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Log for #openttdcoop.devzone on 9th March 2011:
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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
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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
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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
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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...
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05:33:56  <Brot6> Bundles Update: g4ffc0cef 2011-03-09 cargodist   (http://bundles.openttdcoop.org/cargodist)
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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
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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
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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)
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10:46:10  <andythenorth_> grrr
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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
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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 :)
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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
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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
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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
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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
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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
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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
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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
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20:05:07  <Brot6> 2cc train set - Feature #2246: ONCFM ZAB1000 (DJNekkid) @ http://dev.openttdcoop.org/issues/2246#change-6178
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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? ;-)
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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.
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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
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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
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