Log for #openttdcoop.devzone on 8th February 2011:
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06:57:56  <Brot6> OpenGFX+ Trains - Revision 207:4a4dd89cb9ea: Cleanup: Remove unused code in bulk and flatbed wagons (planetmaker) @
06:58:56  <Brot6> OpenGFX+ Trains - Revision 208:5a05601bbaa8: Cleanup: Remove unused code in monorail refrigerate ... (planetmaker) @
06:58:58  <Brot6> ogfx-trains: compile of r207 still failed (#2265) -
06:59:08  <Brot6> ogfx-trains: compile of r208 still failed (#2265) -
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13:44:03  * Lakie hacks his local copy of nml around a little
13:53:11  <DanMacK> Hey Lakie
13:53:15  <Lakie> Hi DanMacK
13:55:09  <DanMacK> What's new?
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14:15:21  <Brot6> 2cc train set - Bug #2243: single unit metros (Voyager1) @
14:16:08  <Brot6> 2cc train set - Feature #2217: C8 (Voyager1) @
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15:16:45  * Lakie wonders why recolour is failing on his nml grf
15:18:12  <Rubidium> set the wrong palette?
15:18:56  <planetmaker> :-)
15:19:35  <Lakie> Possibly, looks the right company colours but just without the recolouring, heh
15:20:09  <Lakie> How do I set palette in nml?
15:20:20  <planetmaker> easily answered, if you switch the used palette ingame for that NewGRF
15:20:43  <planetmaker> In NML you don't set it - it sets it for you by looking at the one you actually used
15:20:59  <planetmaker> auto-palette detection on the graphics
15:21:03  <Lakie> Ok, so it'd be windows
15:21:20  <planetmaker> and you use the DOS base graphics?
15:21:27  <Lakie> Still doesn't explain why the recolour tag in the building entries of my spritelayouts has no effects. :(
15:21:31  <Lakie> Na, windows
15:21:48  <planetmaker> hm... still, it shouldn't matter... as NML also sets the action14 entry for the palette...
15:22:06  <planetmaker> Lakie, post the code ;-)
15:22:24  <Lakie> pastebin style place?
15:22:33  <planetmaker> well. whatever :-)
15:22:46  <planetmaker> But I wonder how well buildings already work. They're not really tested
15:22:59  <Lakie> It worked at some point before
15:25:49  <Lakie>
15:25:55  <Lakie> 'tis rather long
15:26:08  <Lakie> (Considering how simple an object it is)
15:27:30  <Lakie> From memory specifying 'recolour : 0' in the building sections should cause company colour recoluring of them
15:31:36  <planetmaker> hm, I'd believe so ,too...
15:34:47  <planetmaker> what happens, if you set recolour to another value than 0?
15:41:27  <planetmaker> Sorry, I don't see right now anything obvious :-(
15:42:08  <Lakie> um, I'll have a go at that
15:42:18  * Lakie tries to remember the standard cc remaps
15:42:21  <Lakie> 775 ish
15:42:35  <planetmaker> well. You activated 2CC. So mind that ;-)
15:42:42  <planetmaker> Maybe try to deactivate that first
15:42:51  <Lakie> I tried that already
15:42:52  <Lakie> :)
15:43:02  <Lakie> I have an almost duplicate in nfo which works fine
15:43:17  <Lakie> minus buy menu in graphics since nml told me off for that
15:43:18  <planetmaker> well, so did you get re-colour with 2cc de-activated?
15:43:25  <Lakie> Yes
15:43:29  <Lakie> I tried both
15:43:43  <planetmaker> ok, so w/o 2cc it works, but fails with 2cc activated?
15:44:02  <Lakie> Both fail
15:44:10  <Lakie> 2cc is handled in ttdpatch / openttd
15:44:29  <Lakie> the actual recolouring itself seems to be failing implying the bits haven't been flagged
15:44:33  * Lakie tries output nfo
15:45:41  <Lakie> Yeah its not set when recolour is 0
15:46:50  <Lakie> It outputs "\dx80000001" instead of "\dx80008001".
15:49:49  * Lakie guesses mark as a bug?
15:53:31  <Lakie> Also ignore the 'view', 'views' things, as I merely added them for testing purposes
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16:01:06  <Brot6> NewGRF Meta Language - Bug #2282 (New): Company Colour recolouring. (Lakie) @
16:01:32  * Lakie flees
16:06:56  <planetmaker> Lakie, did you check the nfo output of nml? I guess so, yes?
16:07:10  <Lakie> yeah
16:07:16  <planetmaker> uhm, yes... :-) sorry, reading back :-)
16:07:33  <Lakie> --nfo "%~dpn.nfo" was added to nml's arguments
16:08:05  * Lakie imagines Hirundo would have a better idea as to why it fails
16:08:06  <planetmaker> no need to flee when reporting bugs :-) - I prefer those people usually over blind hooray-people :-)
16:08:22  <planetmaker> possibly, or yexo
16:08:29  <Lakie> Heh, I'll probably flag the objects code review later.
16:08:39  <planetmaker> :-)
16:08:51  <Lakie> views and view are my hacks for it currently. >_>
16:08:59  <planetmaker> I just checked with my windmill, but it doesn't really use re-colouring
16:09:03  <planetmaker> ;-)
16:09:16  <Lakie> Heh, well that layout would
16:09:25  <Lakie> ttd statue plus recolouring really
16:09:49  * Lakie thought it was basic enough, doesn't use external sprites and such
16:12:37  <planetmaker> :-)
17:08:52  <Brot6> nml: update from r1179 to r1180 done -
17:18:17  <Brot6> nml-ammler: compile of r1179 failed -
17:18:26  <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r736), 32bpp-extra (r39), ai-admiralai (r75), ai-aroai (r11), ailib-common (r21), ailib-direction (r17), ailib-list (r32), ailib-string (r29), ailib-tile (r16), airportsplus (r71), basecosts (r22), belarusiantowns (r8), bros (r45), comic-houses (r71), firs (r1743), fish (r567), frenchtowns (r6), grfcodec (r821), heqs (r572), indonesiantowns (r41), manindu (r6), metrotrackset
17:18:26  <Brot6> (r56), narvs (r5), newgrf_makefile (ERROR r255), nml (r1180), nutracks (r176), ogfx-industries (r3), ogfx-landscape (r23), ogfx-rv (r78), ogfx-trains (ERROR r208), ogfx-trees (r42), opengfx (r608), openmsx (r97), opensfx (r97), smts (r19), snowlinemod (r45), spanishtowns (r10), swedishrails (r193), swisstowns (r22), transrapidtrackset (r15), ttdviewer (r26), ttrs (r24), worldairlinersset (r671)
17:20:09  <Brot6> newgrf_makefile: update from r254 to r255 done -
17:21:19  <Brot6> ogfx-trains: update from r204 to r208 done (39 errors) -
17:21:55  <Brot6> swedishrails: rebuild of r193 done (Diffsize: 6) (DiffDiffsize: 8) -
17:22:09  <Brot6> Following repos rebuilds successful without any difference to earlier nightlies builds: airportsplus, belarusiantowns, frenchtowns, indonesiantowns (1 errors) (Diffsize: 1), manindu (Diffsize: 1), narvs, ogfx-industries, ogfx-landscape, ogfx-rv (1 errors) (Diffsize: 6), spanishtowns, swisstowns
17:24:24  <planetmaker> <-- shouldn't this be empty, Ammler ?
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17:37:51  <Ammler> planetmaker: some projects have nfo in sprites/ where it should be, your Framework doesn't
17:38:14  <Ammler> so we copy both and the other does trigger a error
17:38:33  <planetmaker> ehm... nml projects are not expected to have nfo ...
17:39:27  <planetmaker> also... why is "sprites" hardcoded? No nml project ever used that...
17:39:30  <Ammler> oh, I just see, the log you link is quite old
17:39:33  <planetmaker> actually one
17:39:46  <Brot6> 2cc train set - Revision 737:19109a0a65b4: Change: Some gfx files are changed. Close #2243 (DJNekkid) @
17:39:46  <Brot6> 2cc train set - Revision 738:fa0396234c0e: Change: Updated gfx from VoyagerOne (DJNekkid) @
17:39:46  <Brot6> 2cc train set - Bug #2243 (Closed): single unit metros (DJNekkid) @
17:40:01  <Ammler> hmm, also on the rebuild log
17:40:58  <Ammler> it would be easier, if you tell me what's wrong instead asking me if it should ;-)
17:41:03  <planetmaker> Ammler, not having nfo IMHO must not be an error with the build log
17:41:37  <planetmaker> well, the devzone error log for all nml projects is never 0
17:41:57  <planetmaker> and that should not be
17:42:11  <planetmaker> they always "fail" with what I linked
17:42:25  <Ammler> ok
17:43:24  <Ammler> oh, the error is that the build script doesn't make a nfo
17:45:55  <Ammler> planetmaker: does the nml project have a special target to make the nfo?
17:50:00  <planetmaker> no. But it could be added
17:50:11  <planetmaker> make nfo
17:54:27  <Ammler> planetmaker: or just make the nfo, it doesn't hurt, does it?
17:54:41  <Ammler> or isn't it needed anymore?
17:55:04  <Ammler> I could remove it there, but I thought it is useful for debugging
17:56:00  <planetmaker> well... the default make target for nml projects should not generate an nfo. That takes far too much time
17:56:15  <planetmaker> as such it would need a separate target
17:56:33  <Ammler> it really needs time to make the nfo?
17:56:47  <planetmaker> having the nfo... would it allow then grf2html to work?
17:56:47  <Ammler> he, I should mesure it :-)
17:56:54  <planetmaker> Ammler, it does :-)
17:56:59  <Ammler> no, that was just not enabled
17:57:08  <Ammler> I just added that, grf2html should not fail anymore
17:57:18  <planetmaker> ah, ok
17:57:18  <Brot6> 2cc train set - Feature #2229 (Closed): Change of some graphics (DJNekkid) @
17:57:32  <Ammler> it just now is to decide, if you like to have nfo in bundles published
17:57:53  <planetmaker> :-) it wouldn't hurt us to publish it, too, would it?
17:57:53  <Ammler> I remove it for now
17:57:56  <planetmaker> ok
17:58:18  <Ammler> you know, who to ping, if you updated the makefile framework and like to publish it :-)
17:58:28  <planetmaker> :-)
17:58:37  <frosch123> what does grf2html have to do with nfo?
17:59:18  <Brot6> 2cc train set - Bug #1870 (Closed): r673 (DJNekkid) @
17:59:38  <planetmaker> nothing, frosch123 :-)
18:00:14  <frosch123> ok :)
18:09:46  * Lakie ponders if Dante123 is understanding his relatively clean nfo
18:10:19  <Hirundo> Lakie: I'm looking at #2282 currently
18:10:19  <Brot6> Hirundo: Lakie: #2282 is "NewGRF Meta Language - Bug #2282: Company Colour recolouring. - #openttdcoop Development Zone"
18:10:25  <Lakie> Cool
18:10:42  <Hirundo> Those special cases when recolouring is 0 are not implemented (yet)
18:11:13  <Lakie> Sorry, just noticed it when porting some sample objects.
18:11:16  <Lakie> Ah
18:11:26  <Lakie> But it used to be?
18:11:41  <Hirundo> Perhaps it once worked...
18:12:53  <Hirundo> I suggest to add a special constant, something like "recolour: ITEM_COLOUR" should be generic enough for houses and industries
18:13:11  <Lakie> Maybe
18:13:21  <planetmaker> what would that constitute, Hirundo ?
18:13:28  <Hirundo> there is 'TRANSPARANT' already
18:14:07  <planetmaker> so, rather, COMPANY_COLOUR
18:14:12  <planetmaker> ?
18:14:29  <Lakie> Well, CC only applies to objects really
18:14:30  <Hirundo> Houses have the same sortof, but they don't use company colours
18:14:42  <Lakie> Same concept but different names
18:14:49  <planetmaker> they define the 4 colours specifically. somehow
18:15:03  <Hirundo> There's a property, yes
18:15:20  <planetmaker> which is a list / array of 4 entries - which are chosen from randomly, yes
18:15:31  <Lakie> I'm assuming there is a constant for cannot be made transparent also?
18:15:42  <Lakie> bit 30 iirc
18:16:06  <Hirundo> always_draw: 1; (not documented I presume)
18:16:30  <planetmaker> Hirundo, maybe a solution then like for the animation control... - yes, probably not documented (well)
18:16:44  <Lakie> I duno, the documentation for spritelayout isn't very clearly documented
18:16:49  <planetmaker> the *layout* is not well documented
18:16:50  <Hirundo> #2283 :)
18:16:50  <Brot6> Hirundo: #2283 is "NewGRF Meta Language - Feature Request #2283: Document sprite layouts - #openttdcoop Development Zone"
18:17:01  <Lakie> Yes, sorry.
18:17:09  <Hirundo> I just opened it like 10 secs ago
18:17:12  <Lakie> Troubles of changing your mind mid sentence. ;)
18:17:25  <Brot6> NewGRF Meta Language - Feature Request #2283 (New): Document sprite layouts (Hirundo) @
18:19:19  <Hirundo> hmm... Is it possible to use bit 14 (transparency) with a recolour sprite?
18:19:33  <Lakie> I doub it?
18:19:55  <Lakie> Or atleat I doubt you'd get any good results
18:19:57  <Hirundo> seems to tell so
18:20:23  <Hirundo> Though IIRC it didn't say so when I wrote the NML code, at least not explicitly
18:21:40  <Lakie> Hmmm... sent a pm in reply but deleted within minutes of sending. Lakie wonders why Dante did such
18:27:32  <Brot6> 2cc train set - Bug #2216: Naming of engines (DJNekkid) @
18:45:01  <Brot6> 2cc train set - Revision 739:3b141e708796: Change: Name overhaul, close #2216 (DJNekkid) @
18:45:01  <Brot6> 2cc train set - Bug #2216 (Closed): Naming of engines (DJNekkid) @
18:53:23  <Hirundo> It seems to me, that using bit 14 (transparent) only makes sense when setting the recolour sprite num to 802 decimal (=station roof recolour sprite)
18:57:06  <Lakie> Or a custom one to the same effect?
18:58:52  <Hirundo> Are custom sprites used for that purpose?
19:03:18  <Brot6> 32bpp-ez-patches: update from r22009 to r22027 done (2 errors) -
19:06:04  <Brot6> clientpatches: update from r21488 to r21488 done -
19:07:15  <Brot6> serverpatches: compile of r22027 still failed (#2080) -
19:09:01  * Lakie sigh
19:09:12  <Lakie> I'm afraid I wouldn't know Hirundo
19:09:31  <Lakie> You might be better asking MB, George or andynorth.
19:10:07  * Lakie thinks Dante is still not understanding stations and objects work on different concepts
19:12:18  <Lakie> Though in fairness this could be due to the changes made to the selection gui causing him confusion
19:24:22  <DJNekkid> is it possible to set gimp so that when i select something (i.e. put a 'rectangle' around a sprite) and i move the selection, i move the content of it as well?
19:27:14  <Lakie> err, ctrl-x, ctrl-v?
19:27:21  <Lakie> Should pasteit as a temporary layer
19:31:44  <Hirundo> hmm... I'm pretty sure at least MB does with his glass stations
19:35:41  <Hirundo> So, we need a new sprite 'property' to represent bits 14-15 separately
19:42:03  <Lakie> unsure.
19:42:30  <Lakie> I guess if you mean move them to seperate properties in the layout, possibly
19:44:31  <Brot6> NewGRF Meta Language - Bug #2282: Company Colour recolouring. (Hirundo) @
19:44:46  <Hirundo> Lakie: See link above ^^
19:45:45  <Lakie> Sounds reasonable
19:46:06  <Lakie> I presume this allows one to use custom transpareny remappings?
19:47:18  <Hirundo> yes
19:47:33  <Hirundo> It's better to do it Right now, I think
19:49:44  <Lakie> Yeah
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19:50:32  <Lakie> Not many people write houses/industries/objects in nml currently so it's a cnvient time to hammer it all our
19:52:24  <Brot6> NewGRF Meta Language - Revision 1181:3dd7a4e23d2a: Change: Raise an error when 'always_draw' is s... (Hirundo) @
19:55:21  <DJNekkid> where there a awnser to my prev. question?
19:55:29  <DJNekkid> my computer decided to die (no more power)
20:01:22  <Lakie> Not really, maybe using ctrl-x, ctrl-v and pasting the selected region s a temporary layer was all I could think of.
20:01:22  <Hirundo> <Lakie>	err, ctrl-x, ctrl-v?
20:01:24  <Hirundo> <Lakie>	Should pasteit as a temporary layer
20:03:35  <Brot6> Grapes - Revision 95:84f41963776a: Doc: Document Plugin handling methods (dih) @
20:13:40  <DJNekkid> Hirundo: that is what i currently do, but i find the 3 extra keyboard clicks unneccesary :D
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20:45:05  <MinchinWeb> Is this how you get your company index?
20:45:11  <MinchinWeb> MyIndex = AICompany.ResolveCompanyID(COMPANY_SELF);
20:47:16  <Hirundo> MinchinWeb: You may get a better/faster answer in #openttd
20:47:36  <MinchinWeb> ok, I'll try that thx
20:47:38  <Hirundo> There aren't a lot of NoAI people in here
20:54:59  <Ammler> MinchinWeb: don't use the irc for confirming your thought, report the error you have
20:55:36  <Ammler> that means, try it out and ask if it doesn't work how you like it
20:58:46  <MinchinWeb> @Ammler  I tried it, got an error and so thought someone here might have got it to work; in any case I got an answer on #openttd
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20:59:22  <Ammler> MinchinWeb: just liked to help you, how to make better questions and waste less time of others :-)
20:59:25  <Ammler> mäh
21:04:57  <Yexo> @logs
21:04:58  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer -
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21:10:09  <Brot6> NewGRF Meta Language - Bug #2282: Company Colour recolouring. (yexo) @
21:13:20  <Brot6> NewGRF Meta Language - Bug #2282: Company Colour recolouring. (Hirundo) @
21:15:03  <Brot6> NewGRF Meta Language - Bug #2282: Company Colour recolouring. (yexo) @
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21:22:09  <Yexo> 14-15	0: draw sprite normally, 1: draw sprite in transparent mode, 2: recolor sprite  <- from
21:22:22  <Yexo> can both bits be set at the same time? I do not completely understand their meaning
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21:26:52  <Hirundo> valid values for bit 14-15 are 0-2, so both bits can never be set
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21:29:25  <Hirundo> basically transparent mode means: "For all non-transparent pixels in the supplied sprite, recolour all underlying pixels using the supplied recolour table"
21:31:19  <Yexo> if neither bit is set, use no palette at all; if either bit is set and the recolour sprite != 0: use the given recolour sprite. If either bit is set and the recolour sprite is 0, use the default recolour sprite (which can differ per feature)
21:33:58  <Hirundo> yes
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21:59:33  <Brot6> NewGRF Meta Language - Revision 1182:a4beb22eadbb: Fix: 'zoffset' isn't neccesarily 0. (Hirundo) @
21:59:33  <Brot6> NewGRF Meta Language - Revision 1183:cd0c876a4550: Change: rename the spritelayout property 'reco... (Hirundo) @
21:59:33  <Brot6> NewGRF Meta Language - Revision 1184:f2fae042d3c8: Feature #2282: Introduce a new layout sprite p... (Hirundo) @
22:01:21  <Hirundo> Yexo: Would it be useful to add the recolour sprites mentioned here as constants?
22:03:20  <Yexo> do we already have constants for the colours?
22:03:43  <Yexo> seems not
22:04:02  <Yexo> yes, it would be useful to have those as constants
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22:22:06  <Brot6> 2cc train set - Bug #2216: Naming of engines (Voyager1) @
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22:33:46  <Brot6> NewGRF Meta Language - Revision 1185:515edd1e862d: Add: A number of constants for possible palett... (Hirundo) @
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22:59:35  <planetmaker> Hm... how do I define a sprite for the purchase list (action3, cargo type 0xFF)?
22:59:42  <planetmaker> in NML that is
23:00:53  <Lakie> in graphics "0xFF : <sprite_name>;"?
23:01:12  <Lakie> I'm guessing, told me for objects it wasn't valid. ;_;
23:03:31  * planetmaker tests that. It's also my guess :-)
23:03:42  <planetmaker> it compiled at least
23:04:43  <planetmaker> does the trick :-)
23:08:29  <Lakie> Cool
23:17:03  <Brot6> OpenGFX+ Trains - Bug #2284 (New): Make use of special sprites for the purchase list (planetmaker) @
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23:49:38  <Brot6> 2cc train set - Feature #2240: DB ET85 (EmperorJake) @

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