Log for #openttdcoop.devzone on 22nd November 2010:
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00:03:19  <DJNekkid> it were actually already done :D
00:07:26  <welshdragon> ooh
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01:19:23  <Brot6> British Rail OpenTTD Set - Revision 19:e272d17095fe: Change: div text for the ingame newgrf list (DJNekkid) @
01:19:23  <Brot6> British Rail OpenTTD Set - Revision 20:b90d9f4724c5: Add: Class 373 to the testgrf (DJNekkid) @
02:16:27  <Brot6> British Rail OpenTTD Set - Bug #1886 (New): bug in str_livert_id selection (DJNekkid) @
02:44:57  <Brot6> British Rail OpenTTD Set - Revision 21:2ecd391c435e: Add: more callback 36, and some code beautif... (DJNekkid) @
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05:32:43  <Brot6> Bundles Update: gc983f1f2 2010-11-22 cargodist   (
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06:55:56  <Brot6> 2cc train set - Feature #1887 (New): Railbus Class 5047 (EmperorJake) @
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07:36:28  <Brot6> 2cc train set - Feature #1887: Railbus Class 5047 (EmperorJake) @
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07:38:36  <Brot6> 2cc train set - Feature #1887: Railbus Class 5047 (Voyager1) @
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07:45:56  <Brot6> OpenGFX+ Trains - Revision 120:a580999ea546: Codechange: Make use of the template for monorail wa... (planetmaker) @
07:45:56  <Brot6> OpenGFX+ Trains - Revision 121:63e4bced303b: Add: Template for properties common to all maglev wa... (planetmaker) @
07:45:57  <Brot6> OpenGFX+ Trains - Revision 122:ec9271cb9814: Codechange: Make use of the template for maglev wago... (planetmaker) @
07:45:58  <Brot6> OpenGFX+ Trains - Revision 123:9d14159a7c31: Change: Coal wagon changes 1970 its look; but it has... (planetmaker) @
07:46:02  <Brot6> OpenGFX+ Trains - Revision 124:2a7a001eb759: Change: Time-dependent sprite support for bauxite, c... (planetmaker) @
07:46:06  <Brot6> OpenGFX+ Trains - Revision 125:87005d8f2f5f: Doc: Update readme (planetmaker) @
07:46:09  <Brot6> OpenGFX+ Trains - Revision 126:4a856ce15483: Add #1632: Complain, if the engine pool is disabled (planetmaker) @
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07:48:01  <Brot6> 2cc train set - Feature #1887: Railbus Class 5047 (EmperorJake) @
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07:52:21  <planetmaker> @op
07:52:55  <planetmaker> @services op
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08:21:06  <Brot6> OpenGFX+ Trains - Feature #1632 (Closed): Check for enabled engine pool (planetmaker) @
08:45:39  <Brot6> OpenGFX+ Trains - Revision 127:b277bed47e25: Add: Dedicated loading sprites for scrap metal and w... (planetmaker) @
08:46:57  <planetmaker> ha! First set with sprite-support for scrap metal :-)
08:47:18  <Terkhen> :)
08:47:33  <Terkhen> nice
08:48:11  <planetmaker> It's actually a nice representation of it, too. Molace did a good job there
08:49:38  <planetmaker> but it was a good idea of yours to template all those wagon properties which are common to all or many
08:49:48  <planetmaker> that cleaned up a bit :-)
08:55:30  <Terkhen> yes, I think that it reduced the size of the truck code almost by half
09:01:58  <Brot6> OpenGFX+ Trains - Revision 128:d72cf2a336e8: Cleanup: Bring some order into the sprite definition... (planetmaker) @
09:09:16  <Brot6> 2cc train set - Bug #1870: r673 (EmperorJake) @
09:23:15  <Terkhen> DJNekkid: make: *** No rule to make target `Makefile.dep', needed by `bros-nightly'.  Stop.
09:27:00  <planetmaker> hm.
09:28:16  <planetmaker> I get rather make: *** No rule to make target `sprites/gfx/class373/gner.png', needed by `bros.nfo'.  Stop.
09:28:46  <planetmaker> and a lot of re-defined things
09:34:00  <Terkhen> about FS#4256: I had the impression that to do livery refits in vehicles without cargo you needed to add a cargo with the "Special" cargo class
09:45:18  <planetmaker> might be, yes
09:45:36  <planetmaker> probably the re-gearing cargo
09:45:59  <planetmaker> but I never tried
09:46:57  <planetmaker> hm, can I decide upon refit costs via callback?
09:48:49  <Terkhen> maybe the special cargo is onlly required when you are going to define a CB36 for other properties that depends on the current capacity (IIRC that is what some NARS engines do for regearing)
09:49:37  <planetmaker> hm, doesn't seem like :S
09:49:45  <Terkhen> I don't know if you can decide refit costs that way, but I never heard about it
09:50:06  <Terkhen> the specs still have a lot of dark places I don't dare to visit :P
09:50:17  <planetmaker> it'd be nice: because if the wagon type stays the same but changes a lot it should be more expensive than when putting ore into a coal hopper
09:50:52  <planetmaker> putting milk into a cement tanker must be more expensive ;-)
09:52:01  <Terkhen> I think that would require support for property 1C via CB36
09:52:42  <planetmaker> probably yes ;-)
09:52:50  <Terkhen> it must be similar to the already existing support for 0D
09:53:13  <Terkhen> but I'm not sure it is worth the effort
09:54:36  <planetmaker> :-) That depends on the perspective I guess. But then I should breed my own ponies...
09:54:57  <Terkhen> :)
09:55:35  <planetmaker> it saves many wagon types, keeping the list clean while making a refit between similar cargos worthwhile while between very different ones less so, but still possible
09:56:22  <Terkhen> currently ogfx-rv does not even have refit costs (they are all 0)
09:57:18  <planetmaker> :-D
09:57:32  <planetmaker> can you give me a quick pointer where the callbacks are handled in the source?
09:58:07  <Brot6> OpenGFX+ Road Vehicles - Feature #1880: Graphical support for new cargos (Terkhen) @
09:59:06  <Terkhen>
09:59:51  <planetmaker> thanks
09:59:59  <Terkhen> I don't know where the costs are checked, but you should be able to find by looking for PROP_TRAIN_RUNNING_COST_FACTOR
10:10:26  <planetmaker> yep. Though it depends on the purchase cost :-)
10:11:09  <planetmaker> but it seems that function needs to be written still for the refit costs :-)
10:12:12  <Terkhen> which one?
10:12:23  <planetmaker> GetEngineRefitCost()
10:12:38  <Terkhen> I see :)
10:44:07  <planetmaker> hm. Adding property 1C to CB36 still doesn't give me refit costs as a function of the current cargo. Dammit
10:49:14  <Terkhen> can I see the diff?
10:54:05  <planetmaker>
10:54:22  <planetmaker> I haven't really tested it yet, though
10:55:25  <planetmaker> and whitespace :-P
10:56:42  <Terkhen> hmm... I don't see anything obviously wrong
10:57:07  <Terkhen> I have to go, I'll check it more thoroughly later
10:58:02  <planetmaker> Hm, probably it will work even. I just... didn't consider the current_cargo varaction2 variable ;-)
10:58:23  <planetmaker> but... I don't know which I'll refit into there.
10:58:31  <planetmaker> and that's the missing 'issue'
10:58:49  <planetmaker> I'd like it actually to be a sort-of matrix ;-)
10:59:35  <planetmaker> with that I can make refit_cost = refit_cost(current_cargo). I'd like refit_cost = refit_cost(current_cargo, future_cargo)
11:23:56  <planetmaker> and that might be too much work for too little gain ;-)
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12:25:52  <Brot6> OpenGFX+ Trains - Revision 129:879a342fdd3d: Cleanup: Bring some order into the sprite definition... (planetmaker) @
12:25:52  <Brot6> OpenGFX+ Trains - Revision 130:905a53156f89: Change: New sprites for fuel oil tanker and name thi... (planetmaker) @
12:25:52  <Brot6> OpenGFX+ Trains - Revision 131:c15033c44bc7: Change: Add special sprites for fizzy drinks and mil... (planetmaker) @
12:25:54  <Brot6> OpenGFX+ Trains - Revision 132:481f029b47cb: Fix (r131): Also add the new graphic files (planetmaker) @
12:30:19  <Brot6> OpenGFX+ Trains - Revision 133:d8a7bb5d5f31: Fix (r131): Yet another graphics file missing (planetmaker) @
12:43:45  <Brot6> OpenGFX+ Trains - Revision 134:bc67921bfdcd: Cleanup: Bring some order in the sprite definitions ... (planetmaker) @
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12:57:25  <Ammler> bundles switched
12:58:13  <planetmaker> juhu :-)
13:00:17  <Ammler> Rubidium: you might need to check, if the CF ssh still works
13:00:47  <Ammler> (new IP:
13:10:50  <Brot6> OpenGFX+ Trains - Bug #1888 (New): DevZone compile failed (compiler) @
13:15:14  <Brot6> OpenGFX+ Trains - Revision 135:0365a3abc534: Codechange: Move some flatbed wagon sprites to their... (planetmaker) @
13:15:14  <Brot6> OpenGFX+ Trains - Bug #1889 (New): DevZone compile failed (compiler) @
13:19:45  <Ammler> planetmaker: ignore it,
13:19:59  <Ammler> I am testing publishing :-P
13:20:21  <planetmaker> I figured :-) It's alright :-)
13:20:36  <Brot6> ogfx-trains: compile of r135 still failed (#1888) -
13:28:37  <Brot6> ogfx-trains: compile of r135 still failed (#1888) -
13:29:45  <Ammler> hmm
13:30:11  <Ammler> oh, the error might be in the package :-)
13:34:15  <planetmaker> locally opengfx+train compiles...
13:34:28  <planetmaker> it shouldn't fail on the 32px wagon variable
13:36:03  <Brot6> Unable to connect to execution expired
13:36:41  <Ammler> I do another rsync, I thought, I did before, maybe something got lost
13:48:24  <Brot6> ogfx-rv: update from r53 to r57 done (1 errors) -
13:51:22  <Brot6> OpenGFX+ Trains - Revision 136:65485aa175f2: Add: Sprite support for vehicles (and farm supplies)... (planetmaker) @
14:06:09  <Ammler> planetmaker: when is the server4you down?
14:06:22  <Ammler> I do right now move the devzone though
14:06:46  <planetmaker> tomorrow is the last day
14:06:51  <Ammler> :-)
14:07:10  <Ammler> well, we have a backup, so that shouldn't be a issue, if something is forgotten
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14:54:22  * planetmaker ponders another release of OpenGFX+ Trains...
14:58:29  <Ammler> planetmaker: you add tracker to the repository but you don't like to trigger compiling with repository?
14:58:40  <Ammler> :-)
14:59:14  <Ammler> (speaking about tracking.txt)
15:00:08  <planetmaker> well. Tracker... it's more a design document. Not to be updated every so often
15:00:48  <Ammler> I just mean, it is not that uncommon to have source unrelated stuff in the repo :-)
15:02:08  <planetmaker> true :S
15:02:12  <Ammler> of course, I would still happily apply a plugin to redmine :-)
15:08:04  <planetmaker> :-)
15:20:49  <Brot6> OpenGFX+ Trains - Bug #1889 (Rejected): DevZone compile failed (compiler) @
15:20:49  <Brot6> OpenGFX+ Trains - Bug #1889 (Rejected): DevZone compile failed (planetmaker) @
15:22:10  <Brot6> OpenGFX+ Trains - Bug #1888 (Rejected): DevZone compile failed (compiler) @
15:22:10  <Brot6> OpenGFX+ Trains - Bug #1888 (Rejected): DevZone compile failed (planetmaker) @
15:24:41  <Brot6> OpenGFX+ Trains - Feature #1528: Support for additional cargos (planetmaker) @
15:37:42  <Brot6> OpenGFX+ Trains - Feature #1528: Support for additional cargos (planetmaker) @
15:37:44  <planetmaker> Terkhen: <-- I'd value your thoughts on that :-)
15:58:53  <Brot6> 2cc train set - Feature #1890 (New): RAe TEE II (Voyager1) @
16:00:13  <Brot6> 2cc train set - Feature #1890 (Closed): RAe TEE II (Voyager1) @
16:00:13  <Brot6> 2cc train set - Revision 682:dac86bbd1139: Fix: Close #1890 (DJNekkid) @
16:00:13  <Brot6> 2cc train set - Feature #1890 (Closed): RAe TEE II (DJNekkid) @
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16:46:20  <Brot6> 2cc train set - Feature #1891 (New): 4-4-0 American redrawn (Voyager1) @
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16:49:51  <Brot6> 2cc train set - Feature #1891 (Closed): 4-4-0 American redrawn (Voyager1) @
16:49:51  <Brot6> 2cc train set - Revision 683:5a2e618654da: Fix: #Close #1891 (DJNekkid) @
16:49:51  <Brot6> 2cc train set - Feature #1891 (Closed): 4-4-0 American redrawn (DJNekkid) @
16:54:48  <Brot6> British Rail OpenTTD Set - Feature #1892 (New): Class 220 'Voyager'/Class 221 'Super Voyager'/Cla... (OTTDmaster) @
16:58:10  <Brot6> British Rail OpenTTD Set - Revision 22:dcd1491b0f74: Fix: Close #1886 (DJNekkid) @
16:58:10  <Brot6> British Rail OpenTTD Set - Bug #1886 (Closed): bug in str_livert_id selection (DJNekkid) @
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17:22:50  <Brot6> 2cctrainset: update from r681 to r683 done (8 errors) -
17:24:59  <Brot6> firs: update from r1526 to r1528 done (3 errors) -
17:27:15  <Brot6> heqs: update from r508 to r514 done -
17:28:49  <Brot6> ogfx-trains: update from r106 to r136 done -
17:29:08  <Brot6> Following repos didn't need a nightlies update: 32bpp-extra (r39), ai-admiralai (r75), airportsplus (r69), basecosts (r22), belarusiantowns (r7), comic-houses (r71), fish (r423), frenchtowns (r4), grfcodec (r802), indonesiantowns (r38), manindu (r5), metrotrackset (r56), newgrf_makefile (r236), nml (r1038), nutracks (r117), ogfx-rv (r57), ogfx-trees (r41), opengfx (r557), openmsx (r97), opensfx (r97), smts (r19), snowlinemod (r45),
17:29:08  <Brot6> swedishrails (r188), swisstowns (r21), transrapidtrackset (r15), ttdviewer (r26), ttrs (r23), worldairlinersset (r669)
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17:30:05  <Brot6> indonesiantowns: compile of r38 still failed (#1873) -
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18:58:23  <Brot6> British Rail OpenTTD Set - Bug #1893 (New): Class 170 'Turbostar' (OTTDmaster) @
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19:15:22  <Brot6> 32bpp-ez-patches: update from r21293 to r21296 done (6 errors) -
19:26:25  <Brot6> clientpatches: update from r21293 to r21296 done (4 errors) -
19:28:29  <Brot6> serverpatches: compile of r21296 still failed (#1855) -
19:37:12  <Brot6> 2cc train set - Feature #1894 (New): Ten-wheeler redrawn (Voyager1) @
19:37:13  <Brot6> British Rail OpenTTD Set - Bug #1893: Class 170 'Turbostar' (OTTDmaster) @
19:47:52  <Brot6> 2cc train set - Feature #1894 (Closed): Ten-wheeler redrawn (Voyager1) @
19:47:52  <Brot6> 2cc train set - Revision 684:e1177556a54e: Change: Close #1894 (DJNekkid) @
19:47:52  <Brot6> 2cc train set - Feature #1894 (Closed): Ten-wheeler redrawn (DJNekkid) @
20:46:26  <Brot6> OpenGFX+ Trains - Revision 137:7c94f538e989: Add: Display cargo subtype 'Tractor' for vehicles an... (planetmaker) @
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21:38:57  <Terkhen> planetmaker: IMO if the flatbed can transport things like oil and milk then there is no use for a tank wagon
21:40:53  <planetmaker> low capacity?
21:41:31  <Terkhen> hmm... if it is worse than other wagons, what is the use then?
21:42:00  <planetmaker> two-way orders: bring oil. carry back 2/3 of the distance fuel oil.
21:42:11  <planetmaker> still "better" than two trains
21:42:27  <planetmaker> you cannot change wagons. But you can refit via order
21:42:43  <planetmaker> And that's my point for having wagons with multiple refits. Many refits
21:42:57  <planetmaker> In reality (behold!) I could just swap wagons...
21:43:22  <Terkhen> but if the flatbed can carry oil and milk, then the tank wagon is only carrying a subset of the flatbed cargos
21:43:22  <planetmaker> so it's my replacement for the fact that I cannot swap wagons
21:43:41  <Terkhen> well, if you code that custom refit callback, we could just do a single wagon and stablish different refit costs for each cargo
21:43:42  <planetmaker> yes. But if the tank wagons carry 3x as much per wagon?
21:44:32  <Terkhen> hmm... I don't think that the flatbed would get much use for oil then
21:44:53  <planetmaker> Well :-) That might be. But it looks cool ;-)
21:44:58  <Terkhen> :)
21:45:15  <Terkhen> well, as long as you have the sprites and it does not render other wagons useless, go ahead
21:45:43  <planetmaker> Well, I'm reluctant: it's easy to add a cargo. But bad to remove one (incompatibility!)
21:46:11  <planetmaker> But... I guess. With low capacity it's nice eye candy and doesn't obsolete the tank wagons
21:46:21  <planetmaker> And: oil is still tank only. As is milk
21:46:28  <planetmaker> Only chemicals and fuel oil are in barrels
21:46:51  <planetmaker> fuel oil = petrol
21:47:48  <planetmaker> concerning the refit costs: not sure anymore it makes sense. What really would be needed is a two-way refit costs which depends on the (future) cargo.
21:47:53  <planetmaker> Which is a pain wrt newgrf specs
21:48:36  <Terkhen> hmm...
21:49:20  <Terkhen> indeed, all callbacks I have used only use current properties of the vehicle
21:49:35  <Terkhen> I have no idea if it is possible to use "future" properties
21:49:59  <planetmaker> how I see it, it'd need a new or modified refit cost property of variable size of the type
21:50:44  <Terkhen> very complicated
21:50:59  <planetmaker> yes
21:51:08  <planetmaker> And I don't like that :-)
21:51:21  <planetmaker> thus I trash it ;-)
21:51:53  <Terkhen> :)
21:52:49  <planetmaker> one other possibility - easier would be to let OpenTTD do the calculation and just define the refit costs per cargo
21:53:06  <planetmaker> And the actual refit costs would be the difference between those two cost entries.
21:53:16  <planetmaker> But not sure. That has its backdraws, too
21:53:40  <planetmaker> Or each cargo has two values associated. Like "from" and "to"
21:53:51  <planetmaker> but that's not much easier either
21:57:51  <Terkhen> hmm... yes, it sounds too big... maybe if the refit cost should we bigger we should just add a different vehicle
22:00:04  <planetmaker> yes, maybe.
22:00:29  <planetmaker> OpenTTD will need more than 255 varaction2 entries then :-P
22:01:24  <Terkhen> :O
22:01:25  <Brot6> NewGRF Meta Language - Revision 1039:c1a5d41bad4c: Fix: Use consistently British English in the n... (planetmaker) @
22:01:38  <Terkhen> why so many?
22:02:03  <planetmaker> Terkhen: I didn't test. But when I want to implement shunting with all wagons in this set, it might eat a few.
22:02:10  <planetmaker> And the more wagon types we have, the more
22:03:03  <planetmaker> as it all has to be done via livery override
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22:18:14  <Brot6> British Rail OpenTTD Set - Revision 23:3f13c9199d70: Add: All AC Emu's with unspecified gfx (DJNekkid) @
22:59:38  <Terkhen> planetmaker: <-- what do you think about the last suggestion of this post?
22:59:43  <Webster> Title: Transport Tycoon Forums • View topic - OpenGFX+ Road Vehicles development thread (at
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23:01:03  <planetmaker> hm. Might be an idea actually. Though it gives you actually the super wagon which can basically transport everything
23:01:26  <planetmaker> basically the same argument you brought agains petrol and chemicals on the flatbed ;-)
23:01:41  <Terkhen> then we agree :)
23:02:16  <planetmaker> to what conclusion then? :-)
23:02:55  <Terkhen> my opinion is that merging piece goods and refrigerated is almost the same than merging the flatbed and the tanker
23:03:09  <Terkhen> I'm still thinking about merging mail and piece goods, it might make more sense
23:03:24  <Terkhen> IDs are not a problem, at least not for RV
23:03:35  <planetmaker> Nor for trains
23:03:46  <planetmaker> Mergin mail and piece goods: maybe. But it's very uncommon
23:04:14  <planetmaker> with refrigeratore separate: I agree. There's usually no refit for those.
23:04:24  <planetmaker> they should stay separate
23:04:34  <planetmaker> what rather makes sense IMHO is mail + valuables
23:05:27  <planetmaker> even while it technically could go with the piece good stuff, I'm somewhat reluctant to merge that
23:06:10  <Terkhen> I can see why it makes sense, but something makes me resist the idea of not having a dedicated truck for mail
23:06:13  <Terkhen> I don't know why, though
23:06:31  <planetmaker> He. same here
23:08:21  <planetmaker> <-- he. Suddenly coding that became quite unattractive
23:08:22  <Webster> Title: Transport Tycoon Forums • View topic - Quick coding request (at
23:08:30  <Terkhen> maybe that it is a "town cargo"
23:08:47  <planetmaker> yes, that's one of the reasons. Also it's usually not mixed with the others
23:09:23  <planetmaker> In OpenTTD terms mail is, yeah, special. Town cargo. Even an engine which carries it by default. And most planes
23:09:32  <Terkhen> that guy is in my top 10 of annoying people
23:10:08  <planetmaker> I would not put him quite there, but yeah...
23:10:36  <Terkhen> I don't really keep track, so there is probably more than 20 people in my top 10
23:10:54  <planetmaker> :-D
23:12:15  <planetmaker> #1 or #2 is currently in #openttd. The whole evening already...
23:12:15  <Brot6> planetmaker: #1 is "Infrastructure Sharing - Feature #1: Depot switches - #openttdcoop Development Zone"
23:12:19  <Brot6> planetmaker: #2 is "Infrastructure Sharing - Bug #2: Invalidate yapf cache. - #openttdcoop Development Zone"
23:12:53  <Terkhen> not for me :)
23:13:03  <planetmaker> the other is Fred's girlfriend ;-)
23:13:12  <Terkhen> :D
23:14:39  <planetmaker> What we need for our vehicle sets is some nice re-colour mechanism which doesn't get rid of our CC in the vehicles
23:15:13  <Terkhen> hmm... re-colour for what?
23:15:38  <planetmaker> <-- this adds re-colour for goods and farm supply cargo for the flatbed wagon. But... meh.
23:15:45  <planetmaker> Recolour for example for containers
23:16:01  <planetmaker> or vehicles
23:17:05  <planetmaker> actually, that diff is meanwhile outdated. I fixed NML s/COLOR/COLOUR/ ;-)
23:17:09  <Terkhen> I'm afraid this is a part of the specs I still have not checked
23:17:18  <Terkhen> it changes some of the sprite colours under a given conditions?
23:17:34  <planetmaker> yes. it re-interprets the CC
23:18:01  <planetmaker> by the colour you return in that callback
23:18:13  <Terkhen> can it use one of the 2CC for recolouring while the other one is still used for company colour?
23:18:35  <planetmaker> in principle yes. It means to provide *somehow* 256 recolour sprites, though.
23:18:40  <planetmaker> I have no idea how to do that
23:18:47  <Terkhen> :O
23:19:07  <planetmaker> both technically nor how to do it efficiently when I knew how.
23:19:31  <Terkhen> now that you mention it, I remember some talks about grfcodec automatically supporting that
23:20:17  <planetmaker> hm, true. But we'd need NML / PIL to do that ;-)
23:20:56  <planetmaker> but that was no true support for re-colouring but rather providing the same sprite just hardcoded in different colours.
23:21:11  <planetmaker> visually the effect is the same, though
23:21:38  <Hirundo> you can auto-generate the recolour sprites, but you shouldn't need NML for that
23:21:59  <Terkhen> as long as it is done automatically... but increasing the required size for each image by 256 is not desirable either
23:22:20  <Terkhen> s/increasing/multiplying/
23:23:41  <Hirundo> I think using recolour sprites is much preferred to recolouring the sprites at compile time, for exactly that reason^^
23:24:02  <planetmaker> yep
23:24:05  <Terkhen> yes
23:24:26  <planetmaker> The recolour sprites are defined once and can be reused everywhere. But I have no idea how to go for it in NML
23:24:38  <Hirundo> it won't work yet, it needs GRM
23:24:47  <planetmaker> the usual callback with the CC works, but not with 2CC.
23:25:06  <planetmaker> GRM... urgs
23:25:17  <planetmaker> I don't manage resources, I waste them ;-)
23:25:24  <Hirundo> in nfo, you reserve a block of sprites via GRM and apply the returned sprite number to an actionA using action6
23:25:45  <Terkhen> hmm... what is GRM?
23:25:54  <planetmaker> grf resource management
23:26:20  <Terkhen> oh, found it
23:26:26  <Terkhen> scary
23:26:58  <planetmaker> yeah. But I think one of the next steps for OpenGFX+Trains should be to actually sensibly support re-colouring.
23:27:15  <planetmaker> It's needed for a range of cargos. For certain definitions of 'needed'
23:28:13  <planetmaker> but these callback things are fun, when things fall into place :-)
23:28:15  <Terkhen> I wonder if it is worth for just a few cargos... if only 2-3 are sharing the same sprite it might be simpler to just include additional versions of it
23:30:14  <planetmaker> well. Might be. But then this is also a technology demonstration ;-)
23:31:11  <Terkhen> :)
23:31:15  <Hirundo> of course, actionA supports only 255 sprites per 'block' where 256 are needed... sigh...
23:31:25  * Hirundo tries to write actual nfo
23:31:35  <planetmaker> Unless we want to decide that NML should not do this 256 recolour sprite thing, I would really like to use it. And I think there's not much good reason to not support it :-)
23:32:32  <Hirundo> time?
23:32:41  <Hirundo> is that a valid reason?
23:32:48  <planetmaker> :-)
23:32:54  <planetmaker> It is
23:32:57  <Terkhen> planetmaker: I still have to check your tracking document; I will do it tomorrow
23:33:01  <Terkhen> good night
23:33:06  <planetmaker> good night. No worries
23:33:15  <planetmaker> it's lengthy, I know ;-)
23:36:14  <Hirundo> <- nfo
23:36:32  <Hirundo> definitely took less time to write, compared to supporting this in NML ;)
23:38:55  <planetmaker> he :S
23:39:05  <planetmaker> I don't quite understand it fully yet, though
23:41:44  <planetmaker> how would I then later reference these sprites?
23:41:52  <planetmaker> their sprite number is param1+x ?
23:42:00  <Hirundo> <- NML added
23:42:11  <Hirundo> planetmaker: yes, param1 + $offset
23:42:51  <planetmaker> so... it means to overwrite an arbitrary set of base set sprites?
23:43:23  <Hirundo> no, the GRM assures that you use 'free' sprite slots, outside of the range used by base sets
23:43:52  <planetmaker> hm, ok...
23:44:07  <Hirundo> Then with actionA/replace, you 'replace' sprites that weren't actually there previously
23:44:24  <planetmaker> he... 'logical' ;-)
23:47:55  <Hirundo> of course
23:48:47  <Hirundo> goodnight pm
23:49:02  <planetmaker> same to you!
23:49:15  <planetmaker> I'm off, too :-)
23:57:48  *** thgergo has quit IRC
23:58:04  <avdg> gn

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