Log for #openttdcoop.devzone on 11th March 2010:
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00:16:22  <Webster> Latest update from devactivity: OpenGFX - Revision 326: Doc: also update the credits section of the readme <> || OpenGFX - Bug #683 (Feedback): Blue eyes too blue <> || OpenGFX - Revision 325: Change [#683]: De-spice the blue eyes a bit (Jonha) <>
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16:00:50  <DJNekkid> Doorslammer: how did thoose metro tracks turn out?
16:00:58  <DJNekkid> or ... 3rd rail
16:36:07  <Doorslammer> Nah, my idea wasn't much improvement
16:36:14  <Doorslammer> Bloody third rail :/
16:36:17  <Doorslammer> lol
16:36:28  <Doorslammer> Catenary is much more fun :P
16:39:39  <DJNekkid> hehe
17:14:34  <DJNekkid> did anyone try supreme commander 2 ?
17:15:41  <Rubidium> I guess so
17:23:42  <DJNekkid> i didnt get it towork :(
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17:59:48  <Paul2> can we get the situation where half you track is third rail and half in overhead lines and trains wont run on the other?
18:09:28  <DJNekkid> there is currently a 3rd rail with catenart
18:09:31  <DJNekkid> *catenary
18:20:25  <Paul2> oooo posh
18:22:15  <Doorslammer> Very
18:40:11  <Chris_Booth> its a shame you cant get regual trail to run on 3rd rail
18:40:20  <Chris_Booth> like you can with erail and none erail
18:48:58  <DJNekkid> there isnt a problem to code it...
18:49:15  <DJNekkid> but the metro depot would be VERY full :P
18:49:28  <DJNekkid> but i've thaught about it
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19:10:27  <DJNekkid> planetmaker: are you around?
19:25:50  <Webster> Latest update from devactivity: Redmine - Revision 3401: Removes broken javascript on wiki history. <>
19:28:25  <DJNekkid> make remake
19:28:28  <DJNekkid> ehm, wrong window
19:34:48  <DJNekkid> new NuTracks version on Bananas, with GUI
19:41:53  <Webster> Latest update from devactivity: Nutracks - Revision 43: Add: Special planning GUI <>
20:08:39  <planetmaker> DJNekkid, I'm around but don't have much time
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20:20:34  <DJNekkid> and probably gone by now :)
20:21:32  <planetmaker> hm, no ;-)
20:21:57  <planetmaker> but it usually helps to address an issue instead of asking "around?" ;-)
20:22:07  <planetmaker> then I can answer asynchronously :-P
20:22:25  <DJNekkid> i've been thinking about the 2cc wagons
20:22:44  <planetmaker> aye
20:22:50  <DJNekkid> we done have alot of gfx, atleast not with good quality
20:23:05  <DJNekkid> and, id like to have 4 generations of wagons...
20:23:15  <planetmaker> right
20:23:15  <DJNekkid> early, upto 1920 or something...
20:23:25  <DJNekkid> then up to 1960/65
20:23:36  <DJNekkid> then new ones at 2000-2010/ish
20:23:51  <DJNekkid> and my idea might be to have two different generations with the same gfx
20:24:11  <planetmaker> might be an idea
20:24:14  <DJNekkid> but the newer ones have higher basespeed and higher capacity
20:24:29  <DJNekkid> and perhals lower weight
20:25:43  <planetmaker> no need to reduce the weight :-)
20:27:00  <planetmaker> perhaps, just perhaps I can get hold of better / additional wagon sprites, though. Drawn by Zephyris and / or DanMacK
20:28:05  <planetmaker> DanMacK is currently pushing an OpenGFX+ newgrf extension - which would also include a wagon extension for additional cargos.
20:28:35  <DJNekkid> yea, i saw that...
20:28:52  <planetmaker> we'll have to see when and what exactly comes from that, though, but... they're both incredibly productive artists :-)
20:29:02  <DJNekkid> indeed...
20:29:13  <DJNekkid> how many % of opengfx is zeph's gfx?
20:29:19  <DJNekkid> i BET its more then 50!
20:29:23  <planetmaker> 75% or so
20:29:32  <planetmaker> at least
21:25:03  <Ammler> I get compile errors locally for opengfx
21:25:13  <Ammler> but it works if I run a second tim
21:37:00  <Rubidium> planetmaker: are you aware of any skins or whatever for Mac OS X that make the height of the title bar less than 22 pixels and can Mac OS X "shade" a window?
21:37:35  <Rubidium> (or is the default title bar in newer Mac OS X versions already less than 22 pixels?)
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21:40:27  <planetmaker> Rubidium: I'm not aware of such mods, I'll have to look at the height of the title bar; shading is not available out of the box
21:43:19  <planetmaker> I counted 22 pixels for my window title bars.
21:43:22  <planetmaker> Why do you ask?
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21:44:21  <Rubidium> FS#3683: don't see the mouse pointer, he's on OS X, it crashes on a Clamp and two Clamps in OS X's code hardcode 22 (and assume that's the height of the title bar)
21:49:08  <planetmaker> hm, I assume the crash.sav doesn't crash, right?
21:49:45  <Rubidium> nope
21:55:13  <planetmaker> lol. The actions of the RioGrande AI are... stupid. Constantly moving HQ
22:00:35  <planetmaker> hm... I should have pretty much the very same binary here, just a few revisions later. And nothing...
22:00:51  <planetmaker> and not only binary but also OS binaries. Used same compiler etc.
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22:34:32  <Ammler> mäh, I don't get that ground tile...
22:44:02  <planetmaker>  Message: Assertion failed at line 74 of /Users/ingo/ottd/trunk/src/gfxinit.cpp: b <-- what a peculiar code line...
22:45:44  <SmatZ> hehe
22:47:10  <planetmaker> hm, even reproducable. Strange
22:48:19  <planetmaker> ok, I messed up toyland opengfx obviously
22:53:35  <planetmaker> yes... one engine was missing.
22:56:59  <SmatZ> still, it's not nice OTTD asserts on that
23:02:13  <planetmaker> On 8 missing sprites in the base set?
23:02:42  <planetmaker> If you like, I make a bug report from that.
23:07:43  <planetmaker> otherwise: just try to start toyland with one of the engines removed from the nfo of the ogfxt_toyland.nfo and re-encode it for a valid base set
23:08:17  <planetmaker> "valid" would be proper way of writing ;-)
23:13:19  <SmatZ> hmm I suppose there are just too many ways invalid GRF can crash OTTD
23:13:35  <SmatZ> the situation is improving over time though :)
23:14:28  <planetmaker> yes, that's why I decided to not bother with this crash ;-)
23:15:03  <planetmaker> Actually I don't mind the crash. I'm rather a bit puzzled by the error message.
23:15:28  <SmatZ> b
23:15:42  <planetmaker> or the assertion line itself. The crashlog semi-correctly states that I probably have incompatible newgrfs for that game.

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