Log for #openttdcoop.devzone on 2nd January 2011:
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00:00:14  * DanMacK has too much already... lol
00:00:21  <Ammler> hehe
00:00:36  <Ammler> did you make other houses than the station house for opengfx?
00:00:43  <Ammler> buildings*
00:00:47  * DanMacK has to modify some AV8 plane sprites for OpenGFX...
00:00:52  <DanMacK> No, just that
00:01:24  <DanMacK> and Pikka gave permission to use some of the AV8 graphics
00:02:09  <planetmaker> hm... care to make a passenger and a cargo livery of those planes at the same time, DanMacK ?
00:02:39  <DanMacK> I can (if it's not done already)
00:02:53  <Ammler> is it possible to refit a plane to transport pax and goods?
00:03:09  <planetmaker> I didn't expect it to be done. It's just... it would provide some basis for an OpenGFX+Aircraft ;-)
00:03:09  <Ammler> like it does now with pax and mail
00:03:16  <DanMacK> lol
00:03:17  <planetmaker> Ammler: no
00:03:53  <Ammler> so you like to refit those completely to cargo only?
00:03:54  <planetmaker> DanMacK: well, yes. Aircraft have no FIRS and ECS refit so far.
00:04:18  <planetmaker> Ammler: that's the only possibility. Since ever
00:04:35  <Ammler> might be, I never used planes for that
00:04:57  <Ammler> it looks so ugly, a airport beside a mine
00:05:24  <DanMacK> AV8 keeps planes to mail, goods, food and valuables
00:06:18  <Ammler> well, for ECS a tourists flighter might be nice
00:06:45  <planetmaker> Ammler: that's what we hopefully get NewGRF Airports for ;-)
00:06:52  * DanMacK thinks tourists might be on that list too, not sure
00:06:59  <planetmaker> yeah :-)
00:07:04  <DanMacK> Newgrf airports would be nice, definite;y
00:07:10  <planetmaker> Refit to coal... might be something I skip, too
00:07:16  <Ammler> DanMacK: there is one
00:07:21  <planetmaker> But refit to ENSP might seem quite ok
00:07:55  <Ammler>
00:07:55  <planetmaker> DanMacK: rotation is already possible... but no-one so far provided for any airport sprites for the rotations... ;-)
00:08:14  <planetmaker> except one airport in above newgrf which Ammler linked
00:08:22  <DanMacK> ahhh
00:08:28  <Ammler> hmm, I guess, the openttd.grf does already have those
00:08:33  <planetmaker> no
00:08:37  <Ammler> also the airport branch does have those
00:08:38  <planetmaker> well. mostly
00:08:50  <planetmaker> the airport branch doesn't provide rotations
00:08:54  <planetmaker> that must be done via newgrf
00:09:05  <DanMacK> This is a precursor to Newgrf airports?
00:09:08  <planetmaker> But it might be an idea to add that to the base sets
00:09:09  <Ammler> yes, but the newgrf for that does have those
00:09:23  <planetmaker> DanMacK: yes and no. We have airport _tiles_
00:09:49  <planetmaker> it's a pre-requisite, but it's in every current OpenTTD already (except 1.0.x)
00:09:51  <Ammler> DanMacK: the newgrf I lined does only supply climate depended airports
00:10:29  <planetmaker> thus you can meddle with the airport sprites like you want. But you cannot change the movement pattern of planes on an airport
00:10:35  <planetmaker> which is... quite a restriction
00:10:46  <planetmaker> But the tiles themselves are fully newgrf-able
00:10:56  <planetmaker> with animation and everything
00:11:17  <planetmaker> stacked ground tiles. bla bla ;-)
00:12:36  <Ammler> airports and rail and roads should go from base set to newgrf anyway
00:12:53  <planetmaker> kinda.
00:13:11  <Ammler> I don't see the advantage of keeping support for old type
00:13:20  <Ammler> same with trams
00:13:26  <planetmaker> backward compatibility
00:13:39  <planetmaker> you'd not be able to load an old savegame, if you removed 4 airport types
00:14:03  <Ammler> I guess, openttd has a quite well safe version upgrader system for that
00:14:09  <Ammler> save*
00:14:26  <planetmaker> well. But that's not feasable when you remove a thing
00:14:41  <Yexo> Ammler: if we removed the airports from the code and moved them to newgrf-only, the only save upgrade path would be to delete _all_ airports from old savegames
00:14:45  <Ammler> you don't remove, you change
00:14:58  <planetmaker> that's actually one of the reasons we are very careful to not add new objects to the core easily
00:15:00  <Yexo> which in turn means also to remove all aircraft, that isn't exactly what I call "compatible"
00:15:28  <Yexo> converting the states from the internal openttd state to some newgrf state is next to impossible
00:15:38  <Ammler> ok :-)
00:15:54  <Ammler> I _have_ to belive you :-P
00:16:19  <Ammler> well, then you can still keep both
00:16:26  * DanMacK wants a single lane landing strip for small islands and such
00:16:30  <Yexo> see it like an industry newgrf. Adding an industry newgrf to an exising savegame that already has industries breaks things big time
00:16:38  <planetmaker> well. It already shows in the fact, Ammler, that I cannot reference a vehicle sprite from a base set vehicle, if I want to add cargo support with additional graphics, I have to completely define the graphics.
00:16:41  <Ammler> so if you load a old save and build a new airport, it does build a newgrf airport
00:17:10  <Yexo> that is perfectly possible :)
00:17:18  <Ammler> same with trams
00:17:39  <Yexo> it does not change the fact that we have to keep support for the current airports in trunk for as long as we support the older savegames (=forever, as things stand now)
00:18:39  <Ammler> well, trams might get a change anyway, if roadtype will come
00:18:46  <planetmaker> similar, DanMacK ?
00:19:58  <DanMacK> Very similar.
00:20:22  <planetmaker> <-- even better :-)
00:20:39  <planetmaker> that's what I was really reminded when you mentioned a dirt strip ;-)
00:20:51  <DanMacK> Yeah, that's my inspiration... lol
00:21:03  <Ammler> hmm, that one is already possible
00:21:14  <Ammler> modified small airport ;-)
00:21:50  <planetmaker> not really. It's too small, the movement pattern doesn't fit on it
00:22:13  <Ammler> well, you need to place the depot on the same tile as the small airport, I assume
00:22:17  <planetmaker> but you could make one which is the size of the small one with more blank sprites
00:22:31  <Ammler> hangar*
00:22:41  <planetmaker> no or much smaller buildings. And yes, hangar where it's now
00:23:33  <Ammler> the hangar could be a simple gas station :-)
00:23:37  <Ammler> and no builds
00:23:55  <planetmaker> the hangar has to be roofed. Or it'd look funny that planes disappear
00:24:06  <Ammler> well
00:24:25  <Ammler> a tree maybe :-P
00:24:59  <Ammler> or some tank vehicles
00:25:30  <Yexo> <- something like this is possible already, yes :)
00:26:01  <Yexo> that image is from 2009-Jun-22 :p
00:26:05  <Ammler> hehe
00:26:31  <DanMacK> that looks cool...
00:26:33  <Ammler> what was the reason btw., you paused dev on airports?
00:27:14  <Yexo> I need to rethink the spec to have something to determine when an aircraft is on the ground and when in the air
00:27:23  <Ammler> I once played around with the branch, it worked already quite nice
00:27:25  <Yexo> got some good solutions for that though, just need to test it
00:27:57  <Yexo> and I need something to base the height on, currently (I believe) it's based on the most northern tile that's part of the rectangle that contains all airport tiles
00:28:19  <Yexo> that works fine for rectangular airports, but not so much for the diagonal airport when that tile can be raised relative to the other airport tiles
00:28:28  <planetmaker> that old screenshot still shows nicely the old sprite order bug ;-)
00:29:18  <Ammler> you mean the flag pole in front of the train?
00:29:30  <planetmaker> no, the cut plane
00:30:13  <Ammler> isn't that a kind of future plane?
00:30:15  <planetmaker> the flag pole is catenary
00:30:48  <planetmaker> the plane's nose is truncated
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00:39:51  <planetmaker> good night for now
00:40:41  <DanMacK> Night
00:41:26  <DanMacK> Plane looks liek a Kelling K1...
00:45:33  <DanMacK> Yexo, were't you working on Seaplane ports too?
00:45:48  <Yexo> all part of newgrf airports
00:45:53  <Yexo> it'll support seaplanes too
00:46:08  <Yexo> that part is very easy, once I've worked out the problems above
00:47:06  <DanMacK> So what else needs to be tested?
00:47:30  <Yexo> it's currently not really testing as well as finishing the spec and coding it
00:47:45  <Yexo> or rather revising the spec, as it was finished
00:48:16  <DanMacK> <== did that ever work?
00:48:26  <Yexo> yes
00:49:58  <Yexo> <- that airport was fully functional
00:50:06  <Yexo> might even still be, haven't tested it in a while
00:52:22  <DanMacK> Is it available as a newgrf?
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00:52:58  <Yexo> might be somewhere, but any published version most likely wouldn't work anymore
00:54:24  <Yexo> ok that was the source, but it is from a time where airporttiles still had newgrf feature 0x10 (now they are feature 0x11 because railtypes took 0x10)
00:54:31  <Yexo> so that code won't work anymore
00:55:26  <DanMacK> ahhh, gotcha
00:56:11  * DanMacK thinks Roadtypes, Airports and custom bridgeheads are his most wanted OpenTTD developments
00:57:35  <DanMacK> So rotated airports are possible, just need the sprites for them?
00:57:41  <Yexo> yes
00:58:09  <Yexo> and I have a standing offer to code any sprites (at least when a full rotation is complete)
00:58:13  * DanMacK gets to work
00:58:59  <DanMacK> Add that to my to-do list...
01:07:47  * DanMacK looks at the airport component sprites
01:10:31  <Yexo> you're free to compose them any way you like, just like industry tiles
01:12:24  <DanMacK> I'll see what I can do.  I've got a few more things before that though
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02:13:03  <DanMacK> Sure, leave me to explain it :P
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11:12:10  <Ammler> quite nice, one of the redmine mercurial patch devs became part of the redmine core team, that should reduce the amount of patches we need for redmine :-)
11:12:27  <SmatZ> :)
11:12:42  <Terkhen> great :)
11:15:32  <dihedral> nice :-)
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11:37:12  <Ammler> hehe
11:37:40  <Ammler> I do manage the devzone with a testing app which I do then clone
11:37:59  <Ammler>
11:38:12  <Ammler> someone knows, how I can add a hg repo to a hg repo?
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12:35:03  <Brot6> repository /home/hg/nginx registered in Redmine with url /home/hg/nginx
12:35:03  <Brot6> repository /home/hg/nginx created
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16:49:13  <oberhuemer> Hi, I still can't manage to get the NARVS repository set up correctly. I can't find out how to rename or merge the branch I created to enable automatic compilation.
16:53:26  <Ammler> hg branch default
16:53:29  <Ammler> hg merge
16:56:39  <oberhuemer> Hmm... let's see.
17:00:52  <Brot6> North American Road Vehicle Set (NARVS) - Revision 3:6f69505524b8: Add 60LFA, fix branch name, in... (oberhuemer) @
17:01:03  <oberhuemer> Yup, fixed. Thanks.
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17:01:52  <Ammler> I guess, hg merge wouldn't be needed :-)
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17:02:52  <Brot6> North American Road Vehicle Set (NARVS) - Support #2037 (Closed): nightly build does support bran... (oberhuemer) @
17:03:11  <Ammler> not fixed :-P
17:04:26  <Brot6> North American Road Vehicle Set (NARVS) - Support #2037: nightly build does support branch defaul... (Ammler) @
17:18:05  <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r709), 32bpp-extra (r39), ai-admiralai (r75), ailib-common (r16), ailib-direction (r13), ailib-list (r22), ailib-string (r18), ailib-tile (r13), airportsplus (r70), basecosts (r22), belarusiantowns (r8), bros (r45), comic-houses (r71), firs (r1627), fish (r509), frenchtowns (r6), grfcodec (r818), heqs (r567), indonesiantowns (r41), manindu (r6), metrotrackset (r56),
17:18:05  <Brot6> newgrf_makefile (r254), nml (r1120), nutracks (r121), ogfx-rv (r78), ogfx-trains (r201), ogfx-trees (r42), opengfx (r593), openmsx (r97), opensfx (r97), smts (r19), snowlinemod (r45), spanishtowns (r7), swedishrails (r193), swisstowns (r22), transrapidtrackset (r15), ttdviewer (r26), ttrs (r24), worldairlinersset (r671)
17:18:23  <Brot6> OpenGFX+ Landscape - Bug #2102 (New): DevZone compile failed (compiler) @
17:18:34  <Brot6> ogfx-landscape: compile of r17 still failed (#2102) -
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17:29:10  <DanMacK> Hey all
17:37:16  <Ammler> Heya Dan
17:39:37  * DanMacK is modifying some AV8 graphics for OpenGFX...
17:39:51  <DanMacK> Should I do one issue per plane sprite or the full spriteset?
17:40:32  <Ammler> whatever suits you :-)
17:40:41  <DanMacK> Cool :)
17:41:08  <DanMacK> IIRC, Zephyris intended the current planes as "filler" to just get OpenGFX done
17:41:49  <Ammler> I wasn't aware, those aren't nice, but I also don't use planes much
17:42:14  <Ammler> are there different planes per clima?
17:42:42  <DanMacK> no
17:42:49  <DanMacK> except Toyland
17:42:52  <Ammler> but maybe you could
17:43:11  <DanMacK> Possible.  Not much of a variation though, unline trains
17:43:17  <DanMacK> maybe vary livery or something
17:43:49  <Ammler> well, such things are then for ogfx+aircraft
17:43:55  <DanMacK> Exactly :)
17:43:58  <Ammler> but if you are at it...
17:44:05  <DanMacK> lol
17:44:17  * DanMacK will do the defaults first and go from there
17:44:34  <DanMacK> I also want to play with airport sprites for different orientations
17:45:01  <Ammler> he, you had some longer discussion last night about it
17:46:40  <DanMacK> Yeah, I'
17:46:46  <DanMacK> m interested
18:19:02  <Ammler> Geektoo Email ( doesn't work anymore
18:19:11  <Ammler> can't mail him :'-(
18:45:42  <DanMacK> :(  that sucks
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21:44:29  <Brot6> OpenGFX - Code Review #2103 (New): Redrawn Sampson U52 (DanMacK) @
21:45:35  <Brot6> OpenGFX - Code Review #2104 (New): New Sprites for Bakewell Cotswald LB-3 (DanMacK) @
21:47:02  <Brot6> OpenGFX - Code Review #2105 (New): New Coleman Count Sprite (DanMacK) @
21:47:36  <Brot6> OpenGFX - Code Review #2106 (New): New Sprites for Yate Haugan (DanMacK) @
21:48:55  <Brot6> OpenGFX - Code Review #2107 (New): New Darwin 300 Sprites (DanMacK) @
21:50:39  <Brot6> OpenGFX - Code Review #2108 (New): New Sprites for FFPDart (DanMacK) @
21:51:26  <Brot6> OpenGFX - Code Review #2109 (New): New Sprites for Bakewell Luckett LB-8, Yate Aerospace YAe46 (DanMacK) @
21:53:13  <Brot6> OpenGFX - Code Review #2110 (New): Sprites for Darwin 200,400,500,600, Airtaxi A21,A31,A32,A33 (DanMacK) @
21:54:23  <Brot6> OpenGFX - Code Review #2111 (New): New Sprites for Bakewell Luckett LB10,LB11, Guru Galaxy (DanMacK) @
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23:52:42  <Webster> Announcement from my owner (KenjiE20): Webster will be down for short time, while I swap hosts, hopefully it won't be too long
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