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Log for #openttdcoop.devzone on 25th July 2010:
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03:45:13  <Brot6> Redmine HG Patch Queue - Revision 126:fc2d22b14f3d: more tests and clean up (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/fc2d22b14f3d
03:45:13  <Brot6> Redmine HG Patch Queue - Revision 127:ba77bd83b909: purge deprecated patches (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/ba77bd83b909
03:45:13  <Brot6> Redmine HG Patch Queue - Revision 128:176ce4f0b252: patch for related revision of issues (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/176ce4f0b252
03:45:14  <Brot6> Redmine HG Patch Queue - Revision 129:b95063a5195e: typo in commit msg (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/b95063a5195e
04:01:00  <Brot6> Redmine HG Patch Queue - Revision 126: more tests and clean up (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/126
04:01:00  <Brot6> Redmine HG Patch Queue - Revision 127: purge deprecated patches (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/127
04:01:00  <Brot6> Redmine HG Patch Queue - Revision 128: patch for related revision of issues (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/128
04:01:00  <Brot6> Redmine HG Patch Queue - Revision 129: typo in commit msg (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/129
04:01:02  <Brot6> HEQS "Heavy Equipment" Set - Revision 371: Change: amber beacons for rail mog (andythenorth) @ http://dev.openttdcoop.org/projects/heqs/repository/revisions/371
04:01:05  <Brot6> NFORenum - Revision 406: Change: arch should depend on the building host (Ammler) @ http://dev.openttdcoop.org/projects/nforenum/repository/revisions/406
04:01:08  <Brot6> #openttdcoop - Revision 106: Feature: make script localizeable, use compiler.conf to change CONSTs (Ammler) @ http://dev.openttdcoop.org/projects/home/repository/revisions/106
04:01:12  <Brot6> GRFCodec - Revision 178: Change: arch should depend on the building host (Ammler) @ http://dev.openttdcoop.org/projects/grfcodec/repository/revisions/178
04:02:26  <Brot6> Redmine HG Patch Queue - Revision 126:fc2d22b14f3d: more tests and clean up (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/fc2d22b14f3d
04:02:26  <Brot6> Redmine HG Patch Queue - Revision 127:ba77bd83b909: purge deprecated patches (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/ba77bd83b909
04:02:26  <Brot6> Redmine HG Patch Queue - Revision 128:176ce4f0b252: patch for related revision of issues (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/176ce4f0b252
04:02:28  <Brot6> Redmine HG Patch Queue - Revision 129:b95063a5195e: typo in commit msg (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/b95063a5195e
04:02:32  <Brot6> HEQS "Heavy Equipment" Set - Revision 371:51ae7b43e9be: Change: amber beacons for rail mog (andythenorth) @ http://dev.openttdcoop.org/projects/heqs/repository/revisions/51ae7b43e9be
04:02:36  <Brot6> NFORenum - Revision 406:57d2f7fac4bf: Change: arch should depend on the building host (Ammler) @ http://dev.openttdcoop.org/projects/nforenum/repository/revisions/57d2f7fac4bf
04:02:40  <Brot6> #openttdcoop - Revision 106:8322045683d4: Feature: make script localizeable, use compiler.conf to... (Ammler) @ http://dev.openttdcoop.org/projects/home/repository/revisions/8322045683d4
04:02:44  <Brot6> GRFCodec - Revision 178:043b8a913e09: Change: arch should depend on the building host (Ammler) @ http://dev.openttdcoop.org/projects/grfcodec/repository/revisions/043b8a913e09
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05:16:31  <Mazur_> Good morning.  Just looking around for a moment.
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05:59:00  <Brot6> HEQS "Heavy Equipment" Set - Feature #1131 (New): Possibly rewrite credits (andythenorth) @ http://dev.openttdcoop.org/issues/1131
05:59:00  <Brot6> FISH - Bug #908 (Closed): missing files (andythenorth) @ http://dev.openttdcoop.org/issues/908#change-2933
05:59:00  <Brot6> FISH - Bug #821 (Closed): Small Coaster - running cost is 0 (andythenorth) @ http://dev.openttdcoop.org/issues/821#change-2934
06:00:31  <Brot6> FISH - Bug #693 (Closed): warnings about unused set IDs and not reached defaults (andythenorth) @ http://dev.openttdcoop.org/issues/693#change-2935
06:11:59  <Brot6> FISH - Feature #1132 (New): River Boats need loading state graphics (andythenorth) @ http://dev.openttdcoop.org/issues/1132
06:17:13  <Brot6> FISH - Feature #1133 (New): Set capacity of large river boat to 480t? (andythenorth) @ http://dev.openttdcoop.org/issues/1133
06:17:13  <Brot6> FISH - Feature #1134 (New): Look for bounding box errors (andythenorth) @ http://dev.openttdcoop.org/issues/1134
06:19:39  <Brot6> FISH - Feature #1135 (New): Medium Mixed Hovercraft (andythenorth) @ http://dev.openttdcoop.org/issues/1135
06:19:39  <Brot6> FISH - Feature #1136 (New): Large Freight Hovercraft (andythenorth) @ http://dev.openttdcoop.org/issues/1136
06:19:39  <Brot6> FISH - Feature #1137 (New): Laker (andythenorth) @ http://dev.openttdcoop.org/issues/1137
06:21:56  <Brot6> FISH - Feature #1138 (New): Show cargos in loading graphics? (andythenorth) @ http://dev.openttdcoop.org/issues/1138
06:21:56  <Brot6> FISH - Feature #1139 (New): Fix offsets / loading sprites for Log Raft (andythenorth) @ http://dev.openttdcoop.org/issues/1139
06:21:56  <Brot6> FISH - Feature #1140 (New): Convert Utility Vessels to cpp offsets (andythenorth) @ http://dev.openttdcoop.org/issues/1140
06:24:34  <Brot6> FISH - Bug #1134 (New): Look for bounding box errors (andythenorth) @ http://dev.openttdcoop.org/issues/1134
06:24:34  <Brot6> FISH - Feature #1141 (New): More greeble on ships (andythenorth) @ http://dev.openttdcoop.org/issues/1141
06:24:34  <Brot6> FISH - Feature #1142 (New): Medium Paddle Steamer (andythenorth) @ http://dev.openttdcoop.org/issues/1142
06:26:29  <Brot6> FISH - Feature #1143 (New): Tow Boats (andythenorth) @ http://dev.openttdcoop.org/issues/1143
06:28:47  <Brot6> FISH - Feature #1144 (New): Hydrofoil (kometa) (andythenorth) @ http://dev.openttdcoop.org/issues/1144
06:28:47  <Brot6> FISH - Feature #1145 (New): Hovercraft Passenger Large (andythenorth) @ http://dev.openttdcoop.org/issues/1145
06:33:42  <Brot6> FISH - Feature #1146 (New): Steam versions of coasters, traders (andythenorth) @ http://dev.openttdcoop.org/issues/1146
06:56:42  <Brot6> FISH - Feature #1146 (New): Steam and diesel 'eras' for coasters, traders (andythenorth) @ http://dev.openttdcoop.org/issues/1146
07:22:06  <Brot6> FIRS Industry Replacement Set - Feature #1147 (New): Rejig Sheep Farm so house is not split over ... (andythenorth) @ http://dev.openttdcoop.org/issues/1147
07:31:53  <Brot6> FIRS Industry Replacement Set - Feature #818: Sandpit improvements (andythenorth) @ http://dev.openttdcoop.org/issues/818#change-2943
07:42:09  <Brot6> FIRS Industry Replacement Set - Feature #1148 (New): Noddy all-terrain vehicle (andythenorth) @ http://dev.openttdcoop.org/issues/1148
07:49:28  <Brot6> FIRS Industry Replacement Set - Feature #1149 (New): Mud-plugger off-road heavy hauler (andythenorth) @ http://dev.openttdcoop.org/issues/1149
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11:19:26  <Brot6> FIRS Industry Replacement Set - Feature #1149: Mud-plugger off-road heavy hauler (planetmaker) @ http://dev.openttdcoop.org/issues/1149#change-2944
11:20:50  <planetmaker> ^ andythenorth , I moved those two issues to HEQS. Seems more appropriate. Complain, if I was wrong ;-)
11:21:11  <Brot6> HEQS "Heavy Equipment" Set - Feature #1148 (New): Noddy all-terrain vehicle (andythenorth) @ http://dev.openttdcoop.org/issues/1148
11:21:11  <Brot6> HEQS "Heavy Equipment" Set - Feature #1149 (New): Mud-plugger off-road heavy hauler (andythenorth) @ http://dev.openttdcoop.org/issues/1149
11:21:11  <Brot6> HEQS "Heavy Equipment" Set - Feature #1149: Mud-plugger off-road heavy hauler (planetmaker) @ http://dev.openttdcoop.org/issues/1149#change-2944
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12:52:30  <Brot6> 2cc train set - Bug #1128: Rename train vehicle type (Muzzy) @ http://dev.openttdcoop.org/issues/1128#change-2947
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16:32:05  * andythenorth goes away to do other things
16:33:08  <Alberth> not sure how much safer it is here :p
17:15:50  <Ammler> reboot...
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18:06:55  <thgergo> smatz I think maybe I have found the origin of the pillar problems
18:07:36  <thgergo> there is something undocumented thing in the bridge pillar drawing
18:11:08  <frosch123> are you talking about the problem with bridgepillars, that they can never have the correct length on all slopes?
18:12:13  <thgergo> yes
18:12:30  <thgergo> for original bridges
18:12:56  <frosch123> the problem is just that the sprites always contain two pillars,
18:13:09  <thgergo> the z coordinate is getting from various corners
18:13:11  <frosch123> so you cannot draw them correctly
18:13:17  <thgergo> such as suspension bridges
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18:15:40  <thgergo> * "side" specifies the side the pillars stand on.    833 		 * The length of the pillars is then set to the height of the bridge over the corners of this edge.    834 		 *    835 		 *                axis==AXIS_X  axis==AXIS_Y    836 		 *   side==false      SW            NW    837 		 *   side==true       NE            SE    838 		 *    839 		 * I have no clue, why this was done this way.    840 		 */    841 		bool side = HASBIT(i
18:16:41  <frosch123> hmm, i guess i wrote those :p
18:16:44  <thgergo> I found this while exploring the source tunnelbridge_cmd.cpp
18:17:45  <frosch123> anyway, the main problem is, that there is no "right"
18:18:16  *** Seberoth has joined #openttdcoop.devzone
18:18:52  <thgergo> its good to know, it requests witch corner`s height information of a tile should be used. But with newgrfs, how can I set those?
18:19:00  <thgergo> Am I missing something?
18:19:30  <thgergo> Now It requests it very strange method...
18:19:44  <frosch123> yup, it is kind of random :)
18:19:51  <frosch123> but what is "right" ?
18:20:04  <thgergo> http://www.tt-forums.net/viewtopic.php?f=29&t=46303&hilit=pillar
18:20:06  <Webster> Title: Transport Tycoon Forums • View topic - Pillar height issue and solution (at www.tt-forums.net)
18:20:10  <thgergo> for example
18:20:34  <thgergo> you mean right the correct method?
18:20:56  <frosch123> thgergo: the point is, it cannot be done correct
18:21:26  <thgergo> maybe It should be an alibity to set it manually isnt it?
18:23:26  <thgergo> Anyway whats the current method to determinate the "right" corner? Or is it really random generated?:D
18:24:01  <frosch123> thgergo: the pillar sprites contain two half pillars
18:24:13  <frosch123> every tile draws draws a sprite for its pillars
18:24:24  <frosch123> thus the sprite contains a half pillar on the left, and a half pillar on the right
18:24:42  <frosch123> if there are different heights on both ends of the tile, it is always wrong on one end
18:25:04  <frosch123> some bridges have only one pillar in the sprite, instead of two half pillars
18:25:20  <thgergo> indeed.
18:25:28  <frosch123> in that case a pillar is missing on one end of the bridge
18:26:23  <thgergo> Thats why I used one pillar per tile, instead of two half
18:26:24  <frosch123> if you want to "fix" that, you need sprited containing only one pillar, and not both
18:26:57  <frosch123> that could be done similiar to the halftile foundations by only drawing a half sprite. but that would need testing as well
18:27:28  <thgergo> The problem is the determining the "right" corner is depents on very strange things... such as newgrf order, newgrf ids I dont get it.
18:28:09  <frosch123> one could make it depend on the bridgepart
18:29:04  <frosch123> i.e. the "BridgePieces" stuff
18:29:18  <thgergo> yeah
18:29:50  <thgergo> that would be an elegant solution to make it changeable...
18:31:07  <thgergo> but now I dont see any logic how this is actually calculated now... according to the tt-forums url, something is very "strange" with the current method
18:32:23  <frosch123> currently it depends on the spritenumber of the pillarsprite
18:33:20  <thgergo> hmm that could explain the things
18:33:29  <frosch123> are you using fixed actiona spritenumbers?
18:33:34  <thgergo> yes
18:33:41  <thgergo> dinamically
18:34:06  <thgergo> the sprites number can be mixed up
18:34:41  <thgergo> like reserving them in 1-2-3-4 then applying them for bridgeparts by "4-2-1-3"
18:34:50  <thgergo> with a completly different order
18:41:48  <thgergo> but this currend code doesnt even realible. Sprite id-s could be wrong, even modifying the newgrf loading order.
18:46:58  <thgergo> at the noment Industrial "Stations Reneval v0.8.0" really dont likes any bridgeset:D I-ve tested, it with other newgrfs TTRS bridges too. It screwes up those too:P
18:53:18  * planetmaker senses future work on TBRS
19:00:01  <thgergo> indeed planetmaker
19:00:03  <thgergo> :)
19:00:14  <planetmaker> :-)
19:00:34  <thgergo> HASBIT(image, 0); explains all of the strange behaviour there...
19:00:38  <planetmaker> thgergo, you may then (also) want to consider to provide rail bridges without tracks
19:00:55  <thgergo> for nutranks?
19:01:01  <planetmaker> for SwedishRail
19:01:03  <planetmaker> :-D
19:01:05  <frosch123> http://devs.openttd.org/~frosch/diffs/topic46303.diff <- makes it depend on the bridgepiece
19:01:28  <planetmaker> actually for any RailTypes newgrf
19:01:29  <frosch123> in a way, so it works for the default suspenstion bridges in 3 of 4 cases
19:02:46  <thgergo> yeah but for only suspension bridges...
19:02:59  <Brot6> 2cc train set - Bug #1128: Rename train vehicle type (planetmaker) @ http://dev.openttdcoop.org/issues/1128#change-2948
19:04:10  <planetmaker> Hm... frosch123 has a bridge a possibility to know whether it will be over-drawn by a railtypes newgrf?
19:04:30  <thgergo> planetmaker Its not related to that
19:04:44  <planetmaker> nor my question to what you talk about :-P
19:05:00  <thgergo> http://www.tt-forums.net/viewtopic.php?f=29&t=46303&hilit=pillar
19:05:01  <Webster> Title: Transport Tycoon Forums • View topic - Pillar height issue and solution (at www.tt-forums.net)
19:05:05  <thgergo> have a look at on this
19:05:12  <frosch123> planetmaker: as there is no action3 for bridges: no
19:05:14  <planetmaker> I'm fully aware that you talk about something else
19:05:24  <frosch123> the bridge cannot distinguish railtypes
19:05:36  <frosch123> so some may be normal, some new railtypes
19:05:51  <planetmaker> frosch123, so... there's no way around to providing basically sprites with underlay for bridges as I'll always have to over-draw the default tracks present there, right?
19:06:07  <planetmaker> a pity :-)
19:06:10  <frosch123> planetmaker: code NewBriidges with action3
19:06:14  <planetmaker> hehe :-)
19:06:20  <frosch123> then you can also let the grf supply custom pillar sprites
19:06:21  <thgergo> :P
19:06:23  <frosch123> with correct height
19:08:40  <planetmaker> Sounds nearly like a plan... if there weren't so many other plans... :S
19:12:46  <thgergo> planetmaker: our current problem is: HASBIT(image, 0).
19:12:46  <thgergo> It actually depends on ODD-or EVEN is the spritenumber.
19:12:46  <thgergo> so lets say TBRS pillar working with a spriteid 123. Then it will be glichy if it accidently gets an EVEN spriteid for expamle 124:(
19:13:07  <thgergo> but if I see this correct a workaround can be made within the newgrf
19:14:18  <thgergo> so if it got an EVEN spriteid, reserve a dummy sprite then the next will be obviosly ODD:D
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19:16:09  <FooBar> good morning/evening/afternoon/night (pick one) everyone :)
19:17:26  <andythenorth> ooh
19:17:29  <andythenorth> hi FooBar
19:17:30  <andythenorth> spooky
19:17:44  <FooBar> spooky?
19:17:53  <andythenorth> was just thinking about a FIRS feature
19:18:07  <andythenorth> I want to start a new game to test industry closure, but I'd quite like to play Arctic...
19:18:22  <andythenorth> ...and that means sorting out farm placement with respect to snowline :)
19:18:32  <FooBar> I recently played a game of FIRS from 1900 to 2030... :)
19:18:38  <andythenorth> any good?
19:18:48  <FooBar> mostly, yes
19:19:18  <andythenorth> any improvement thoughts?
19:19:20  <FooBar> unserviced industries not closing at all annoyed me a bit, but the *supplies and clustering worked surprisingly well
19:19:32  <FooBar> I just read that you did something about the closing
19:19:44  <andythenorth> I made them not close at all :)
19:19:48  <andythenorth> it's unfinished
19:20:03  <andythenorth> closing is more annoying than not closing
19:20:04  <FooBar> well yes, the not closing I noticed :P
19:20:29  * andythenorth wonders about a MP game...
19:20:41  * andythenorth has never played MP 
19:20:43  <FooBar> furthermore, I missed the power plant at first, but then noticed that you actually don't need the damn thing, as its far more useful to drag coal to either the steel mill or the cement plant
19:20:52  <planetmaker> andythenorth, we just recently had it on PS...
19:20:54  <planetmaker> but yeah :-)
19:20:55  <andythenorth> the power plant is rubbish :)
19:21:10  <FooBar> so I'm largely in favour of not including that any more
19:21:20  * planetmaker likes power plants
19:21:38  <FooBar> moneymakers with coal still work beautifully
19:21:40  <andythenorth> I like them for nostalgia reasons, and if you want a realistic game.  But they have no game purpose
19:21:50  <planetmaker> coal sink?
19:21:57  <andythenorth> why bother?
19:22:05  <Alberth> planetmaker just like the black hole behavior of power plants :p
19:22:11  <Alberth> *likes
19:22:14  <andythenorth> makes sense when nothing else accepts coal
19:22:22  <FooBar> you can use a steel mill as coal sink just as well, just don't use the mill for anything else
19:22:44  <planetmaker> I know
19:22:52  <planetmaker> but it's not the same ;-)
19:22:53  <FooBar> speaking about MP, I only played that a few time over LAN, never over WAN
19:23:08  <andythenorth> I never seem to have the right version of anything
19:23:10  * planetmaker only plays MP. And only via i-net
19:23:12  <FooBar> I guess I still like playing on my own too much
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19:23:38  <andythenorth> shall we code something?
19:23:48  * planetmaker misses the patience to play a whole game through... time passes too fast for that
19:23:53  <FooBar> actually, I was kinda recoding the Metro Track set
19:24:02  <andythenorth> nml?
19:24:48  <FooBar> no, just NFO. The set was rather complex already and I didn't feel like wasting perfectly good NFO...
19:25:09  <planetmaker> how can it have been complex w/o railtypes?
19:25:44  <planetmaker> a bunch of actionA and that's it...
19:26:09  <planetmaker> possibly depending upon presence of some other newgrfs.
19:26:11  <FooBar> some 1600 lines of code
19:26:31  <planetmaker> honestly: what for?
19:26:55  <planetmaker> it can only be actionA
19:27:06  <planetmaker> bracketed by action7
19:27:08  <FooBar> both TTD and ogfx support for all climates and support for 3 road sets
19:27:24  <FooBar> and then some parameter stuff, but that isn't to exciting
19:29:52  <FooBar> I figured that it would cost me too much time to rewrite every action A block to NML. That probably involves a lot of copy/paste, but a simple "I keep all this and just add something" looked favourable to me...
19:30:20  <FooBar> Not that I don't like NML, but I'm a bit hesitant...
19:32:05  <andythenorth> planetmaker: could you help with an advanced varact 2
19:32:12  <Alberth> we need a NFO -> NML converter :)
19:33:02  <planetmaker> FooBar, all that in 1153 lines of NML
19:33:34  <planetmaker> probably even more than metrotracks has ;-)
19:34:34  <planetmaker> as I know of no set which has random fences ;-)
19:35:00  <FooBar> you're talking about the swedish rails?
19:35:08  <planetmaker> Not sure about left / right hand traffic level crossings with old / modern style. snowy, electric and normal rail depots
19:35:09  <planetmaker> yes
19:35:16  <FooBar> :)
19:35:45  <planetmaker> andythenorth, not sure...
19:36:03  <planetmaker> they're not my strong point in NFO... I know no variable name there :-)
19:38:16  <thgergo> FooBar: the exactly same problem with TBRS...
19:40:10  <andythenorth> bah, where did paste.openttd.org go?
19:40:17  <planetmaker> closed down.
19:40:22  <planetmaker> use pastebin.com
19:40:36  <FooBar> well, I just stick to NFO for now, regardless what planetmaker thinks :P
19:40:56  <andythenorth> planetmaker I just need to check difference between current tile height and snowline height
19:41:27  <andythenorth> the advanced varact 2 part is not hard, but I have no idea how to get the two heights
19:41:47  <planetmaker> snowline height is a global variable
19:42:16  <planetmaker> current tile height... *some* - dunno which 40+ or 60+ range
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19:45:55  <planetmaker> andythenorth, height is accessible via var 60, industry tiles
19:49:11  <planetmaker> and global var 97 is the snowline height
19:50:27  <planetmaker> the difficulty is to extract the HH from the var60: xxxxHHxx
19:50:47  <planetmaker> which can be done by means of a shift operation \Du<<
19:51:43  <planetmaker> you probably want to shift it 16 positions
19:51:58  <planetmaker> though... I'm always confused with little and big endian.
19:52:17  <planetmaker> If I'm wrong, then you don't use the shift operator but just divide the crap (after masking) by 256
19:52:22  <planetmaker> (=FF)
19:52:32  <planetmaker> hm... no. 0x100
19:58:42  <Brot6> 2cc train set - Bug #1128: Rename train vehicle type (Muzzy) @ http://dev.openttdcoop.org/issues/1128#change-2949
20:06:22  <andythenorth> planetmaker: thanks.
20:08:38  <Brot6> 2cc train set - Bug #1128 (Rejected): Rename train vehicle type (planetmaker) @ http://dev.openttdcoop.org/issues/1128#change-2950
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