Log for #openttdcoop.devzone on 16th March 2010:
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00:06:39  <Webster> Latest update from devactivity: OpenGFX - Revision 352: Feature [#669]: replace small flats <>
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00:22:25  <Webster> Latest update from devactivity: OpenMSX - Bug #759: Building 0.1.0 <>
00:29:38  <Frankr> Does anyone here know where i could find how long a tick is
00:30:04  <Rubidium> under what circumstances?
00:30:19  <Rubidium> and in what kind of units?
00:30:31  <Frankr> in game normal circumstances
00:30:39  <Frankr> seconds
00:30:45  <Rubidium> 0.03
00:31:18  <Beardie> so 33 ticks is One Second in real life?#
00:31:23  <Beardie> roughly.
00:31:42  <Rubidium> yes
00:31:51  <Beardie> right
00:32:41  <Beardie> ty
00:32:44  <Rubidium> not sure how useful such information is though
00:32:59  <Beardie> Well we are trying to wrok out time takes for passengers to get off a plen
00:33:01  <Beardie> plane*
00:33:34  <Beardie> we got Passenger Capacity and Number of Doors.
00:34:58  <Beardie> and we think its takes on average a pessnge two and half minutes to get off a plane
00:35:47  <Frankr> what if we convert that into seconds straight away
00:36:28  <Rubidium> in 90 seconds you can unload a whole plane
00:36:49  <Rubidium> well, unload the passengers
00:37:18  <Rubidium> in OpenTTD by default it loads/unloads at most 20 per 20 ticks
00:37:22  <Frankr> yh
00:38:29  <Frankr> we are on the balancing Planes job
00:38:44  <Frankr> this will finish it off
00:39:09  <Rubidium> don't try to figure out what would be a 'real' number, just what is a useful number in-game :)
00:39:25  <Beardie> yes
00:39:31  <Beardie> we are doing that but using real life numbers XD
00:39:47  <Rubidium> the bigger planes have usually more doors, yet only one door is used for unloading
00:40:08  <Frankr> we make it useful in game but at the same time use real life data so it varies per plane
00:40:11  <Beardie> so whats the poitn of a A380 having 16 doors?
00:40:22  <Frankr> for emergencies
00:40:31  <Frankr> lol
00:40:42  <Beardie> lol
00:41:07  <PeterT> lol
00:41:14  <Rubidium> for the A380 they might make special terminals which feature two doors used for loading
00:41:29  <Frankr> some actually use three
00:41:31  <Rubidium> Beardie: because they need 8 doors to unload the plane within 90 seconds
00:42:29  <Beardie> Well see you said try and make the figures useful in game, i i use all doors in the calculations, the figures might be useful and come to good number :)
00:45:54  <Frankr> @calc 853/16/2.5
00:45:54  <Webster> Frankr: 21.325
00:46:49  <Rubidium> I fear that using that calculation the numbers will remain roughly the same throught the range
00:47:25  <Frankr> i think my turnaround time is the best
00:47:31  <Rubidium> small aircraft with 50 pax and 1 door, bigger ones with 100 pax and 2 doors, jumbos with 300 pax and 6 doors
00:47:35  <Frankr> it is just a pain to find the data
00:48:43  <Beardie> were just playing around Rubidium XD if it doesn;t work out
00:48:49  <Beardie> we can also change the vairables
00:48:55  <Beardie> always*
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00:56:50  <Beardie> Rubidium are you sure Tick is 0.03?
00:58:11  <Beardie> Because it Tick was 0.03seconds a Plane With 42 passengers and a Pax Tick 1 would take roughyl 1.2 seconds to unload.
01:11:56  <Beardie> Rubidium?
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02:47:01  <Webster> Latest update from devactivity: World Airliners Set - Revision 632: Changes to Pax Tic Tab in Coding Tbale and 42-300 NFO <>
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09:26:16  <andythenorth> morning
09:27:00  <andythenorth> ho hum.  George thinks my production code is micro-management :|
09:59:42  <Webster> Latest update from devactivity: FIRS Industry Replacement Set - Feature #826 (New): Check special flags and cb flags for all indu... <> || FIRS Industry Replacement Set - Feature #825 (New): Decide appropriate production change messages... <> || FIRS Industry Replacement Set - Revision 643: Change: innapropriate use of 'insects' etc as produ... <> || FIRS Industry Replacement Set - Revision 642: Change: adjust production ratios for input cargos f... <>
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10:15:44  <Webster> Latest update from devactivity: FIRS Industry Replacement Set - Feature #829 (Closed): Remove Wind Farm from 0.1 release <" target="_blank">> || FIRS Industry Replacement Set - Revision 644: Change: removed windfarm from firs.pnfo <> || FIRS Industry Replacement Set - Feature #829 (Closed): Remove Wind Farm from 0.1 release <> || FIRS Industry Replacement Set - Feature #827 (Rejected): Rethink Power Station consumption <" target="_blank">> || FIRS Industry Replacement Set - Feature #828 (New): Rethink Power Station consumption <> || FIRS Industry Replacement Set - Feature #827 (Rejected): Rethink Power Station consumption <>
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10:46:08  <Webster> Latest update from devactivity: FIRS Industry Replacement Set - Feature #832: No source of cotton <" target="_blank">> || FIRS Industry Replacement Set - Feature #833 (New): Textile mill not accepting cotton <> || FIRS Industry Replacement Set - Feature #832 (New): No source of cotton <> || FIRS Industry Replacement Set - Feature #831 (New): Set production ratios for all processing indu... <> || FIRS Industry Replacement Set - Code Review #830 (New): Change content of generic industry descri... <>
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11:49:59  <Webster> Latest update from devactivity: FIRS Industry Replacement Set - Feature #834 (New): Don't forget to try var 2C for controlling in... <>
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12:59:16  <Ammler> isn't there somewhere a nice overview of tile dimensions
12:59:27  <Ammler> I am not able to find that right now... :-(
13:00:31  <Rubidium> oh, you mean the ane that states a tile is between like 10 meter and 800 km?
13:04:34  <Ammler> no, the one with shows a ground tile is 64x31
13:04:54  <Ammler> with xyz thing
13:05:06  <Ammler> bounding boxes and such
13:07:04  <Rubidium> ?
13:09:06  <Ammler> yes, might be, hmm, had something else in mind...
13:09:09  <Ammler> thanks anyway
13:11:23  <Ammler> something like 2right-1up
13:13:21  <Ammler> I wonder how you split the easiest to tiles
13:15:56  <Ammler>,1554:1562 <-- somehow the old stations looked better?
13:21:15  <Rubidium> s/tion/dium/
13:28:59  <Ammler> if you cut that thing wrong you can do the whole thing from start again.
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14:12:11  <Webster> Latest update from devactivity: FIRS Industry Replacement Set - Feature #835 (New): Hide un-needed cargos <>
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14:26:45  <Ammler> YEAH! I failed:
14:27:19  <Ammler> (if you lower the terrain in the center)
14:32:11  <Ammler> the question is now, did I cut wrongly or is the template wrong :-)
14:58:32  <Webster> Latest update from devactivity: OpenGFX - Revision 354: Update [#669]: Football stadium with templates and masks <> || OpenGFX - Revision 353: Fix: house template y-offset -1, add 2 sprites more <>
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15:14:34  <Webster> Latest update from devactivity: FIRS Industry Replacement Set - Revision 647: Change: Power Station tiles no longer accept Engine... <> || FIRS Industry Replacement Set - Revision 646: Change: ID references to THERMALPLANT now POWERSTAT... <> || FIRS Industry Replacement Set - Revision 645: Change: Power Station no longer accepts Engineering... <> || FIRS Industry Replacement Set - Feature #836 (New): Is code needed to prevent annoying random ind... <>
15:16:48  <Ammler> <-- the soccer stadium is worse to place...
15:16:49  <Webster> Title: plasma-desktoppk6622.jpg (at
15:17:11  <Beardie> Is it Ammler?
15:17:27  <Beardie> Looks good :)
15:17:34  <Ammler> check the screen, not possible to center it, imo
15:17:49  <Beardie> lol
15:18:12  <Beardie> :S
15:18:18  <Ammler> on the right side, it does overlap 1px
15:18:29  <Ammler> but if I move it one more left, it gets uglier
15:18:38  <Beardie> yeah
15:19:50  <Beardie> I've been working out Ticks and stuff for Planes, is 102 real life seconds to long to fully unload and reload a A380 in game?
15:20:51  <Ammler> in general, planes load too fast
15:21:00  <Ammler> specially av8 is quite bad in that matter
15:21:10  <Beardie> well what i got its pretty slow
15:21:16  <Beardie> but i don;t know
15:21:37  <Ammler> compare with av8, if it needs around double the time, it is fine :-)
15:22:18  <Ammler> I mean, when do you need all bays on a airport
15:22:51  <Ammler> usually a plan is full before next plane lands
15:23:00  <Beardie> yeah
15:23:27  <Beardie> well i'll put it into game and time it :)
15:24:01  <Ammler> maybe you can add a parameter to multiple the time ;-)
15:24:16  <Ammler> (at least for debugging
15:25:36  <Beardie> maybe
15:26:35  <Ammler> what you think about the soccer stadium, shall I code it that way I made the screen?
15:26:44  <Beardie> well its looks fine
16:04:44  <Ammler> ok, image work took 20 mins, coding 1min
16:04:55  <Beardie> LOL
16:05:08  <Beardie> i think i srted my Tick out aswell :)
16:05:26  <Beardie> Don't you just excell forumlas
16:05:27  <Beardie> =IF(G3="-","-",ROUND(IF(G3>100, (F3+(F3*(C3/10))), IF(G3>50, (F3+(F3*(C3/10))), IF(G3>20, (F3+(F3*(C3/10))), IF(G3>10, (F3+(F3*(C3/10))), IF(G3>5,(F3+(F3*(C3/10))), F3))))),0))
16:05:35  <Beardie> XD
16:06:43  <Beardie> 37 seconds to fully unload and reload a A380
16:06:55  <Beardie> about 14 seconsd in Av8
16:07:00  <Beardie> so its a bit more than double :)
16:07:59  <Ammler> since most use 1/1 speed, you don't see the planes on air anymore
16:08:10  <Ammler> so it is nice, they stay a bit longer on ground :-)
16:08:24  <Beardie> yes
16:08:47  <Beardie> also we have variable running costs, when the plane is on the ground running costs drop.
16:09:07  <Beardie> i think thats what we have it set at XD
16:09:17  <Ammler> oh, but not to 0, I hope
16:09:24  <Beardie> no LOL
16:09:50  <Ammler> planetmaker: something left to code? :-P
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16:11:22  <Ammler> <-- new soccer stadium ingame
16:11:23  <Webster> Title: plasma-desktopIL6622.jpg (at
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16:11:44  <Beardie> Congrats Ammler :) Very nice :D
16:12:15  <Ammler> I am not maximal satisfied
16:13:06  <Ammler> well, pushed...
16:15:34  <Ammler> Beardie: one ugly disadvantage that excel sheet has
16:15:40  <Ammler> it is saved as binary, no histroy
16:16:39  <Beardie> I wouldn't understand that XD
16:16:40  <Ammler> it has history, but not possible to review
16:16:54  <DJNekkid> hi guys
16:16:58  <Ammler> you can't view changes
16:17:45  <Ammler> ah majonaise
16:17:47  <Webster> Latest update from devactivity: OpenGFX - Revision 355: Update [#669]: Soccer stadium <>
16:17:51  <Ammler> Sali DJ
16:19:34  <DJNekkid> any news lately?
16:20:02  <Ammler> nothing to code for OpenGFX :-(
16:24:11  <DJNekkid> code soem for 2ccset :P
16:25:42  <Ammler> that is even more complicated with using the templates
16:25:52  <Ammler> I had already quite some troubles with ogfx
16:28:19  <Ammler> <-- Rubidium openttd releases "pushes" work on ogfx :-D
16:33:58  <Webster> Latest update from devactivity: OpenGFX - Bug #669 (Resolved): Recolor: remove magic brown <> || OpenGFX - Revision 356: Update: source file for football and soccer stadium <>
16:50:50  <Webster> Latest update from devactivity: FIRS Industry Replacement Set - Revision 650: Change: corrected some industry types (prop 0B) <> || FIRS Industry Replacement Set - Revision 649: Change: i_thermalplant.pnfo now *actuall* i_powerst... <> || FIRS Industry Replacement Set - Revision 648: Change: i_thermalplant.pnfo now i_powerstation.pnfo... <>
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17:06:53  <Webster> Latest update from devactivity: OpenGFX - Bug #605: make bundle in a subdir <>
17:08:49  <Ammler> hmm, shall I start splitting extra grf and break all 32bpp tars? ;-)
17:09:34  <Ammler> (again)
17:11:06  <Ammler> you don't have a fixed order in openttd.grf, just alphabetical file names, it seems...
17:14:24  <Rubidium> 32bpp tars depending on opengfx/openttd's "extra" GRF are broken by design
17:14:39  <Rubidium> that's exactly why the 32bpp extra newgrf thingy project was started
17:16:16  <Rubidium> 32bpp-extra in redmine-speak
17:16:34  <Ammler> yes, but I assume, there are still some tars around using the "other" extra grfs
17:16:58  <Rubidium> screw them :)
17:22:54  <Webster> Latest update from devactivity: FIRS Industry Replacement Set - Revision 651: Add: template for 'accept only' production code (cu... <>
17:28:42  <DJNekkid> Rubidium: do you know anything about Peters patch? (the one he metions in the NuTracks thread)
17:30:41  <Ammler> maybe peter knows something about? :-P
17:39:15  <Ammler> pure white errors :-o
17:39:25  <Ammler> pm or me?
17:40:15  <Ammler> fuck :'-)
17:41:50  <DJNekkid> fuck you, or fuck planetmaker ?
17:43:13  <Ammler> me
17:43:30  * DJNekkid starts to hump Ammler 
17:43:39  <DJNekkid> mouth or ass btw?
17:43:39  <Ammler> mäh :-o
17:43:52  <DJNekkid> optionally: i can bring a friend
17:44:00  <Ammler> (     ^ mouth is open :-P)
17:44:21  <DJNekkid> ahh...
17:45:06  <Seberoth> lol
17:46:34  <Ammler> well, theoretically you should fuck Zephyris
17:47:29  <Ammler> it looks like drawers white errors and not coders
17:47:57  <DJNekkid> lol...
17:48:06  <DJNekkid> "dont fuck the messenger" ? :)
17:48:36  <Frankr> :)
17:51:32  <Ammler> hmm, where is that guide again to fix pure white?
17:51:55  <Ammler> first I recolor the real pure white to something else
17:51:55  <DJNekkid> use color number:
17:51:59  <Ammler> then?
17:52:07  <DJNekkid> 15
17:52:25  <Ammler> how to select color 255?
17:52:38  <DJNekkid> i have no idea, do it manually :)
17:52:45  <DJNekkid> thats atleast how i do it :)
17:52:47  <Ammler> now fuck yourself :-P
17:53:18  <Ammler> how shall i find pure white
17:53:38  <Ammler> that might be some stupid guy in the tribun
17:53:39  <DJNekkid> look for white stuff? :P
17:53:57  <DJNekkid> well ...
17:54:13  <DJNekkid> my image editor show what color the pixel i got the mouse at
17:54:19  <Ammler>
17:54:29  <Ammler> yes
17:54:38  <Ammler> but I need the editor to show me the color I like
17:56:01  <Ammler> DanStan explained it in the ogfx thread half a year ago, as we considered pure white as a error
17:56:03  <DJNekkid> poles/goals are purte white
17:56:25  <Ammler> you searched with eyes?
17:56:39  <Ammler> (with your own eyes)
17:56:40  <DJNekkid> yes
17:56:45  <Ammler> :-D
17:57:22  <DJNekkid> eyes + mouse
17:57:42  <frosch123> you could also patch ttdv :p
17:58:40  <Ammler> frosch123: very nice IDEA!
17:59:48  <DJNekkid>
18:00:17  <Ammler> DJNekkid: don't edit that png :-)
18:00:33  <Ammler> Not Found
18:00:58  <Ammler> or did you just mark it?
18:00:59  <DJNekkid> try now
18:01:18  <DJNekkid> i keep forgetting that "copy" != "cp" :)
18:01:45  <Ammler> <-- in the repo
18:01:59  <Ammler> soccer and football, both have
18:03:12  <DJNekkid> i dont have acces to the opengfx repo
18:03:18  <DJNekkid> (afaik=
18:03:19  <DJNekkid> )
18:04:55  <Rubidium> I don't know of any patch
18:05:16  <Ammler>
18:05:17  <Webster> Title: Transport Tycoon Forums • View topic - [8bpp] Graphics Replacement Project - OpenGFX (at
18:05:49  <Ammler> DJNekkid: what is the difference between?
18:05:53  <Ammler> (cp and copy)
18:06:02  <DJNekkid> cp exists, copy dont
18:06:24  <Ammler> alias copy="cp -p"
18:06:38  <DJNekkid> what does -p do?
18:07:05  <Ammler> preserve properities
18:08:02  <Ammler> you can use it without
18:11:07  <Beardie> Hello DJNekkid, just wondering know anything about how Tick is coded regarding Cargo Planes?
18:11:20  <DJNekkid> Tick?
18:11:45  <Frankr> load amount
18:11:57  <DJNekkid> like everything else i assume?
18:12:44  <Beardie> Just usally if you have a passenger plane the load amount is a quarter for the extra mial on board
18:15:02  <DJNekkid> you want it to be just as fast?
18:15:22  <Beardie> well if so it would be just times 4
18:15:31  <DJNekkid> yes...
18:15:34  <Beardie> i don;t know yet XD
18:15:37  <DJNekkid> but you probably need to set it
18:17:11  <Beardie> we thought is required XD
18:17:16  <Ammler> gimp is awesome, if someone would know how to use it :-)
18:17:17  <Beardie> we?
18:17:21  <Beardie> we = more :s
18:17:39  <DJNekkid> you can probably use VarAction2 variable 40 along with callback 11 (iirc) toset the different loading speeds of the different compartments
18:19:00  <DJNekkid> -1 * 0  02 <feature for planes> <ID> 81 40 00 FF \b<loadingspeed on pax> 80 00 00    \b<loadingspeed on mail> 80
18:19:19  <DJNekkid> then refrence this on the callbackline, and add a ID 00 11 11
18:19:26  <DJNekkid> (if CB11 were loading speeds)
18:19:40  <Beardie> :S
18:20:12  <Beardie> be easier to use Action 0 Variable 07 and set a /b value
18:20:33  <DJNekkid> but that only sets it for the pax compartment
18:20:49  <Beardie> and mail but at 1/4 the value?
18:21:02  <DJNekkid> the mail compartment seem to be property (not variable) 07's value/4
18:21:28  <Beardie> sorry yes property
18:21:30  <Beardie> and yes
18:21:39  <Beardie> so have a cargo plane i can times it by four
18:22:13  <DJNekkid> i have never tested it, so you probably just need trial and error
18:22:17  <Beardie> yes
18:22:22  <Beardie> well i will do that :)
18:24:59  <andythenorth> faster make, faster, kill kill!
18:25:12  * andythenorth is running out of websites to read while make does it stuff
18:25:15  <andythenorth> it's /s
18:27:30  <Frankr> that will need to be implemented for pax planes anyway beardie
18:28:54  <Frankr> lol andy
18:29:27  <DJNekkid> guys
18:29:35  <DJNekkid> does anyone of you have any thoughts on NG rails?
18:29:39  <DJNekkid> i wanna add some...
18:29:42  <DJNekkid> to Nutracks
18:29:51  <DJNekkid> but i only have 3 slots left
18:30:37  <DJNekkid> normal narrow gauge, electrified NG, and rackrail
18:30:49  <DJNekkid> but, that rack either needs to be compatible to eletrified ones
18:30:54  <DJNekkid> or ... not
18:31:22  <Frankr> metro, monorail and maglev included in that
18:31:57  <DJNekkid> not monorail
18:32:02  <DJNekkid> i dont see any need for that in nutracks?
18:32:41  <Frankr> i dunno is there any monorail set being worked on
18:34:01  <DJNekkid> there is that NMTS...
18:34:16  <DJNekkid> metro = 3rd rail
18:35:46  <Frankr> cheapo magnet version of maglev, lol, ;)
18:36:27  <DJNekkid> But, i can always leave one slot open for future use :)
18:38:40  <Frankr> yh you can, it doesn't need to be filled
18:38:56  <Frankr> or that would mean 65000 planes or trains lol
18:41:13  <Webster> Latest update from devactivity: 2cc train set - Bug #812 (Closed): everything available on el rail <> || 2cc train set - Revision 481: Fix: Fixed #812 and some tweaks to newer versions of NuTracks <> || OpenGFX - Revision 358: Fix (r354,r355): Pure white in the stadiums <> || OpenGFX - Revision 357: Fix (r349): y-offset is -57 <> || Nutracks - Revision 46: Change: Preparations for adding some NG-tracks <>
18:44:23  <Hirundo> You can't even build 65000 vehicles
18:44:39  <Hirundo> and btw... load amount for cargo is the same as load amount for pax, by default
18:46:21  <Frankr> ok thanks Hirundo
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18:50:00  <DJNekkid> how is the ==, >= etc syntax?
18:57:34  <Ammler> ((X) < (Y) ? (X) : (Y))
18:57:52  <DJNekkid> ? means? : means?
18:58:12  <Ammler> if x < y then x else y
18:58:42  <DJNekkid> oki
18:58:59  <Ammler> but maybe I am the last in this channel who should answer to cpp questions :-)
18:59:06  <DJNekkid> hehe
18:59:36  <DJNekkid> is it possible to remove something from a thing that is defined?
18:59:38  <Ammler>
18:59:39  <Webster> Title: Macro Arguments - The C Preprocessor (at
19:00:07  <DJNekkid> i.e. remove a \w from i.e. \w160
19:00:52  <Ammler> don't use \w in the value
19:01:21  <DJNekkid> oki...
19:01:32  <Ammler> #devine FOO   160
19:01:44  <Ammler> blubber \wFOO
19:01:51  <DJNekkid> is it possible to remove a \wx from i.e. \wx8E ?
19:01:56  <DJNekkid> or
19:02:12  <Ammler> [20:00] <Ammler> don't use \w in the value
19:02:24  <DJNekkid> make excel make stuff into little endian?
19:02:30  <DJNekkid> (or, openoffice
19:02:31  <Ammler> noh
19:02:31  <DJNekkid> )
19:02:35  <Ammler> why?
19:03:10  <DJNekkid>
19:03:15  <Ammler> keep calculations in the excel as low as possible
19:03:52  <DJNekkid> but, THIS_ENG_SPEED is \w<speed>
19:04:16  <Ammler> it shouldn't :-)
19:04:29  <Ammler> THIS_ENG_SPEED should be <speed>
19:04:46  <DJNekkid> but, since speed is a word value, it needs to be in little endian
19:05:01  <Ammler> yes, but you do that in the code
19:05:11  <Ammler> \wTHIS_ENG_SPEED
19:05:17  <Ammler> doesn't that work?
19:05:19  <DJNekkid> nope
19:05:37  <DJNekkid> (\wx if its in hex)
19:05:50  <Ammler> \wxWHATEVER
19:05:57  <DJNekkid> point was
19:06:08  <DJNekkid> \wxSOMETHINGSTHATSDEFINED dont work
19:06:13  <DJNekkid> atleast, it didnt the last time i tried
19:06:22  <Ammler> hmm, ugly cpp
19:06:27  <Ammler> maybe use some python?
19:07:04  <DJNekkid> i could perhaps make a #define SLASHW \w
19:07:12  <DJNekkid> SLASHWTHING_ENG_SPEED ?
19:07:29  <Ammler> why should that work, and the other didn't?
19:07:54  <DJNekkid> \-something probably is concidered an escape or something
19:10:07  <Ammler> if it works fine :-)
19:11:34  <DJNekkid> didnt work either
19:12:08  <Ammler> so it needs <space>MACRO<space> ?
19:12:35  <DJNekkid> yes
19:13:21  <Ammler> IMO, we use cpp already too heavy
19:13:48  <Ammler> some parts would be easier with python or something else...
19:14:17  <Ammler> python is already a requirement, so why not using it?
19:14:21  <andythenorth> ^^ weirdly I've just been looking at the same problem in FIRS.  Don't try and solve it with CPP, it's too hard
19:14:34  <andythenorth> some things are better just written in the code and be done with it
19:14:42  <Ammler> or that :-)
19:14:54  <andythenorth> especially for complex varaction 2 which sometimes needs words and sometimes bytes  :x
19:15:29  <DJNekkid> I'm only gonna change a value if the speed of an engine is this or that
19:15:46  <DJNekkid> and afaik is there no CB36 support for property5 for trains :)
19:18:46  <DJNekkid> there is _one_ posibillity tho, but it is quite large :)
19:23:32  <DJNekkid> || is "or" ?
19:24:23  <frosch123> logical or
19:25:10  <DJNekkid> yes
19:25:27  <DJNekkid> if stuff = (a or b)
19:25:41  <DJNekkid> #if STUFF == (a || b)
19:25:42  <DJNekkid> ?
19:25:46  <frosch123> :p
19:25:55  <frosch123> #if (stuff == a) || (stuff == b)
19:27:10  <DJNekkid> oh crap! but oh well!
19:27:17  <DJNekkid> excel is my friend
19:32:21  <Ammler> is it just me or is the DevZone damns slow
19:43:43  <DJNekkid> so ...
19:44:42  <DJNekkid> #if ((STUFF == something) & (STUFFZOR == stash)) would be correct?
19:46:14  <Hirundo> I would use logical instead of binary AND, so && instead of &
19:46:59  <DJNekkid> oki, thanx :)
19:47:17  <DJNekkid> same goes for "smaller then" and "bigger then" ?
19:47:24  <DJNekkid> << vs < and >> vs > ?
19:47:42  <Hirundo> no, << and >> do left/right shifting :)
19:49:26  <Hirundo> problem with binary AND is that (1 & 2) equals zero, because no bit is set in both 1 and 2 in binary (0001 vs 0010), that could lead to unexpected results
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19:57:39  <Webster> Latest update from devactivity: FIRS Industry Replacement Set - Revision 653: Change: Primary Industries won't close due to rando... <> || FIRS Industry Replacement Set - Feature #837 (New): Primary industry closure <> || FIRS Industry Replacement Set - Feature #838 (New): Primary industry closure <> || FIRS Industry Replacement Set - Revision 652: Change: partial code for Power Station production <>
20:04:11  *** ChanServ sets mode: +o Webster
20:12:42  <DJNekkid> what does
20:12:43  <DJNekkid>  error: token "\" is not valid in preprocessor expressions
20:12:45  <DJNekkid> mean ?
20:13:23  <DJNekkid> that this
20:13:24  <DJNekkid>  error: token "\" is not valid in preprocessor expressions
20:13:26  <DJNekkid> ehm
20:13:40  <frosch123> try \
20:13:51  <DJNekkid> oki...
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20:19:16  <DJNekkid> still no success...
20:20:25  <DJNekkid> #if ((THIS_ENG_SPEED == "\w0") && (THIS_ENG_TRACTION_TYPE <28  ) ||    #if ((THIS_ENG_SPEED == "\w1" ..
20:21:08  <Rubidium> the preprocessor can't do string comparisons
20:21:40  <DJNekkid> bah...
20:21:43  <Rubidium> also the second #if seems to be wrong
20:21:52  <DJNekkid> ofcourse!
20:25:45  <Hirundo> "str" == "str" doesn't work as you might think in C / the C preprocessor
20:27:59  <DJNekkid> and i cant erase characters either? :)
20:29:05  <Hirundo> What do you mean by "erasing characters"?
20:29:14  <DJNekkid> turn \w160 into 160 :)
20:29:25  <DJNekkid> i.e. erase the two first chars of a string
20:30:33  <Rubidium> no, you can't do that
20:30:43  <DJNekkid> back to the thinkingbox :)
20:30:52  <Rubidium> it's a preprocessor, not a templating engine
20:49:37  <Yexo> the other way around might be possible, something like \w ## 160
20:50:24  <Ammler> [21:30] <Rubidium> it's a preprocessor, not a templating engine <-- lol, why didn't you tell that earlier ;-)
20:50:33  <DJNekkid> Yexo: what do you mea?
20:51:04  <DJNekkid> \w ## STUFF ?
20:51:10  <DJNekkid> mea=mean
20:51:23  <Yexo> DJNekkid:
20:52:10  <DJNekkid> i see!
20:52:23  <Yexo> haven't tested it in this way, so not sure if it works
20:53:36  <DJNekkid> i'll test
20:56:22  <DJNekkid> unless i did something wrong it didnt :(
20:57:28  <Ammler> we use openttd sprites for sloped tracks (Action5f)
21:15:54  <Webster> Latest update from devactivity: OpenGFX - Revision 359: Change [#820]: Splitted extra <>
21:24:43  <Rubidium> Ammler: is it me or do I see two tram pnfos with the same data?
21:27:16  <Ammler> it is me :-(
21:37:54  <Ammler> I didn't include the file, just forgot to remove completely, sprite numbers are the same as before
21:47:58  <Webster> Latest update from devactivity: OpenGFX - Revision 361: Change: move Action7 out from plus-files and let it jump to label <> || OpenGFX - Revision 360: Fix (r359): dublicate file <>
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23:33:59  <planetmaker> Hello
23:34:11  <PeterT> Hello planetmaker
23:34:14  <planetmaker> Something I should know happend today?
23:34:24  <planetmaker> Or can I go safely to sleep? :-)
23:39:28  <planetmaker> thanks for bringing up OpenGFX's major issues in the dev thread, Ammler. good move!
23:39:29  <andythenorth> hi hi
23:39:58  <planetmaker> hi andythenorth
23:40:25  <Ammler> <-- shouldn't that work?
23:40:38  <Ammler> hello planetmaker :-)
23:40:52  <Ammler> I was looking for work but didn't find something :-P
23:41:10  <Ammler> so I screwed the extra grf :-)
23:41:28  <planetmaker> Ammler: 0x14 != 14 ;-)
23:41:34  <planetmaker> use \b14
23:41:52  <Ammler> that is fine, paste from original
23:42:05  <Ammler> it isn't the whole code
23:42:16  <Ammler> I just wondering about the #define part
23:42:34  <Ammler> make: *** No rule to make target `sprites/flags.pcx', needed by `sprites/nfo/extra/extra-openttd-flags.pnfo'.  Stop.
23:43:10  <planetmaker> oh. Nah, replace whole things, separated by space only
23:43:39  <planetmaker> otherwise the preprocessor fails to detect that it has to replace something
23:43:59  <planetmaker> it's really time for python4nfo, eh? ;-)
23:44:15  <Ammler> hehe
23:44:23  <Ammler> DJNekkid: would like it too :-P
23:44:31  <Ammler> then I make a good old sed
23:44:55  <planetmaker> well, also define the whole PCX name or don't define it at all, I think
23:46:24  <Ammler> he?
23:46:33  <Ammler> I tried with the wohle path, I think...
23:46:39  <planetmaker> well, nvm. I just thought it to use
23:46:54  <planetmaker> #define FLAG_PCX sprites/pcx/extra/flags.pcx
23:46:56  <planetmaker> and
23:47:16  <planetmaker>    -1 FLAG_PCX 18 8 09 8 11 0 0
23:47:52  <planetmaker> without any "
23:48:08  <planetmaker> #define is a simple 1:1 replacement of one string for another
23:48:31  <planetmaker> and the first must be continuous and separated by space before and after
23:48:33  <Ammler> planetmaker: the code comes from
23:48:52  <Ammler> maybe Rubidium would replace it?
23:49:15  <planetmaker> eh? By what?
23:49:32  <Ammler> by your proposal :-P
23:50:25  <planetmaker> Only we use templates ;-)
23:50:44  <planetmaker> it's also a case where it's border-line.
23:51:35  <Ammler> btw. if I replace the flags by openttd source
23:51:46  <planetmaker> the file is not used in several places anyway, so #define is not really necessary.
23:51:47  <Ammler> is that a "Update:" or a "Change:" ?
23:52:37  <Ammler> I guess, Update shouldn't be used?
23:54:01  <planetmaker> 0 * 0   07 83 01 ! 02 "T"
23:54:02  <planetmaker> 0 * 0   10 "Tropic END"
23:54:04  <planetmaker> ^^^ that works?!
23:54:57  <Ammler> yes, since around 3 years
23:55:04  <Ammler> maybe longer
23:55:31  <Ammler> IMO, it is easier than counting the sprites...
23:56:35  <Ammler> there are other parts used similar Action7, I didn't change it all...
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23:57:00  <planetmaker> Na, I mean "T" vs. "Tropical END"
23:59:14  <planetmaker> Looks like you did A LOT of work today :-)

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