Log for #openttdcoop.devzone on 23rd November 2010:
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00:31:08  <Brot6> NewGRF Meta Language - Feature Request #1848: string codes (yexo) @
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06:17:53  <Brot6> OpenGFX+ Trains - Revision 138:254c7e1a78d8: Add: Templates for livery override (planetmaker) @
06:17:53  <Brot6> OpenGFX+ Trains - Revision 139:a2482c2b309c: Codechange: Unify names a bit more and define also o... (planetmaker) @
06:17:53  <Brot6> OpenGFX+ Trains - Revision 140:b432a7e62e54: Add: Another template for livery overrides (planetmaker) @
06:17:55  <Brot6> OpenGFX+ Trains - Revision 141:5488b3350c5c: Codechange: Move the livery override sprites from th... (planetmaker) @
06:17:59  <Brot6> OpenGFX+ Trains - Revision 142:36b487f4fb4b: Add: Template to control attachment of new vehicles ... (planetmaker) @
06:34:47  <Brot6> OpenGFX+ Trains - Revision 143:c18365a885fe: Codechange: Move the magic value of the 'allow to at... (planetmaker) @
08:20:47  <Brot6> OpenGFX+ Trains - Revision 144:f9a5f811c13c: Add: Some initial support for complete livery overri... (planetmaker) @
08:55:03  <Terkhen> planetmaker: I would like to use the same cargo_definitions file in both sets
08:55:10  <Terkhen> <--- these are the only differences I could find
08:55:39  <Terkhen> (also, I couldn't find any mention of rubber in your tracking document)
08:56:19  <Terkhen> there is a bulk truck for rubber in OpenGFX, so I added it to use the sprite, although it seems strange
08:56:24  <planetmaker> that's the forgotten cargo, I guess
08:57:22  <Terkhen> and the tanker differences are not really important to me
08:57:31  <planetmaker> sorry. seminar now
08:57:54  <Terkhen> okay, talk to you later :)
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10:13:16  <planetmaker> Terkhen, so basically the RV carry more than currently the rail wagons do?
10:13:32  <Terkhen> yes
10:13:41  <planetmaker> Did you actually check or only read the headers?
10:13:58  <Terkhen> I don't have a strong opinion in any of the differences, either removing them from rv or addings them to trains is ok for me
10:14:04  <Terkhen> I checked with all industry sets
10:14:08  <planetmaker> nice :-)
10:14:27  <planetmaker> Personally I'd say, I just add them to the rail wagons, that's it.
10:14:38  <Terkhen> okay :)
10:14:40  <planetmaker> And I'll add the low-capacity petrol and chemicals to the flatbed
10:14:49  <planetmaker> so that'll be a difference, unless you do that :-)
10:15:02  <Terkhen> once you do, I'll just copy your cargo_definitions and adapt the capacities
10:15:17  <planetmaker> I'm thinking of the order of 15t or so
10:15:21  <planetmaker> that's half the tanker
10:15:23  <Terkhen> IMO our copies should be identical
10:15:27  <planetmaker> or 12. Dunno
10:15:30  <planetmaker> Yep, would be nice
10:15:39  <planetmaker> Even though RV and trains are different ;-)
10:15:56  <planetmaker> But it definitely adds to a nicer flavour
10:16:19  <planetmaker> Did you see Zephyris' in the forums? A bunch of proto-sprites and sprites :-)
10:16:33  <Terkhen> there might be differences later with some advanced stuff, but right now I don't see anything big enough to warrant different cargo support for each wagon/truck type
10:16:57  <planetmaker> And... with a bit of luck I'll have true shunting. The template I have seems to work for non-double headed engines
10:17:00  <planetmaker> and all wagons
10:17:04  <Terkhen> :)
10:17:45  <planetmaker> There's one serious backdraw still, though: _I_ choose the order of wagons, it cannot be user-configured. Just their individual number
10:17:57  <planetmaker> And this backdraw is particularly bad in depots...
10:18:12  <Terkhen> hmm...
10:18:14  <planetmaker> They currently just show wrong. Which makes a re-configuration basically prodding in fog
10:18:30  <planetmaker> But I guess I can query somehow whether I'm in a depot or not
10:18:39  <planetmaker> I hope at least
10:18:52  <Terkhen> sounds complicated :)
10:19:11  <planetmaker> not quite so much. Just 100% livery override for *everything*
10:19:28  <planetmaker> And then cherry-picking the sprites which I need
10:19:56  <planetmaker> (Thus also the pre-selected order of vehicles. First engines, then pax, then mail, then... )
10:20:07  <planetmaker> I can count. But not query where we have which.
10:20:14  <Terkhen> luckily there are not so much advanced things to do for RVs :)
10:20:25  <planetmaker> :-)
10:20:39  <planetmaker> Well. The bright side is: having shunting will be a first :-)
10:20:47  <Terkhen> I was thinking about a line of truck models with different power/speed/capacity, but it would probably clutter the buy vehicle list too much
10:20:49  <planetmaker> except a small teaser I've seen by Pikka
10:20:54  <Terkhen> :)
10:21:34  <planetmaker> And it will be a selling argument for all those realism freaks ;-)
10:23:17  <planetmaker> The 2nd stone to stumble there is the double-headed engines, though. They kinda randomly flip orientation... and I didn't yet figure out why and when
10:23:41  <planetmaker> But I might start with the easy ones first ;-)
10:30:09  <Brot6> OpenGFX+ Trains - Feature #1895 (New): Adjust cargo definitions to match OpenGFX+ RV (planetmaker) @
10:32:41  <Terkhen> hmmm...
10:33:08  <planetmaker> hm?
10:33:41  <planetmaker> when you have the diff for #1895, you could, of course just add that to the trains ;-)
10:33:42  <Brot6> planetmaker: #1895 is "OpenGFX+ Trains - Feature #1895: Adjust cargo definitions to match OpenGFX+ RV - #openttdcoop Development Zone"
10:34:10  <Terkhen> I was thinking that if we could query the station list colour of a cargo, we could easily decide which colour use for refitting containers and such, but it is probably quite complicated to do so
10:34:38  <Terkhen> it is probably just a crazy idea
10:34:39  <planetmaker> station list colour? you mean that of the minimap? Or...?
10:35:21  <Terkhen> yes
10:35:35  <Terkhen> cargos have two different colour properties, I don't understand why
10:37:04  <planetmaker> I don't understand... where does it come into play for stations?
10:37:49  <Terkhen> I suppose that everybody is just setting those two properties to the same value :P
10:38:25  <Terkhen> it is probably the color used for the cargo button at the station list
10:45:47  <planetmaker> I've no idea how to access those. But what I consider a worthwhile idea to keep in the back of the mind:
10:46:02  <planetmaker> providing sprites of battered, old vehicles (of the same type).
10:46:19  <planetmaker> Those are then used when the vehicles last maintenance is overdue for more than <whatever>
10:46:29  <planetmaker> Gives incentive to use maintenance also w/o breakdowns ;-)
10:49:47  <Terkhen> hmm... it sounds to me like the kind of feature that would get a lot of requests for a setting
10:53:53  <planetmaker> wouldn't hurt. But possibly yes
10:55:25  <planetmaker> as long as it's graphics only, it has no influence, it's even save to remove ;-)
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11:51:54  <Ammler> oke, seems good time to switch :-)
11:56:03  <Brot6> Unable to connect to Connection refused - connect(2)
12:00:06  <Brot6> Unable to connect to Connection refused - connect(2)
12:02:45  <Ammler> hehe
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12:03:31  <Ammler> planetmaker: devzone/hg switched :-P
12:04:00  <Ammler> now, I need to setup a list of the forgotten things :-)
12:11:49  <planetmaker> hehe :-)
12:12:04  <planetmaker> what do I do wrong, if chown fails?
12:12:14  <Ammler> chown?
12:12:21  <planetmaker> chown: changing ownership of `.': Operation not permitted
12:12:42  <Ammler> only root can use chown
12:13:14  <Ammler> but that is a generic question?
12:13:20  <Ammler> or any issues on our servers?
12:13:57  <planetmaker> thank you. No. An issue here ;-)
12:14:19  <planetmaker> I'll start an scp root@salieri:/* .
12:14:54  <Ammler> I shutdown all services, so we see a bit better, what is forgotten
12:15:08  <planetmaker> :-D
12:15:38  <Ammler> except the stable
12:15:46  <planetmaker> that's ok
12:15:56  <planetmaker> next release probably is a beta anyway ;-)
12:17:08  <Ammler> is forgotten
12:17:13  <Ammler> and the opengfx authors
12:17:22  <planetmaker> opengfx authors?
12:17:30  <Ammler> the php script from foobar
12:17:32  <Ammler> and mine
12:17:38  <planetmaker> oye. They're very helpful
12:17:45  <Ammler> but that shnould be easy, I run that on our www
12:17:54  <Ammler> we don't have apache/php on devzone anymore
12:18:48  <Ammler> please report every (also little tiny) issue you get
12:21:05  <Ammler> @post Almost all #openttdcoop services and the DevZone is moved to our new server, please report everything strange you find. ;-)
12:21:12  <planetmaker> portal is slow or times out
12:21:25  <planetmaker> hm. ok now
12:23:24  <Ammler> openttd stable is the only thing running on salieri anymore
12:25:05  <planetmaker> <-- those links fail. Did they before?
12:26:29  <Ammler> no
12:26:37  <Ammler> those are pre-mq links
12:27:04  <Ammler> as the cpp was a svn repo
12:27:08  <planetmaker> <-- was that never updated?
12:27:30  <Ammler> that should rewrite
12:29:13  <Ammler> fixed
12:30:51  <Ammler> I move all full access from the hg repos to hg only
12:31:13  <planetmaker> ok
12:31:18  <planetmaker> keep mine ;-)
12:31:50  <Ammler> no
12:31:55  <Ammler> :-P
12:32:03  <Ammler> well, yes
12:32:21  <planetmaker> :-P
12:39:03  <Ammler> the username hack is ugly but seems to work :-)
12:40:20  <planetmaker> user name hack?
12:40:52  <Ammler> ottdc=hg
12:41:06  <Ammler> the only issue, people should have now is the new ssh key
12:42:21  <Ammler> hmm
12:42:28  <Ammler> has an error?
12:43:46  <planetmaker> I don't know
12:43:46  <Ammler> fixed...
12:43:58  <Yexo> hg over ssh still works :)
12:44:01  <planetmaker> I don't use it on university
12:44:03  <Yexo> with the new key of course
12:44:16  <Ammler> Yexo: the new key is the only change
12:44:32  <Ammler> fingerprint here:
12:46:07  <Ammler> hmm, I could copy the old key to the new host
12:46:11  <Yexo> ehm, I got b0:ae:85:3f:7c:89:fc:96:f8:2b:09:8d:5e:86:d4:76 as rsa key fingerprint for
12:46:50  <Ammler> yes, that is the same
12:46:56  <planetmaker> dev = mz
12:48:27  <Yexo> can't find that key on the page you linked
12:48:36  <Ammler> reload :-)
12:48:47  <Yexo> great :)
12:49:13  <Ammler> every host is at, except bundles
12:49:55  <Ammler> from there, they are prxied to the vps they run
12:50:26  <Ammler> as hg and bundles are the public ssh domains, those get their own ip
12:51:35  <Ammler> we run now 8 (+2 external) servers for openttdcoop
12:51:37  <planetmaker> hm... getting tired... I spent too much time on shunting trains last night, I guess ;-)
12:53:30  <Ammler> bundles, www, ns, dev/hg, irc/bnc, webster, games, mysql and mail/wiki/blog and ps/pz (games1)
12:54:26  <Ammler> a huge bit iptables mess :-)
12:54:38  <planetmaker> :-P
12:54:56  <Ammler> now some documentation :-/
12:55:08  <planetmaker> well. Physically there are three servers, aren't there? haydn. Osai's which runs www. And the ps/pz
12:55:27  <Ammler> osai's is a vps too
12:55:33  <planetmaker> yes
12:55:41  <planetmaker> but separate from the other two
12:55:45  <Ammler> yep
12:56:17  <Ammler> I am looking forward to never need to reboot our host anymore
12:57:48  <Ammler> I need to do some other stuff, then I should bring back brot
12:58:09  <Ammler> then the php stuff from devzone, then I am done for a bit
12:58:58  <planetmaker> :-)
12:58:59  <Ammler> also I didn't test the build system yet, the chroots paths might be wrong, but well, later...
14:52:11  <Ammler> I am back, you have any bug reports? :-)
14:52:56  <planetmaker> not really. But I was in a seminar
14:53:26  <planetmaker> but in the time I wasn't there I didn't discover any
14:53:33  <Ammler> then I check osc first, so nightly will be build
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17:57:21  <planetmaker> Terkhen: - it has plastic (PBI) for the piece goods and fertilizer (ECS) for the flatbed wagons additionally to what you have now. Still missing petrol and chemicals for flatbed, but that will come separately when I add the sprites
17:57:35  <planetmaker> And molace drew bricks for the bulk wagon. yes / no ?
17:58:55  <Terkhen> bricks in a bulk wagon seems strange to me
17:59:05  <planetmaker> agreed
17:59:45  <planetmaker> rather similar to the small sides which the flatbed wagon has when carrying barrels.
18:00:42  <Terkhen> hmm... maybe we should add info about some wagons transporting less capacity of some cargos
18:01:15  <planetmaker> yes. In the readme. And mybe in the purchase view
18:01:20  <Terkhen> I'm still afraid of not having well defined wagons (they overlap a lot)
18:01:21  <planetmaker> possible via callback
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18:01:58  <planetmaker> One way I want to overcome the 'not well defined' is by assigning some sub-cargo types :-)
18:02:19  <planetmaker> e.g. wdpr (bulk): wood chips. wdpr (flatbed): boards
18:03:07  <Terkhen> I meant defined in a gameplay sense
18:03:19  <planetmaker> having to a larger extend piece and flatbed exchangable is not bad IMHO
18:03:27  <Terkhen> I like that subtype idea, though
18:03:31  <planetmaker> And bulk is separate
18:03:49  <planetmaker> I added the subtype already for flatbed farm supplies and bulk wood products
18:03:58  <planetmaker> if you want something to copy ;-)
18:04:21  <Terkhen> I'll take note of that
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18:05:37  <planetmaker> ok, so we agree in any case on the cargo table as I posted. And add the chemicals and petrol as low-capacity to the flatbed?
18:06:20  <Terkhen> okay, we'll have to see how it plays
18:06:23  <Ammler> planetmaker: did you already pay something for this additional month?
18:06:43  <planetmaker> yes
18:08:32  * Rubidium hopes frosch123 has any clue about #1900; got absolutely no clue about that bit of NFO myself
18:12:22  <frosch123> how does that relate to grm?
18:12:45  <Rubidium> I don't know
18:25:38  <frosch123> hmm, we have no feature requests
18:25:56  <frosch123> worth creating them? or better close?
18:27:02  <Rubidium> now there should be :)
18:27:22  <Rubidium> though I see no real difference between feature and feature request
18:28:35  <frosch123> err, how do i edit the title of an issue? ...
18:29:18  <planetmaker> Edit the first posting's topic
18:29:40  <frosch123> then i seem to lack the required rights
18:30:53  <avdg> (more)
18:32:07  <avdg> that link is a bit hidden
18:33:21  <frosch123> i can only edit my own comments, not the title george used
18:34:35  <avdg> update > more (right of the "update" title)?
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18:35:39  <frosch123> oh, that is hidden
18:35:42  <frosch123> thanks :)
18:50:25  <DJNekkid> is there a problem with the devzone?
18:50:54  <planetmaker> Not really
18:51:04  <DJNekkid> [thomas@dhcppc0 bros]$ hg push
18:51:04  <DJNekkid> remote: @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
18:51:04  <DJNekkid> remote: @       WARNING: POSSIBLE DNS SPOOFING DETECTED!          @
18:51:04  <DJNekkid> remote: @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
18:51:05  <planetmaker> You might want to change your push address though
18:51:11  <planetmaker> yes, that's a feature.
18:51:13  <planetmaker> We moved
18:51:35  <Ammler> DJNekkid: sed -i "/" ~/.ssh/known_hosts
18:51:38  <planetmaker>
18:52:03  <Ammler> no idea on windows :-(
18:52:11  <DJNekkid> im on centos :)
18:52:19  <Ammler> then the command I pasted should work
18:53:50  <Ammler> (or use
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20:03:35  <planetmaker> Ammler: ~/ottd/grfdev/ogfx-trains> hg push
20:03:37  <planetmaker> Abbruch: HTTP Error 502: Bad Gateway
20:27:09  <Ammler> planetmaker: which path?
20:28:35  <planetmaker> default-push =
20:29:05  <planetmaker> same pw as used on the website login. Double checked it for typos
20:29:41  <Ammler> I might have forgotten to start the server again
20:31:08  <DJNekkid> isnt it possible to set action 14 "on/off" parameters default to "on" ?
20:31:31  <Hirundo> that should be possible
20:31:36  <DJNekkid> tested on r20915
20:32:03  <Ammler> planetmaker: and I removed my key to start it :-)
20:32:38  <DJNekkid>
20:33:10  <Ammler> planetmaker: server started, need to setup autostart there too
20:33:14  <planetmaker> works for me, DJNekkid
20:33:20  <planetmaker> :-)
20:33:28  <DJNekkid> with that/same/similar code?
20:33:30  <planetmaker> yup works
20:33:33  <planetmaker> yes
20:33:44  <planetmaker> though I only have memorized the NML code
20:35:14  <DJNekkid> btw, BROS is turning out quite nicely :)
20:35:55  <DJNekkid> bah
20:36:31  <DJNekkid> it seems like i had to remove the grf from the list, quit game
20:36:36  <DJNekkid> start game, add grf
20:36:39  <DJNekkid> then it works :P
20:38:39  <planetmaker> reload_newgrfs
20:38:58  <planetmaker> and you surely have enabled the newgrf_developer_tools, do you?
20:39:11  <DJNekkid> nope, didnt even know it excisted :)
20:39:19  <planetmaker> :-O wooot?
20:39:30  <planetmaker> Never even looked at the sprite aligner?
20:39:35  <DJNekkid> njet
20:39:41  <planetmaker> wow
20:40:09  <planetmaker> you'll love to have newgrf_developer_tools enabled ;-)
20:40:20  <planetmaker> it's meant for people like you
20:41:56  <DJNekkid> oooh! nice
20:43:17  <planetmaker> and the inspect button on top of windows for vehicles
20:43:57  <DJNekkid> why didnt anyone tell me about this? :P
20:46:01  <planetmaker> it's not like we've been silent about it ;-)
20:46:59  <DJNekkid> probably not, and proably something semi-new, and i heavent paied too much attention lately :)
20:48:12  <planetmaker> hm.. dunno. that is not really *that* new
20:48:23  <planetmaker> much older than action14
20:48:39  <andythenorth> DJNekkid:
20:48:45  <andythenorth> incidentally wiki search tool is crap
20:48:54  <andythenorth> fortunately google is good :P
20:49:02  <planetmaker> DJNekkid: can I know whether my vehicle is shown stopped in the depot?
20:49:12  <Rubidium> andythenorth: how dare you call it crap
20:49:55  <Rubidium> really, crap isn't in the same league as the wiki's search tool quality
20:50:00  <andythenorth> search wiki for "newgrf developer tools"
20:50:05  <andythenorth> then invent a new insult
20:50:13  <Hirundo> building a search tool better than google's is hard, though
20:50:26  <planetmaker> they live on that after all
20:50:37  <andythenorth> just change the search box to a google link :P
20:51:01  <planetmaker> depot view != purchase view, right?
20:51:07  <planetmaker> damn...
20:51:12  <Rubidium> yes, that's right
20:51:27  <Rubidium> purchase view is when you click on buy vehicle in the depot view
20:51:32  <andythenorth> depot view is view 5(?)
20:51:36  <andythenorth> depending on your sprites
20:51:36  <planetmaker> I need means to display the train differently when stopped in the depot
20:52:00  <planetmaker> but can't show it differently when stopped on the track
20:52:04  <Hirundo> there *should* be a var for that, somewhere
20:52:14  <planetmaker> which?
20:52:16  <andythenorth> there's a special magic offset somewhere
20:52:17  <Hirundo> only when stopped in depot, or also when entering/leaving depot?
20:52:19  <Rubidium> the hidden flag?
20:52:28  <planetmaker> Just stopped
20:52:42  <planetmaker> that is when the user can mess with it
20:53:06  <planetmaker> it's not nice when all wagons and engines are shown as something else. It gets highly confusing ;-)
20:53:22  <planetmaker> So I have to show there each vehicle as what it really is
20:53:36  <andythenorth> what are you doing?
20:53:38  <Hirundo> stopped + hidden should be a start, but fails in tunnels
20:53:46  <Rubidium> planetmaker: try the hidden vehicle status flag
20:53:59  <planetmaker> when is that set for tunnels?
20:54:08  <Hirundo> if you stop a vehicle in a tunnel
20:54:21  <planetmaker> ok, will check that :-)
20:54:34  <planetmaker> andythenorth: I'm implementing shunting
20:54:43  <andythenorth> bleargh :P
20:54:46  <andythenorth> good look
20:54:48  <andythenorth> luck /s
20:54:50  <planetmaker> works ;-)
20:55:00  <planetmaker> already templated :-P
20:55:21  <Rubidium> planetmaker: or, probably better var 80|62
20:55:23  <Hirundo> as a hack, you can show 'special' sprites in the depot view and 'normal' sprites for the diagonal directions
20:55:28  <Rubidium> s/|/+/
20:57:42  <andythenorth> Ammler: if I release FIRS 0.5.5, will the compile farm see it as a lower version number than 0.5.5-RC1
20:57:42  <andythenorth> ?
20:58:29  <DJNekkid> andythenorth: did you test out BROS yet btw?
20:58:37  <andythenorth> DJNekkid: not yet
20:58:41  <andythenorth> maybe I should :)
20:58:46  <andythenorth> you released something?
20:58:55  <planetmaker> hm... this 'hidden vehicle status flag' and 'stopped'... do we have that in NML, Hirundo ? Do you know?
20:59:00  <DJNekkid> well, the code is on the devzone
20:59:10  <DJNekkid> so you can "just" do a checkout and compile :P
20:59:11  <Hirundo> is_stopped, certainly
20:59:22  <planetmaker> 0x80+32
20:59:37  <Hirundo> vehicle_is_stopped
20:59:53  <Hirundo> hidden, or 0x80+62 not
21:00:31  <planetmaker> hm, 0x80+62... interesting
21:01:28  <planetmaker> I fear it'll become one of the computationally most expensive sets, though ;-)
21:02:08  <planetmaker> <-- the core ;-)
21:02:53  <DJNekkid> that is like greek to me :)
21:03:13  <Hirundo> implementing vehicle_is_hidden should be doable :) it's the same as vehicle_is_stopped, except that the bit number ('start') is 0 instead of 1
21:03:25  <planetmaker> yeah.
21:03:33  <planetmaker> I'll give that a shot. I need it ;-)
21:07:00  <Hirundo> var 80+62 is certainly interesting, though I doubt whether you want/need to expose all of that
21:09:25  <planetmaker> not all. But it's definitely interesting :-)
21:12:44  <andythenorth> bah
21:13:00  <andythenorth> why does my FIRS push fail with missing key?
21:13:07  <andythenorth> new server?
21:13:08  <planetmaker> I could - for now - just return "in depot" :-)
21:13:15  <planetmaker> yes, andythenorth
21:13:32  <planetmaker> try to push via https and your redmine credentials:
21:13:48  <andythenorth> :|
21:13:49  <planetmaker> default-push =
21:13:57  <planetmaker> in your .hg/hgrc
21:14:07  <andythenorth> I can't just update my key?
21:14:38  <planetmaker> well, yes and no. The use of the redmine-specific method is the preferred method actually, too
21:15:28  <andythenorth> I add this under paths?
21:15:36  <planetmaker> changing that line in your .hg/hgrc is just as quick :-)
21:15:57  <frosch123> DJNekkid: is there anything open wrt. fs#4256? or can i close it?
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21:16:11  <planetmaker> you have a line which already reads default-push = ...
21:16:17  <planetmaker> replace that accordingly
21:16:23  <andythenorth> I have push =
21:16:26  <andythenorth> no
21:16:29  <andythenorth> default =
21:16:35  <planetmaker> default =
21:16:38  <planetmaker> and default-push =
21:16:47  <andythenorth> anyway, I have it working now :)
21:16:51  <planetmaker> :-)
21:17:38  <Ammler> python guys, how do I write a pid file from a python script?
21:18:32  <planetmaker>     'vehicle_is_in_depot' : {'var': 0xE2, 'start': 6, 'size': 1}, <-- you agree that this would read the 0x80 from 0x80+62, Hirundo ?
21:19:02  <Hirundo> no
21:19:12  <planetmaker> :-)
21:19:17  <Hirundo> 0x80 is bit 7 :)
21:19:24  <planetmaker> hmpf :-)
21:19:29  <planetmaker> indeed
21:19:34  <andythenorth> DJNekkid: forgot to commit anything to BROS?
21:19:39  <Hirundo> how does that work for non-trains?
21:19:46  <planetmaker> not
21:19:46  <andythenorth> such as a0rails
21:19:55  <planetmaker> but they seem to also have it not defined
21:20:22  <Hirundo> planetmaker: you may want to look here:
21:20:39  <planetmaker> except... RV. They use a different value :S
21:21:05  <planetmaker> that's where I look, yes
21:21:45  <andythenorth> when does the cf update for a tagged release?
21:22:16  <planetmaker> immediately
21:22:26  <Hirundo> aircraft also seem to have a movement action that is equivalent
21:22:30  <andythenorth> for values of immediately >0 ?
21:22:36  <planetmaker> :-) sure
21:22:39  <Hirundo> for ships, you'd have to inspect the source :)
21:22:59  <planetmaker> nah, it actually says 0x80 for ships and trains
21:23:10  <Hirundo> ah
21:23:14  <Hirundo> missed that
21:28:09  <andythenorth> hmm
21:28:15  <andythenorth> cf is a bit slow :D
21:28:28  <andythenorth> also brot seems to be lax today
21:29:01  <andythenorth> hmm
21:29:04  <andythenorth> redmine too :P
21:29:06  <planetmaker>     'vehicle_in_depot' : {'var' 0xE2, 'start' 0, 'size': 8, 'function': lambda var, info: (var == 0xFE)}; <-- bogus?
21:29:15  <planetmaker> brot is still sleeping ;-)
21:29:15  <andythenorth> my push doesn't seem to have pushed
21:29:19  <andythenorth> hg reports it did
21:29:38  <andythenorth> redmine disagrees
21:29:40  <planetmaker> might still be childhood illnesses of the new server, andythenorth
21:29:50  <planetmaker> Ammler: ^
21:29:53  <andythenorth> to be expected
21:31:20  <Hirundo> "info: (var == 0xFE)" will not quite do what you want
21:32:49  <Hirundo> vehicle_is_broken has about the equivalent, if you do replace 1 with 0xFE
21:34:07  <Ammler> hmm, the hook might not work
21:34:22  <Ammler> well, I should finish brot and cf anyway :-)
21:35:08  <planetmaker> -.- An equal could not be more complicated I guess
21:41:04  * planetmaker wonders why most of these many interesting variables are not documented elsewhere
21:41:39  <andythenorth> they are discouraged :D
21:41:44  <planetmaker> hehe
21:42:30  <andythenorth> I often adventure into the 80+ page, but to no avail :P
21:42:32  <andythenorth> hmm
21:42:48  <andythenorth> who maintains that page?  Is it replicated anywhere?
21:43:51  <planetmaker> I guess not
21:44:01  <andythenorth> would be sad if it went missing
21:45:56  <planetmaker> Ha, that works! Cool :-)
21:51:41  <planetmaker> yet another obstacle gone :-)
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22:06:53  <frosch123> night
22:06:56  *** frosch123 has quit IRC
22:10:51  <planetmaker> <-- var 60 with type 81. Should that give me the amount of vehicles of 'my' type till the end of the vehicle chain?
22:18:36  <Hirundo> till the end of the train, yes
22:20:33  <planetmaker> is there an NML equivalent?
22:20:51  <planetmaker> I fail to see that, but...
22:27:03  <planetmaker> Nice... multi-head seems to work, too :-)
22:28:16  <planetmaker> <-- if someone wants to have a preview. Look at TurboTurner and wills280
22:30:54  <Terkhen> what should I do to activate it?
22:34:30  <planetmaker> nothing. Those two trains should exercise that behaviour without further doing
22:34:40  <planetmaker> the won't visually turn when turning around
22:34:51  <planetmaker> s/turn around/reverse/
22:34:53  <Terkhen> oh, right
22:37:05  <Terkhen> nice
22:37:33  <Terkhen> the vehicle viewport jumps a bit, but that isi to be expected
22:37:47  <Terkhen> I wonder if someone will complain that they should go slower while in reverse or something like that
22:38:55  <planetmaker> I think of making that a parameter
22:40:16  <Terkhen> I see :)
22:41:09  <Terkhen> you know how this goes, if you give them a bit of realism (even if it is just eyecandy), they will want a lot more
22:41:38  <planetmaker> yeah :-)
22:41:57  <planetmaker> but this is realism which IMHO adds to the game atmosphere
22:42:09  <planetmaker> not for the sake of. But because it's nice :-)
22:42:36  <Terkhen> yes, trains with this look less weird now when "turning around"
22:43:37  <planetmaker> I fear that this set uses MUCH more CPU though than normal trains.
22:44:03  <planetmaker> All these 60+ variables are not cached...
22:44:30  <Lakie> Heh...
22:45:42  <Terkhen> the computer I used to profile realistic acceleration is still prepared; we could profile the set
22:46:10  <Terkhen> we would need two identical savegames, but one of them with standard trains and another one with OpenGFX+ Trains
22:47:16  <planetmaker> well. It's easy to create the same thing with and without this shunting
22:47:53  <planetmaker> Most of the heavy stuff is in two files.
22:48:06  <planetmaker> But I fear... Multi-headed doesn't always work correctly. Still
22:48:08  <planetmaker> No idea why
22:49:24  <Terkhen> hmm... it seemed to work correctly for me
22:50:08  <planetmaker> yes and no. Use e.g. two turner turbos. Add some wagons
22:50:16  <Terkhen> let's see
22:50:18  <planetmaker> there are cases where the turner turbos face wrongly
22:50:27  <Terkhen> BTW, I thought about yet another setting for OpenGFX+ Trains while playing, but it might be a lot of work :P
22:50:41  <planetmaker> go right ahead :-)
22:50:48  <planetmaker> I can still say 'no way' ;-)
22:51:00  <Terkhen> it would allow to decide which set of engines to use, independently of the climate
22:51:27  <planetmaker> hm, interesting idea :-)
22:51:32  <Terkhen> use default | use temperate engines | use tropical/subartic
22:52:22  <planetmaker> hm. Also interesting effects when the train is partially in the depot. i guess I need to add the is_stopped variable, too
22:54:33  <Hirundo> that already exists
22:54:39  <Terkhen> hmmm... indeed, it does strange things with two turner turbos
22:54:41  <Hirundo> what if the train is stopped halfway, while entring?
22:56:53  <planetmaker> I didn't have any check for stopped in place. So as soon as the engine was in the depot, the consist changed
22:58:45  <Terkhen> <-- the engines with capacities are really wagons, the wagons without capacities are really engines
23:00:38  <planetmaker> hm, there it should also be different I guess :-)
23:02:30  <planetmaker> hm, Not sure I can even cater for that
23:04:11  <Terkhen> good night
23:04:56  <planetmaker> good time. Yes. Good night, also Hirundo
23:05:21  <Hirundo> gnight
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