41  <andythenorth_> FooBar_: yup, sorry if I sounded negative about it, nice touch
21:14:12  <andythenorth_> any comments on the foundry before I go to bed?
21:14:16  <andythenorth_>
21:14:18  <Webster> Title: Transport Tycoon Forums View topic - FIRS Industry Replacement Set - Development (at
21:14:27  <FooBar_> andythenorth_: it didn't feel negative to me ;)
21:15:20  <FooBar_> maybe make the red roof a more dark brownish red? It's very pale now...
21:15:41  <andythenorth_> I can work on the exact shade.  So red works?
21:17:49  <andythenorth_> ok, time for bed
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21:19:17  <FooBar_> bye!
21:19:26  <FooBar_> oh...too late again :(
21:19:36  <Ammler> he is fast
21:19:46  <Ammler> well 2 mins :P
21:19:59  <Ammler> you are slow :P
21:20:14  <FooBar_> I usually quit sooner after I say goodbye...
21:20:32  <Ammler> I don't quit
21:20:42  <Ammler> and I rarly say good bye ;-)
21:22:41  <FooBar_> I have to, as I do quit :P
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21:41:51  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 145: Fix: Plastics Plant industry name @ (by foobar)
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21:48:14  <FooBar_> 'night!
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21:48:40  <Ammler> :-P
22:04:09  <Brot6> firs: Backup push to ssh:// initiated.
22:04:21  <Brot6> is2: Backup push to ssh:// initiated.
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