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00:28:52 <V453000> andythenorth: [01:09] <TroyMcClure> remark: none RV's in the stable (with FIRS) seem to be able to carry alcohol [01:10] <TroyMcClure> afraid of drinking and driving? 00:29:03 <V453000> eGRVTS 00:29:18 <V453000> but I assume that is general issue 00:50:03 *** supermop has joined #openttdcoop.devzone 01:22:33 *** KenjiE20 has quit IRC 01:37:13 <Brot6> DictatorAI - Revision 89:ef3733821863: - Change where upgraded road stations goes: 2 near origina... (krinn) @ http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/ef3733821863 01:37:13 <Brot6> DictatorAI - Revision 90:e883ddcd712b: - After upgrade an airport, give up and return we cannot a... (krinn) @ http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/e883ddcd712b 02:32:25 *** andythenorth has joined #openttdcoop.devzone 02:47:01 *** andythenorth_ has joined #openttdcoop.devzone 02:47:02 *** andythenorth has quit IRC 03:16:35 <Brot6> CHIPS Station Set - Feature #2418 (New): FIRS-style dock (andythenorth) @ http://dev.openttdcoop.org/issues/2418 03:16:35 <Brot6> CHIPS Station Set - Feature #2419 (New): Parameter to disable dock (andythenorth) @ http://dev.openttdcoop.org/issues/2419 03:20:23 *** andythenorth_ has quit IRC 03:32:54 *** Lakie has quit IRC 03:35:25 *** thgergo has quit IRC 03:47:22 *** andythenorth has joined #openttdcoop.devzone 04:18:15 *** andythenorth_ has joined #openttdcoop.devzone 04:24:53 *** andythenorth has quit IRC 04:58:30 * andythenorth_ is disgruntled with newgrf station spec and would like his money back :P 04:59:36 <supermop> stations are a pain! 04:59:45 <supermop> i still dont have my fences... 05:09:29 *** andythenorth_ has quit IRC 05:33:56 <Brot6> Bundles Update: g4ffc0cef 2011-03-09 cargodist (http://bundles.openttdcoop.org/cargodist) 06:21:16 *** supermop has quit IRC 06:29:50 *** PeterT_ has joined #openttdcoop.devzone 06:31:30 *** PeterT has quit IRC 06:31:30 *** orudge has quit IRC 06:31:30 *** PeterT_ is now known as PeterT 06:31:33 *** orudge has joined #openttdcoop.devzone 07:13:56 *** andythenorth has joined #openttdcoop.devzone 07:26:46 <planetmaker> moin 07:49:45 <andythenorth> hi planetmaker 07:50:06 * andythenorth just had some merge cluster-f*ck and it has not ended well for me 07:50:14 <andythenorth> ho hum 07:50:20 <andythenorth> "pull before commit" 07:50:40 <andythenorth> even when you're on a crappy mobile broadband :( 07:50:56 <planetmaker> :-D sorry 07:51:35 <planetmaker> I added Serbian translations 07:51:48 <andythenorth> this was CHIPS 07:51:57 <andythenorth> I couldn't merge for some reason 07:52:00 <andythenorth> so I had to revert 07:52:09 <andythenorth> and revert normally creates .orig copies 07:52:12 <andythenorth> but didn't this time 07:52:26 <andythenorth> so all my changes are blitzed 07:52:31 <andythenorth> ho 07:52:47 <andythenorth> fortunately most files are still open in TextWrangler 07:52:55 <andythenorth> I'm surprised I could screw up so badly though 07:53:24 <andythenorth> ah 07:53:26 <andythenorth> -C is dangerous 07:53:36 <andythenorth> when used with hg update 07:53:40 <andythenorth> that's the cause 07:53:42 <planetmaker> -C is the thing which avoids copies ;-) 07:53:56 <andythenorth> google suggests other people have the same problem :P 07:54:05 <planetmaker> why would you use -C ? 07:56:15 <planetmaker> I think I never used it ;-) 07:56:35 <andythenorth> because I didn't read what it did first :P 07:56:52 <andythenorth> hg suggests it if a merge fails 07:57:04 <andythenorth> and so I learn :| 07:58:09 <planetmaker> if a merge fails, just update as normal and visit those files and fix the things which don't merge 07:58:44 <andythenorth> I manually merged 07:58:56 <Ammler> first think about, if you really want to merge, maybe simply rebase would also work... 07:58:57 <planetmaker> you'll have lines like >>>>>>>...(code) =========== ...(code)... <<<<<<<<<<< 07:58:58 <andythenorth> but I couldn't make hg accept that 07:59:06 <planetmaker> yes, manually merge is then in order. Nothing else 07:59:08 <andythenorth> I did the manual merge :) 07:59:22 <planetmaker> Ammler: that's a custom extension 07:59:29 <Ammler> nah 07:59:29 <andythenorth> but then hg commit wouldn't work, because it thought there were outstanding merges to do 07:59:43 <planetmaker> hg resolve -a -m 07:59:44 <andythenorth> ach 07:59:45 <planetmaker> :-) 07:59:48 <Ammler> that is quite long a default extension, part of mq iirc 08:00:18 <planetmaker> I might mix it up with transplant 08:00:23 <Ammler> yes 08:01:06 <Ammler> well, if merge fails, rebase would most likely also fail, but still easier 08:01:55 <planetmaker> andythenorth: actually I feared you would have trouble, not pulling before commit :-( 08:02:10 <andythenorth> merges are usually fine 08:02:13 <planetmaker> but then I thought you were in business long enough to know how to proceed... 08:02:27 <andythenorth> it's supposed to be a distributed VCS :P 08:02:35 <andythenorth> I have intermittent connectivity :| 08:02:45 <Ammler> andythenorth: in 99% of your merges, rebase would be easier/better 08:02:46 <andythenorth> but the real problem is that I screwed up the merge somehow 08:02:56 <andythenorth> if I read the manual properly, instead of guessing... 08:03:04 <planetmaker> hehe 08:03:27 <planetmaker> andythenorth: other way to work: before you merge: make a diff of your old changes (hg diff > filename) 08:03:44 <andythenorth> that would have been wise indeed 08:03:52 <andythenorth> then revert, update, patch 08:03:53 <planetmaker> then revert all changes. update. and apply the diff. Fix those hooks which fail manually. You have the diff and can copy&paste probably larger parts 08:04:10 <planetmaker> yeah 08:05:20 <planetmaker> I also thought I could easily hide the (currently) pointless economy parameter from the GUI. But I failed for some reason 08:05:37 <planetmaker> maybe only re-ordering parameters in the gui works, but not hiding 08:06:23 <andythenorth> leave it :) 08:06:30 <andythenorth> it's a glaring reminder to work on that feature 08:13:16 <planetmaker> andythenorth: I didn't plan to remove it from code. Just from the GUI 08:13:44 <andythenorth> well I won't stop you :) 08:13:51 <planetmaker> and reminders should not be for the user but for us 08:20:47 * andythenorth has more merge problems and suspects he might have screwed his repo 08:20:52 * andythenorth will find out 08:21:14 <andythenorth> unsophisticated use of resolve is dangerous 08:21:18 <Ammler> hg verify 08:21:20 <andythenorth> I have lost my work (again) 08:21:23 <andythenorth> this is getting dull :) 08:21:34 <andythenorth> still, every time I retype it, I see improvements 08:22:16 <andythenorth> Ammler: I don't think hg is actually broken. I think I probably have a confusing chain of merges/resolves/blah/blah 08:22:35 <andythenorth> I suspect the commit log is going to be a big mess 08:22:52 <Ammler> hg verify does check the repo, not the tool :-P 08:22:57 <planetmaker> :-( big mess 08:23:22 <planetmaker> in case of doubt: make new clone. apply patch. be happy 08:23:50 <Terkhen> ^ I'm usually doing that a lot :P 08:24:02 <planetmaker> :-) 08:24:16 <andythenorth> actually it's not too bad 08:24:22 <planetmaker> from time to time I delete my old.whatever repos 08:24:56 <Terkhen> I keep clean clones and clone from them 08:25:21 <andythenorth> how do I diff against a specific revision? 08:25:30 <Terkhen> hg diff -r revision 08:26:07 <planetmaker> Terkhen: that's what I do, too :-) 08:26:20 <planetmaker> though... for newgrfs I don't. Usually 08:26:32 <planetmaker> But FIRS might be one where I actually do ;-) 08:26:36 <planetmaker> the complex ones 08:26:59 <Terkhen> for single commits in NewGRF projects I use the clean repo too 08:27:11 <Terkhen> but not for the complicated stuff such as the custom industry chains 08:27:53 <planetmaker> well. There I use a mq. And with hg qpop -a I'm at clean 08:28:35 <Terkhen> I would use it if I knew how to convert the patches into proper commits; I know it is simple but I never looked into it 08:29:28 <andythenorth> is there a way to knock out a bunch of local commits? 08:29:32 <andythenorth> if I clone it's boring 08:29:51 <andythenorth> strip? 08:30:07 <Terkhen> if by knock out you mean removing them, you can only remove the last one (supposing it is the last operation you did in the repository) with hg rollback 08:30:24 <Terkhen> I use that one a lot too, mostly because I write commit messages with - 08:30:47 <Ammler> strip is fine, if you don't want to use it, clone to a certain rev 08:30:52 * andythenorth clones 08:31:00 * andythenorth waves bye bye to hgrc etc :( 08:31:34 <Ammler> andythenorth: you really should try to learn a bit mq :-) 08:31:43 <andythenorth> I did 08:31:49 <andythenorth> just not enough 08:32:07 <Ammler> mq is not just about patches :-P 08:33:14 <Brot6> DictatorAI - Revision 91:e56d6a31888a: - Correct a bug (krinn) @ http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/e56d6a31888a 08:34:08 <Ammler> we should make a award for best comments, krinn would win it 08:34:22 <Ammler> hmm, at least he used words this time 08:34:32 <andythenorth> bah 08:34:36 <andythenorth> can't push 08:34:42 * andythenorth fixes 08:34:57 <Terkhen> :D 08:35:24 * andythenorth hates cloning 08:35:42 <andythenorth> there's always bits of hg / make customisation or files in the old repo you need 08:35:49 <Brot6> CHIPS Station Set - Revision 15:b6cfba44d7ed: Add: basic lang folder / file (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/b6cfba44d7ed 08:35:50 <Brot6> CHIPS Station Set - Revision 16:72ee925605d9: Change: convert industry and string IDs to defines (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/72ee925605d9 08:36:04 <andythenorth> there is a mistake in my last commit :P 08:36:16 <andythenorth> but at least it's clean otherwise 08:36:24 <Ammler> andythenorth: cloning to a new repo because of troubles with the old one is for dummies 08:36:32 <Ammler> you should be able to fix it without ;-) 08:36:52 <andythenorth> last time I did that (using Googled instructions) I broke the FIRS repo on devzone 08:36:56 <andythenorth> you had to fix it manually 08:37:04 <andythenorth> so no... 08:37:14 <andythenorth> clone -> patch is safer 08:37:18 <Ammler> how will you be able to break a remote repo? 08:37:36 <Ammler> maybe the fix was just a strip 08:38:29 <Ammler> and I meant fixing the local repo before push ;-) 08:38:47 <andythenorth> I stripped out a revision that was about 40 revisions back down the tree, pushed it, and something bad happened on the remote repo 08:38:51 <andythenorth> I forget what 08:38:53 <Ammler> also you use a recent mercurial? 08:39:02 * andythenorth checks 08:39:08 <Ammler> something around > 1.6 08:39:39 <andythenorth> I have 1.6 08:43:53 * andythenorth blew up ottd 08:44:34 *** MinchinWeb has joined #openttdcoop.devzone 08:47:10 <Terkhen> how? 08:47:42 <andythenorth> Terkhen: usual. changing strings in a grf 08:50:16 <Terkhen> oh :) 09:36:34 <andythenorth> Ammler: ok, time to teach me some hg :P 09:36:54 <andythenorth> pdq2s-macbook-3:firs_build andy$ hg up 09:36:54 <andythenorth> abort: crosses branches (use 'hg merge' or use 'hg update -c') 09:37:22 <andythenorth> hg st shows nothing outstanding 09:37:28 <andythenorth> hg resolve --all produces nothing 09:37:36 <andythenorth> I committed *everything* before I pulled 09:37:41 <andythenorth> so what did I do wrong? 09:38:39 <andythenorth> simply that I didn't push? 09:39:40 <andythenorth> how do I fix? 09:39:47 <andythenorth> other than clone->patch? 10:12:33 <Brot6> FIRS Industry Replacement Set - Revision 1846:20b459d26a9e: Change: update a few IDs to make Recy... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/20b459d26a9e 10:12:33 <Brot6> FIRS Industry Replacement Set - Revision 1847:80579f9a5fda: merge: (is there a better way)? (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/80579f9a5fda 10:20:08 <andythenorth> stupid merge :P 10:31:57 <andythenorth> bbl 10:31:59 *** andythenorth has quit IRC 10:43:59 *** andythenorth has joined #openttdcoop.devzone 10:44:02 <andythenorth> Yexo: hi 10:44:11 <andythenorth> setting bit 31 for a station ground tile 10:44:12 <andythenorth> how? 10:44:23 <andythenorth> (I want to use an action 1 tile, not a base set tile) 10:46:01 *** andythenorth_ has joined #openttdcoop.devzone 10:46:10 <andythenorth_> grrr 10:52:24 *** andythenorth has quit IRC 10:53:05 *** DayDreamer has joined #openttdcoop.devzone 11:41:38 *** andythenorth has joined #openttdcoop.devzone 11:41:38 *** andythenorth_ has quit IRC 11:45:51 <Terkhen> hmm... I don't understand the default oil wells tiles... there are 4 of them, one without animation, three with animation and only the tile without animation is used in its layout 11:46:14 <andythenorth> animation will run occasionally 11:46:17 <andythenorth> there will be a trigger 11:46:23 <andythenorth> this is all a guess :) 11:46:32 <andythenorth> but the tile might get swapped somehow 11:46:34 <Terkhen> but it changes the default tile then? 11:46:39 <Terkhen> hmm... strange 11:46:42 <andythenorth> it's core game code, not newgrf, so it's pretty specific 11:46:49 <andythenorth> it's one of the reasons industry code is so awful to read 11:46:54 <andythenorth> I'd check out the src for it 11:46:59 <Terkhen> I'll look into the game code then, thanks 11:46:59 <andythenorth> probably in industry_cmd.cpp 11:54:50 *** KenjiE20 has joined #openttdcoop.devzone 12:14:54 <Terkhen> hmm... this explains why the power plants don't have smoke anymore 12:16:12 <andythenorth> I know how to reimplement that - in nfo 12:16:14 <andythenorth> :) 12:20:14 <Terkhen> hmm... is that at templates/cb25_randomised_offset_smoke_animation_X.pnfo? 12:21:32 <Terkhen> I'm checking powerstation.pnfo, but I don't see any references to smoke 12:23:04 <andythenorth> Terkhen: look at the cement plant 12:23:22 <andythenorth> power station is not included in current FIRS, so no animation 12:23:31 <andythenorth> but the cement plant uses same base set sprites 12:24:31 <andythenorth> sprites/nfo/industries/cementplant_tiles_layouts/cementplant_tiles_layouts.pnfo 12:24:46 <andythenorth> the animation uses multiple action 2s to provide the smoke frames 12:24:58 <Terkhen> hmm... I see, then it is simpler than I thought :) 12:25:02 <andythenorth> and they are chosen by a varaction 2 looking at the animation counter 12:25:16 <andythenorth> ignore the offset stuff 12:25:19 <Terkhen> just quite tedious 12:25:43 <andythenorth> the offset is an enhancement so that nearby industries don't run exactly synchronised 12:25:51 <andythenorth> it is tedious 12:25:59 <andythenorth> and it glitches graphically 12:26:10 <Terkhen> how? 12:26:19 <andythenorth> smoke is cut off 12:26:23 <andythenorth> it's a known issue 12:26:30 <andythenorth> limitation of the sprite sorter I think 12:26:46 <andythenorth> you also need to set props 0E and 0F on the tile 12:26:54 <andythenorth> which is in cementplant.pnfo 12:28:21 <Terkhen> ok :) 12:28:36 <Terkhen> thank you, let's see if I can fix it 12:29:59 <andythenorth> good luck 12:30:14 <andythenorth> I have to bath the baby in a minute, but if you have questions, just ask, I'll answer in a bit 12:31:11 <Terkhen> ok :) 12:38:46 <planetmaker> uh, you're over there with the whole family? Nice :-) 12:52:09 <Terkhen> hmm... if I redefine the industry tile graphics, I need to redefine construction stages too 12:52:36 <Terkhen> if only the power plant had its acceptance in a different tile 12:53:36 <Terkhen> no, it does not matter because the industry is redefined anyways 13:12:40 <andythenorth> you'll might end up needing to redefine construction anyway 13:13:27 <andythenorth> or not....FIRS default tiles still seem to respect construction stage 13:17:59 <Terkhen> right now I'm confused because some power station layouts have two chimneys with smoke but only one instance of the industry tile that is really animated (which is not the chimney tile) 13:18:22 <Terkhen> and I'm starting to think that OpenTTD just creates smoke over chimneys ignoring that other tile 13:19:00 <andythenorth> what does the source say? 13:19:12 <andythenorth> hmm 13:19:20 <andythenorth> is the smoke cheated above a different tile? 13:19:30 <andythenorth> that would be one way to solve the clipping issue possibly 13:19:44 <Terkhen> the smoke is created as a effect vehicle 13:19:55 <Terkhen> so it is completely different of adding it as a new building sprite 13:20:42 <andythenorth> gah 13:20:58 <andythenorth> that would (in some ways) be so much a better way of doing it for industry newgrf 13:21:33 <andythenorth> vehicle smoke needs revisiting anyway 13:21:41 <Terkhen> but what if someone wants to use custom smoke or something different? 13:22:16 <andythenorth> effect vehicles with newgrf control :P 13:22:24 <andythenorth> me and frosch discussed it a bit 13:22:28 <andythenorth> went nowhere though :) 13:34:43 *** DayDreamer has quit IRC 14:15:08 <Terkhen> meh, this is very confusing, I'll continue later 14:15:30 <andythenorth> what happened? 14:17:35 <Terkhen> I'm struggling to understand cb 0x25 14:20:06 * andythenorth looks 14:20:41 <andythenorth> what's the issue? 14:23:24 <Terkhen> I'm not sure if I'm setting properties 0x0F, 0x10 and 0x11 properly 14:27:07 <andythenorth> are you using nml? 14:27:26 <andythenorth> and does your animation work without cb25? 14:28:15 <Terkhen> how do you do animations without cb25? 14:28:43 <andythenorth> just set props 0F and 10 14:28:47 <andythenorth> and define the frames 14:28:58 <andythenorth> they'll just cycle through them at the rate you set in prop 10 14:29:08 <Terkhen> hmm... 14:29:22 <Terkhen> then I was probably misunderstanding how to define the frames 14:29:52 <Terkhen> I was using a callback to define which sprite to use depending on the current value of the animation frame variable 14:29:55 <Terkhen> and yes, it is in nml 14:30:12 <andythenorth> you can 'just' use a varaction 2 in the varaction 2 chain to decide the frame 14:30:51 <andythenorth> e.g. http://pastebin.com/NAh6VhT6 14:31:06 <andythenorth> you check the frame number with var 44 14:31:25 <andythenorth> then return the action 2 ID you want for that frame 14:31:27 <andythenorth> (or more varaction 2 stuff would be possible too) 14:32:56 <Terkhen> hmmm... let me check 14:33:56 <Terkhen> heh, now it is animated :) 14:34:37 <andythenorth> it's quite pleasing when that happens :) 14:35:15 <Terkhen> so callback 25 is only used when you want animations to stop in some cases? 14:35:40 <andythenorth> or if you want to jump frames according to some condition xyz 14:35:51 <andythenorth> I use it to randomly offset frames on load 14:36:08 <andythenorth> can't remember exactly how 14:36:33 <Terkhen> I see, I probably don't need that then 14:36:36 <Terkhen> thank you :) 14:38:40 <andythenorth> if you could figure out the clipping issue :P 14:38:48 <andythenorth> but that's probably deep rooted in the sprite sorted 14:38:53 <andythenorth> sorter /s 14:39:03 <andythenorth> it's probably a trivial case of the bounding box isn't big enough 14:39:20 <andythenorth> which is completely unresolvable in this instance :( 14:40:12 <Terkhen> right now random sprites are appearing, I'll need to create proper smoke first :P 14:40:26 <Terkhen> also I'm ignoring bounding boxes so it probably glitches a lot 14:42:08 <Yexo> andythenorth: see the lines "\dx000003F4 // custom ground sprite" ? change the 0 directly after \dx to 8 to set bit 31 15:11:25 <andythenorth> Yexo: thanks 15:11:40 <andythenorth> the station spec reads like it was written by completely different people to some other parts of the spec :P 15:11:55 <Yexo> it was :) 15:11:57 <andythenorth> it seems to assume that you already know what it's describing 15:12:09 <andythenorth> if I whine about it again, remind me to try and improve it :o 15:12:43 <Yexo> instead of that I'll probably agree with you about the state of that page ;) 15:13:07 <andythenorth> it's horrible 15:13:26 <andythenorth> and it's worse because I'm so familiar with 'normal' action 2 / 3 for tiles 15:13:40 <andythenorth> stations are a bit....twisted 15:14:08 <andythenorth> hmm 15:14:11 <andythenorth> as I thought 15:14:18 <andythenorth> changing the ground tile produces no track 15:14:26 <andythenorth> this is dull :P 15:18:36 <Yexo> not sure what the options are when you want to keep the track, it might be that you have to keep the ground sprite and use a second groundsprite as overlay 15:18:46 <Yexo> you'll have to cut out the middle part though 15:20:27 <andythenorth> I have to cut out the middle part 15:20:38 <andythenorth> which causes issues with railtypes 15:21:01 <Yexo> hmm, why? 15:21:06 <Yexo> are some railtypes wider than others? 15:21:15 <andythenorth> depending on the size of the gap 15:21:22 <andythenorth> if it's too small then the rail is obscured 15:21:47 <andythenorth> it's fine when using platforms 15:21:53 <andythenorth> it's only an issue for ground level sprites 15:22:33 * andythenorth already hates station spec :P 15:23:04 * andythenorth wonders where src is for station drawing 15:23:18 <Yexo> newgrf_station.cpp 15:23:32 <Terkhen> only the station spec? :) 15:23:42 <andythenorth> the industry spec got better :P 15:23:50 <planetmaker> there's ugly and there's ugly, Terkhen ;-) 15:24:11 <andythenorth> the industry spec started being less broken after I moaned about it enough :) 15:24:19 <planetmaker> :-P 15:24:21 <andythenorth> some of the more broken stuff was fixed 15:24:28 <andythenorth> it was quite broken in some places 15:24:34 <Terkhen> :) 15:24:48 <planetmaker> you have a surprisingly efficient albeit friendly way of moaning. That sometimes helps ;-) 15:24:55 <Terkhen> :D 15:25:02 * andythenorth wishes it would help more 15:25:05 <andythenorth> :D 15:25:21 <andythenorth> also actually reading src helped 15:25:49 * andythenorth proposes rewriting station drawing 15:25:53 <andythenorth> and also amending railtype spec 15:26:23 <andythenorth> to contain rails-only and rails-with-sleepers-etc 15:26:37 <andythenorth> this will also help level crossings 15:26:41 <andythenorth> and PBS overlays 15:27:08 <planetmaker> levelcrossings work with railtypes flawlessly 15:28:24 <andythenorth> not with PBS overlays :P 15:28:47 <andythenorth> but otherwise they seem to 15:36:18 <andythenorth> so to use a custom ground sprite in a station - I need to also draw track 15:36:27 <andythenorth> which is basically a non-starter :) 15:39:10 <Yexo> that's impossible, you can't draw every possible track type 15:39:22 <Yexo> even more so as new rail type newgrfs could have new rail types you don't think about 15:39:42 <andythenorth> exactamly 15:39:56 *** frosch123 has joined #openttdcoop.devzone 15:39:57 <andythenorth> I'll just shutup and make overlays work 15:40:07 <Yexo> just the person we need :) 15:40:15 <andythenorth> omg 15:40:23 <andythenorth> the sprite sorter combines my two overlays into one sprite :o 15:40:31 <andythenorth> so when I go to adjust offsets.... 15:40:34 <andythenorth> they're all one 15:40:37 <andythenorth> shared bounding box? 15:40:56 <Yexo> it doesn't combine them in a single sprite, childsprites share the bounding box with their parent sprite 15:41:28 <andythenorth> ok 15:41:53 <andythenorth> it's a mistake by me :) 15:42:04 <andythenorth> both overlays were using the same real sprite 15:50:31 <Brot6> CHIPS Station Set - Revision 17:11ece0f6fbe1: Change: FIRS-style concrete tile (works in one dire... (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/11ece0f6fbe1 16:21:01 <andythenorth> http://tt-foundry.com/misc/chips_it_lives.png 16:21:03 <andythenorth> :) 16:21:05 <andythenorth> Yexo: ^ 16:21:17 <Brot6> CHIPS Station Set - Revision 18:368a84e42d97: Change: shuffle order of some action 1 sprites to m... (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/368a84e42d97 16:21:17 <Brot6> CHIPS Station Set - Revision 19:2363d68ec1b9: Change: template some buffer sprites (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/2363d68ec1b9 16:21:17 <Brot6> CHIPS Station Set - Revision 20:bd94e3257676: Change: all angles available for concrete tile (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/bd94e3257676 16:24:48 <Yexo> nice :) 16:24:57 <andythenorth> I'm templating some stuff now 16:25:02 <andythenorth> hope you like my CPP :) 16:25:07 <Yexo> like what? 16:25:18 <Yexo> there doesn't seem much that will need to be templated 16:25:24 <andythenorth> I've got some tiles where only the ground tile will be changing 16:25:34 <andythenorth> pretty much the whole action 0 / 1 / 2 / 3 is common 16:25:47 <andythenorth> not ground tile - I mean the texture of the overlay sprites 16:26:00 <andythenorth> ach I'll do it and you can see if it makes sense 16:26:01 <andythenorth> won't take long 16:26:16 <Yexo> you can use prop 0A for the action0 instead prop 09 16:26:56 <andythenorth> ooh 16:26:56 <andythenorth> that's unusual :P 16:27:28 <andythenorth> action 1 / 2 / 3 look worth templating still 16:27:47 <andythenorth> I'll try it 16:27:49 <andythenorth> and see 16:27:50 <Yexo> probably :) 16:28:05 <andythenorth> in this specific context, I don't know if 0A gains much 16:28:10 <andythenorth> but I shall remember it in future 16:30:05 <Brot6> CHIPS Station Set - Revision 21:a23836216c3d: Add: initial simple template file (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/a23836216c3d 16:30:05 <Brot6> CHIPS Station Set - Revision 22:dc405d573793: Change: organise tiles into a directory (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/dc405d573793 16:30:25 <Yexo> if prop 09 would be exactly the same you can replace it by the much shorter prop 08 16:30:35 <Yexo> but with templating there is less reason to do so 16:38:20 <andythenorth> changing station IDs for no good reason is a massive NO 16:38:23 <andythenorth> right? 16:42:50 <Yexo> yes 16:43:03 <Yexo> it breaks compatibility 16:43:19 <andythenorth> ho hum 16:43:22 <Yexo> doesn't matter much before the first release though, just set min_version when you do so 16:43:29 <andythenorth> http://tt-foundry.com/misc/chips_cobbles.png 16:44:23 <andythenorth> this one is less good: http://tt-foundry.com/misc/chips_mud_sadface.png 16:44:30 <andythenorth> I forgot that I use the default mud tile :( 16:44:48 <andythenorth> the mud tile I drew for FIRS sucks, so I stopped using it 16:44:59 <Yexo> so now you have to draw new mud for FIRS 16:45:25 <andythenorth> urgh 16:45:43 <andythenorth> there is a mud+ track tile in game 16:45:53 <andythenorth> but I can't figure out the sprite number from the picket 16:45:55 <andythenorth> picker /s 16:45:57 <andythenorth> it's a magic sprite 17:08:53 <Brot6> grfcodec: update from r821 to r823 done - http://bundles.openttdcoop.org/grfcodec/nightlies/r823 17:12:44 *** andythenorth_ has joined #openttdcoop.devzone 17:15:29 <Brot6> FIRS Industry Replacement Set - Feature #2420 (New): Convert industries using mud base set tile t... (andythenorth) @ http://dev.openttdcoop.org/issues/2420 17:16:11 <Brot6> CHIPS Station Set - Revision 23:5aa87b61ea74: Add: files for mud and cobble tiles (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/5aa87b61ea74 17:16:11 <Brot6> CHIPS Station Set - Revision 24:70c656cc7b13: Feature: mud and cobble tiles (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/70c656cc7b13 17:16:11 <Brot6> FIRS Industry Replacement Set - Revision 1848:247a8a7a4fc0: Change: improve mud tile (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/247a8a7a4fc0 17:16:12 <Brot6> FIRS Industry Replacement Set - Revision 1849:76f867019c71: Change: Lumber Yard uses a FIRS mud t... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/76f867019c71 17:16:18 <Brot6> CHIPS Station Set - Revision 25:2975f6eda68c: Change: improve appearance of mud tile (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/2975f6eda68c 17:16:54 * andythenorth_ is pleased with this work :D 17:17:46 *** andythenorth has quit IRC 17:18:04 *** dihedral has quit IRC 17:18:04 *** seberoth has quit IRC 17:18:21 <Brot6> chips: update from r13 to r25 done (49 errors) - http://bundles.openttdcoop.org/chips/nightlies/r25 17:19:01 <andythenorth_> Yexo: quite a lot of errors in chips :) 17:19:09 <andythenorth_> they're the same error, copied and pasted I think 17:19:16 <andythenorth_> I haven't looked yet at it 17:19:16 <Yexo> yep 17:19:22 *** dihedral has joined #openttdcoop.devzone 17:19:23 <Yexo> it's the groundsprite in the action0 17:19:27 <dihedral> dihedral 17:19:29 <dihedral> ops 17:19:36 <Brot6> firs: update from r1844 to r1849 done - http://bundles.openttdcoop.org/firs/nightlies/r1849 17:19:51 <Yexo> I write it was \dx000003F4 (and alike), but nforenum this it should be 4 separate bytes 17:19:53 *** seberoth has joined #openttdcoop.devzone 17:20:11 <Yexo> imo a bug of nforenum, it's documented as dword everywhere 17:20:27 <Brot6> ogfx-landscape: update from r54 to r55 done - http://bundles.openttdcoop.org/ogfx-landscape/nightlies/r55 17:20:34 <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r743), 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 (r73), basecosts (r22), belarusiantowns (r8), bros (r52), comic-houses (r71), fish (r613), frenchtowns (r6), grfcodec (r823), heqs (r580), indonesiantowns (r41), manindu (r7), metrotrackset (r56), narvs 17:20:34 <Brot6> (r29), newgrf_makefile (r261), nml (r1285), nutracks (r179), ogfx-industries (r11), ogfx-rv (r80), ogfx-trains (r220), ogfx-trees (r42), opengfx (r618), openmsx (r97), opensfx (r97), smts (r19), snowlinemod (r49), spanishtowns (r10), swedishrails (r198), swisstowns (r22), transrapidtrackset (r15), ttdviewer (r26), ttrs (r36), worldairlinersset (r671) 17:21:35 <andythenorth_> http://tt-foundry.com/misc/chips_and_beer.png 17:21:36 <dihedral> Ammler, got my eq8 at 1.56 PM - now have znc migrated 17:21:38 <dihedral> :-) 17:21:40 <andythenorth_> ^^ ho 17:21:57 <Yexo> fits nicely 17:22:01 <dihedral> nice one andythenorth_ 17:22:09 <andythenorth_> its not 100% TTD style, but I doesn't care on this point : 17:22:09 <andythenorth_> :) 17:22:30 <andythenorth_> there's probably a case for some non-track tiles I guess 17:28:50 <Brot6> Following repos rebuilds successful without any difference to earlier nightlies builds: 2cctrainset (6 errors), 32bpp-extra (2 errors) (Diffsize: 12), basecosts, bros (1 errors), comic-houses (3 errors) (Diffsize: 22), fish, heqs, metrotrackset (Diffsize: 1), newgrf_makefile, nutracks, ogfx-trees, opengfx, smts (Diffsize: 8), snowlinemod, transrapidtrackset (Diffsize: 12), ttrs (7 errors) (Diffsize: 1324), worldairlinersset (Diffsize: 17:28:50 <Brot6> 11) 17:30:07 <andythenorth_> hmm 17:30:12 <andythenorth_> the mud station needs 'something' 17:30:23 <andythenorth_> also I want to do a 'same as terrain' station 17:30:26 <andythenorth_> that will need something 17:30:50 * andythenorth_ contemplates: 17:30:57 <andythenorth_> - small wooden track crossings 17:31:00 <andythenorth_> - small huts 17:31:04 <andythenorth_> - cranes 17:31:22 <andythenorth_> - pathway along side of track 17:37:17 <andythenorth_> hmm 17:37:17 <andythenorth_> fits ok with ISR 17:43:37 <andythenorth_> bye 17:43:46 <andythenorth_> Yexo: http://www.tt-forums.net/viewtopic.php?f=26&t=53348 17:43:47 <Webster> Title: Transport Tycoon Forums View topic - MAYONNAISE, KETCHUP, SALT_AND_VINEGAR (at www.tt-forums.net) 17:44:41 <Yexo> nice post ;) 17:46:20 <Terkhen> :D 17:51:01 <andythenorth_> bed time 17:51:02 *** andythenorth_ has left #openttdcoop.devzone 17:54:05 <Terkhen> hmm... what graphics are used for construction state 0? 17:54:22 <Terkhen> it seems to actually be "no industry present" 17:55:03 <Yexo> that depends on the grf 18:02:06 <Terkhen> hmmm... 18:03:39 <Terkhen> Unrecognized identifier 'construction_state' encountered <-- but it is defined on action2var_variables.py, and varact2vars_industrytiles is assigned to varact2vars[0x09] 18:07:14 <Yexo> pastebin of the related code might help 18:08:24 <Terkhen> http://pastebin.com/k8pcGMnd <--- line 135 18:08:56 <Yexo> switch (FEAT_INDUSTRIES, SELF, <- industries, not industry tiles 18:09:14 <Terkhen> errr, thanks, I feel stupid now :P 18:10:55 <Terkhen> smoke glitches a bit but it is barely noticeable :) 18:12:19 <Brot6> OpenGFX+ Industries - Revision 12:04067cea96d9: Fix: Show smoke again in power plants. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/04067cea96d9 19:02:46 <Brot6> 32bpp-ez-patches: compile of ha66303d2 still failed (#2343) - http://bundles.openttdcoop.org/32bpp-ez-patches/testing/ERROR/ha66303d2 19:05:45 <Brot6> clientpatches: update from r to r done (10 errors) - http://bundles.openttdcoop.org/clientpatches/testing/r 19:07:25 <dihedral> planetmaker, Ammler: in which DC is your Hetzner server ? 19:08:45 <Brot6> serverpatches: update from r22225 to r22228 done (5 errors) - http://bundles.openttdcoop.org/serverpatches/testing/r22228 19:14:11 *** MinchinWeb has quit IRC 20:05:07 <Brot6> 2cc train set - Feature #2246: ONCFM ZAB1000 (DJNekkid) @ http://dev.openttdcoop.org/issues/2246#change-6178 20:09:15 *** michi_cc has quit IRC 20:10:17 *** michi_cc has joined #openttdcoop.devzone 20:13:34 *** michi_cc has joined #openttdcoop.devzone 21:36:26 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/patches/index.php?source=ogfxplus/snow_aware_oil_wells.diff <--- what do you think? I think I got the oil wells animation right, but it would be best to get a second opinion :) 21:39:51 <planetmaker> let's see :-) 21:40:53 <Yexo> Terkhen: why have both oil_wells_tile_1_animation_ground_switch and oil_wells_tile_1_no_animation_ground_switch ? 21:41:41 <Yexo> oh, nvm 21:41:45 <Yexo> I didn't spot the difference at first 21:41:48 <Terkhen> Yexo: no_animation only shows the "still" sprite, animation chooses one randomly 21:41:49 <Terkhen> ok :) 21:42:11 <Terkhen> I'm not sure if the TRIGGER_INDUSTRYTILE_256_TICKS is necessary 21:42:37 <planetmaker> hm, I just saw an oilwell abort the last pump cycle 21:42:46 <planetmaker> and before it stopped pumping 21:42:51 <Yexo> that's due to the trigger 21:43:02 <planetmaker> and... the ground sprites are pink ;-) 21:43:13 <Terkhen> then the trigger is not needed? :P 21:43:15 <planetmaker> or the patching of the png failed for me 21:43:30 <Yexo> without the trigger the industries will either loop continuously or never 21:43:45 <Yexo> but the trigger can happen in the middle of the animation, aborting it as planetmaker noticed 21:44:14 <Terkhen> planetmaker: that's strange, it works for me... I moved to the DOS palette for this png, but I don't think that's related to the problem 21:44:15 <planetmaker> hm. Can the trigger stop or start? 21:44:29 <Yexo> no 21:44:55 <Yexo> you'll have to use callback 25 21:45:14 <Terkhen> hmmm... 21:45:24 <Yexo> set bit 1 in prop 11 (so cb 25 is triggered every 256 tiles) 21:46:10 <planetmaker> http://imagebin.org/142044 <-- my colours 21:46:11 <Webster> Title: Imagebin - A place to slap up your images. (at imagebin.org) 21:47:56 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/screenshots/Sin%20nombre,%202050-01-08.png 21:48:14 <Terkhen> Yexo: thank you, I'll look into it 21:48:44 <planetmaker> hm, you can't just reference a ttd groundsprite, right? 21:49:00 <planetmaker> hm... and snow doesn't exist there anyway. nvm 21:49:51 <planetmaker> Terkhen: can you possibly upload the png separately, please? 21:49:55 <Terkhen> sure 21:50:28 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/patches/ogfxplus/oil_wells_snow_ground.png 21:51:32 <planetmaker> thx 21:52:20 <planetmaker> hm. The newgrf declared itself here as windows palette. That was the reason 21:52:42 <Terkhen> hmm... strange, it worked fine here 21:52:42 <planetmaker> changing the palette solves it. Shouldn't it automatically use the right one? 21:52:59 <Terkhen> I have not touched palettes in ages 21:53:38 <Terkhen> (in openttd) 21:53:40 <planetmaker> hm, maybe I refresh the file list. Let's check. yes 21:53:52 <planetmaker> Not refreshing the file list was the reason then, probably 21:54:08 <planetmaker> works now 21:54:57 <planetmaker> he. Do you have by chance a gridless version of the ground sprite, too? ;-) 21:56:59 *** thgergo has joined #openttdcoop.devzone 21:57:04 <planetmaker> ok, palette was then my issue. Concerning animation I'd like to see it not jump back to non-animated half way. 21:57:27 *** Lakie has joined #openttdcoop.devzone 21:57:44 <planetmaker> possibly one could also go via a couple of animation frames and / or some persistent storage which is checked and which stops the animation 21:57:56 <Yexo> no need for persistent storage 21:58:03 <Yexo> just the animation callbacks are enough 21:59:00 <planetmaker> hm...INDTILE_TRIGGER_INDUSTRY_DISTRIBUTES_CARGO is a good trigger IMHO :-) 22:00:46 <frosch123> too often 22:00:58 <Yexo> there are random bits in var 10, no need to use a random_switch at all actually 22:01:01 <frosch123> isn't it? 22:10:51 <Terkhen> planetmaker: no, I found the sprite at the task 22:11:07 <planetmaker> oh :-) 22:11:29 <planetmaker> well, nvm. That's an upcoming feature of ogfx+industries then ;-) 22:11:32 <Terkhen> :) 22:11:37 <planetmaker> support for gridlessness :-) 22:12:14 <Terkhen> that sounds quite long to implement 22:12:35 <planetmaker> I don't think so - once the graphics are there 22:12:43 <planetmaker> That is eating most of that time 22:15:47 *** frosch123 has quit IRC 22:36:08 <Brot6> OpenGFX - Bug #2421 (New): MJS 1000 Sprites for Arctic (DanMacK) @ http://dev.openttdcoop.org/issues/2421 22:53:59 <planetmaker> @op 22:53:59 *** Webster sets mode: +o planetmaker 22:54:03 *** planetmaker sets mode: +b *!*@41.234.205.101 22:54:07 <planetmaker> @deop 22:54:07 *** Webster sets mode: -o planetmaker 23:04:26 *** welshdragon has quit IRC 23:05:16 *** welshdragon has joined #openttdcoop.devzone 23:07:53 *** PeterT has quit IRC 23:08:53 *** PeterT has joined #openttdcoop.devzone