Log for #openttdcoop.devzone on 20th March 2011:
Times are UTC Toggle Colours
00:29:39  *** Brot6 is now known as Guest1450
00:29:39  *** Guest1450 has quit IRC
00:29:51  *** Brot6 has joined #openttdcoop.devzone
00:30:45  *** Brot6 has quit IRC
00:31:30  *** Brot6 has joined #openttdcoop.devzone
01:27:44  *** KenjiE20 has quit IRC
02:27:38  *** supermop has joined #openttdcoop.devzone
06:36:59  *** andythenorth has joined #openttdcoop.devzone
06:53:12  <Brot6> FIRS Industry Replacement Set - Bug #1964 (Rejected): Clay Pit - small gatehouse building flickering (andythenorth) @
06:56:31  <Brot6> FIRS Industry Replacement Set - Bug #2361 (Confirmed): Dock can be placed in rivers. (andythenorth) @
07:11:16  *** supermop has quit IRC
07:35:19  <Brot6> FIRS Industry Replacement Set - Revision 1870:2b5aa0ecf2cf: Change: Biorefinery exploded by airpl... (andythenorth) @
07:35:19  <Brot6> FIRS Industry Replacement Set - Revision 1871:c0c30ffbab21: Fix: Dairy Farm had explosion disaste... (andythenorth) @
07:41:48  <Brot6> FIRS Industry Replacement Set - Feature #2451 (New): Remove requirement for Grain Mill to build n... (andythenorth) @
07:48:50  <Brot6> FIRS Industry Replacement Set - Code Review #2386 (Closed): Review which disasters are applied to... (andythenorth) @
07:53:19  <Brot6> FIRS Industry Replacement Set - Bug #2319 (Closed): Check default properties for INDUSTRY_NULL (c... (andythenorth) @
08:02:49  *** ODM has joined #openttdcoop.devzone
08:06:37  <Brot6> FIRS Industry Replacement Set - Feature Request #2437 (Rejected): Industry Spawning (andythenorth) @
08:43:28  * andythenorth does ponder
09:14:41  <Brot6> FIRS Industry Replacement Set - Revision 1872:c84a3801e03b: Feature: allow Builders Yard on steep... (andythenorth) @
09:24:38  <Brot6> FIRS Industry Replacement Set - Bug #2361: Dock can be placed in rivers. (andythenorth) @
09:46:55  <Brot6> FIRS Industry Replacement Set - Feature #2415 (Closed): Allow Builders Yard to construct on steep... (andythenorth) @
10:13:29  <andythenorth> planetmaker: your opinion....I have open bugs I can't fix
10:13:38  <andythenorth> I don't like working on new features with open bugs
10:13:43  <andythenorth> but I'm stuck :|
10:13:46  <andythenorth>
10:13:56  <andythenorth> should I ship 0.6.3, bounce the bugs, and move on?
10:13:57  <andythenorth> or what?
10:14:47  <planetmaker> that's a definitive option
10:14:56  <planetmaker> they're not serious bugs
10:15:12  <planetmaker> though the flickering is nasty
10:15:25  <planetmaker> I haven't looked at that at all thoughz
10:15:26  <planetmaker> -z
10:18:50  <andythenorth> it's a bounding box issue that I don't understand
10:18:58  <andythenorth> it's been around a while
10:19:00  <andythenorth> I can bounce that
10:19:14  <andythenorth> the fishing harbour in canals / river is quite a horrible quality issue
10:19:27  <andythenorth> one option is to remove that chain
10:35:06  <planetmaker> honestly, that's not a solution
10:35:27  <andythenorth> it's the best starter chain currently
10:35:32  <planetmaker> that's like saying "the fridge is too cold. Let's put in a candle"
10:35:33  <andythenorth> I wouldn't like to remove it
10:37:31  <planetmaker> the solution is "simple" but boring
10:37:46  <planetmaker> you need to check also the tile class NOT being water adjacent to the dock tile(s)
10:38:09  <andythenorth> yes that makes sense
10:38:25  <andythenorth> it will be different for each layout
10:38:35  <andythenorth> but not too hard
10:38:54  * andythenorth wonders if there are any edge / corner cases for that
10:39:04  <planetmaker> yes, different for each layout. That's what makes it very boring
10:39:16  <andythenorth> there are only four
10:39:18  <planetmaker> well. Actually you want to also check the slope
10:39:21  <andythenorth> I don't mind that kind of boring :P
10:39:36  <andythenorth> I thought the slope was being checked already?
10:39:41  <planetmaker> slope = coastal tile under the dock. land tile adjacent
10:40:19  * andythenorth does ponder
10:40:30  <andythenorth> hmm
10:40:45  <andythenorth> there will be some fun with counting tiles from the N tile
10:41:16  <andythenorth> relative to what Fishing Harbour already does wrt to tile checks, it's a only 10% more or so work
10:41:18  <andythenorth> I hope
10:42:53  <Brot6> FIRS Industry Replacement Set - Revision 1873:17194e2244c2: Change: update changelog for 0.6.3 re... (andythenorth) @
10:43:29  <Brot6> FIRS Industry Replacement Set - Bug #2361: Dock can be placed in rivers. (andythenorth) @
10:49:30  <Brot6> FIRS Industry Replacement Set - Revision 1874:92de9441c78b: Added tag 0.6.3 for changeset 17194e2... (andythenorth) @
10:49:43  <planetmaker> :-)
10:50:34  <Brot6> firs: update from 0.6.2 to 0.6.3 done -
10:55:45  <Terkhen> is it savegame compatible with 0.6.2?
10:56:55  <Brot6> FIRS Industry Replacement Set - Feature #2420 (Rejected): Convert industries using mud base set t... (andythenorth) @
10:57:04  <andythenorth> Terkhen: should be
10:57:27  <Terkhen> ok :)
10:57:35  <andythenorth> I'm trying to keep 0.x versions compatible for same value of x
11:00:30  *** andythenorth_ has joined #openttdcoop.devzone
11:01:37  <planetmaker> which is quite a good behaviour :-) Easy to grasp
11:07:00  *** andythenorth has quit IRC
11:08:07  <andythenorth_> planetmaker: if I put this in for 0.7, will you help with it?
11:08:07  <andythenorth_>
11:08:30  <planetmaker> I'll give it a try, yes
11:08:39  <andythenorth_> I'm not sure there is much to do actually
11:08:52  *** frosch123 has joined #openttdcoop.devzone
11:08:59  <andythenorth_> I haven't written any production or placement code to specific ottd versions
11:09:12  <andythenorth_> I guess it's mostly redundant version checks and such to look for
11:10:05  <andythenorth_> planetmaker: I'd also like to tackle this one:
11:10:06  <planetmaker> yeah. I thought about the redundant version checks, though, that it *might* be even an idea to keep them (or at least as a comment which version was checked for originally)
11:10:35  <andythenorth_> the placement of stores, petrol stations and builders yards is not good once towns grow somewhat
11:11:30  <planetmaker> ho hm...
11:11:54  <andythenorth_> placing them into a town zone would be better, rather than forcing within n tiles of town sign
11:12:14  <andythenorth_> I can likely write the code for that, help with design might be needed
11:16:18  <planetmaker> hm, I guess I'd simply check industry var 0x65
11:16:33  <planetmaker> just the town zone byte
11:18:01  <andythenorth_> probably
11:18:47  <planetmaker> I'm not even sure the count needs checking. Large towns can use more.
11:19:07  <planetmaker> And distance to closest... I always wonder why all car rentals are on the same road here in my town. Except one
11:19:52  <planetmaker> and building yards seem to cluster, too. As do super markets ;-)
11:20:30  <andythenorth_> irl yes
11:20:36  <andythenorth_> it's of no benefit in game ;)
11:22:59  <Brot6> FIRS Industry Replacement Set - Feature #2452 (New): Hotel / restaurant industry (andythenorth) @
11:23:56  <planetmaker> it's of no benefit. But my point was: avoiding artificially two industries of this kind adjacent is also not realistic. The argument usually employed to demand better 'distribution' of industries
11:27:59  *** KenjiE20 has joined #openttdcoop.devzone
11:28:48  <andythenorth_> planetmaker: well...FIRS already avoids building those industries closely :)
11:29:02  <andythenorth_> it prevents towns being turned into a desert of stores :P
11:29:49  <planetmaker> :-D
11:33:53  <Brot6> FIRS Industry Replacement Set - Feature #2453 (New): Allow Petrol Stations to build anywhere on t... (andythenorth) @
11:34:28  <andythenorth_> hmm
11:35:46  <andythenorth_> my test game lacks enough destinations for metal
11:36:24  <Ammler> what do you plan to do, if a town zone moves?
11:36:45  <andythenorth_> I don't know
11:37:07  <andythenorth_> what will happen?
11:37:15  <Ammler> that is quite annoying (and challenging) in ECS (or pbi?)
11:37:47  <Ammler> the industry disapears and respawns somewhere else
11:38:03  <Ammler> out of your station catchment
11:38:30  <andythenorth_> I'm not planning to close these town industries
11:38:31  <planetmaker> Ammler: only for placement of new industries
11:38:43  <andythenorth_> currently town industries never close
11:38:46  <Ammler> planetmaker: yes, but the existing goes
11:38:47  <andythenorth_> it's annoying if they do
11:39:04  <planetmaker> Ammler: why wouldn't they remain (or close naturally due to not being serviced)?
11:39:16  <planetmaker> (if that is enabled)
11:39:25  <Ammler> planetmaker: as said, it isn't just annoying, it could also be challenge :-)
11:39:38  <planetmaker> Ammler: then play with ecs houses
11:39:39  <Ammler> I am not completely sure, maybe another parameter :-P
11:39:55  <planetmaker> it has moving petrol stations
11:40:01  <planetmaker> I find that annoying
11:40:15  <planetmaker> setup a station - booof! - nothing accepted anymore
11:40:22  <planetmaker> well. except mail + pax
11:40:26  <Ammler> it is nice for SP but annying for MP
11:40:46  <planetmaker> also in SP. I cannot look everywhere
11:40:56  <planetmaker> and I'll only notice it due to my network being screwed
11:41:30  <Ammler> hmm, the vehicle should make loss, as it doesn't unload anymore
11:41:41  <planetmaker> I really think if you want moving industries and acceptance, there are other newgrf which provide that
11:41:48  <planetmaker> yes, they do
11:42:41  <planetmaker> such thing would break many existing FIRS concepts on how things are handled
11:42:55  <planetmaker> it's something - IMHO - which can via parameter be considered for > 1.0
11:44:03  <andythenorth_> I won't add it
11:44:11  <andythenorth_> it's a flat no for various reasons
11:45:00  <Ammler> I wouldn't either
11:45:57  <Ammler> is ecs houses compatible with FIRS?
11:46:03  <planetmaker> no
11:46:14  <planetmaker> they define cargos ;-) - which clashes
11:46:33  <Ammler> so why did you suggest that? :-P
11:46:35  <planetmaker> hm... cargo pool... meh
11:46:46  <planetmaker> Ammler: I don't suggest to play with ecs houses AND firs
11:46:57  <planetmaker> I suggest to play with ecs houses when you want moving acceptance
11:47:27  <Ammler> ah ok, my comments was regarding to FIRS ;-)
11:48:25  <planetmaker> it might be worth testing whether it actually clashes. I didn't really test it for longer
11:51:31  <frosch123> andythenorth_: what are the intentional placement rules for fishing habours?
11:51:49  <frosch123> the current check is combination of slope-check, water-check and height-check
11:53:23  <frosch123> hmm, actually, the code posted on the forum should deny placing of industries above sea-level
11:53:35  <frosch123> so, are you sure that single varact2 is the only issue? :p
11:55:02  <andythenorth_> frosch123: no
11:55:05  <andythenorth_> I'm not sure
11:55:47  <andythenorth_>
11:56:07  <frosch123> hmm, ah, i confused the return values :)
11:56:24  <andythenorth_> l592
11:56:38  <andythenorth_> it does seem to be the only varact 2 for tile placement
11:56:44  <frosch123> is that test done for the flat tiles or for the sloped ones?
11:59:56  <andythenorth_> frosch123: I thought just the N tile
12:00:07  <andythenorth_> ?
12:00:15  <frosch123> N tile?
12:00:20  <andythenorth_> of the industry
12:00:25  * andythenorth_ looks up spec
12:00:53  <frosch123> cb 2f is done for tiles, not for the industry
12:01:22  <frosch123> anyway, shall the harbour only be allowed as sea level, or also above?
12:01:50  <andythenorth_> also above is ideal, not essential
12:02:02  <frosch123> the latter is a lot harder :p
12:02:08  <andythenorth_> as the game currently lacks lakes above sea level, I would ignore it
12:03:05  <andythenorth_> does checking the height level even help?
12:03:18  <andythenorth_> what if I build a river at height 0?
12:03:28  <frosch123> no, it does not help for that
12:03:41  <frosch123> but currently you only check for the slope
12:04:08  <frosch123> if you enforce the flat tiles to be at height 0, you can be sure the that sloped tiles are sloped uphill
12:04:35  <frosch123> if you allow the flat tiles to be above zere height, you need the check the direction of the slope
12:04:42  <frosch123> i.e. uphill not downhill
12:04:43  <andythenorth_> ah ok
12:04:48  <andythenorth_> I'm open to any solutions :)
12:04:56  <andythenorth_> peter1138 wrote that check for me originally
12:05:11  <andythenorth_> I didn't spec it, I just accepted the help gladly ;)
12:05:15  <frosch123> yeah, blame him :p
12:05:42  <andythenorth_> he
12:06:03  <andythenorth_> I haven't figured out a cast-iron way this *should* work
12:06:13  <andythenorth_> currently planetmaker's solution seems best
12:06:22  <frosch123> so, if we go for the easy solution (only at height 0)
12:06:51  <planetmaker> hm, on a quick glance I didn't see the tile height.
12:07:04  <frosch123> then replace the FF in "89 60 00 00 1F 02 FF 00 // check tile contents" with 00
12:07:13  <planetmaker> and it'd be sad to not have a fishing harbour in the "Vierwaldst├Ądter See" ;-)
12:07:17  <planetmaker> or Bodensee
12:07:19  <frosch123> and add another test for the flat tiles
12:07:57  <frosch123> which uses the old "89 60 00 00 1F 02 FF 00 // check tile contents", but returns 0x400 only for 0x200
12:08:25  <frosch123> planetmaker: then you need to check the direction of the slopes, so you need to distinguish all layouts :)
12:09:25  <planetmaker> hm, well.... but checking for the dock tile and the adjacent tile seems not that bad. But indeed needs doing for each layout
12:09:27  <planetmaker> separately
12:11:38  <andythenorth_> frosch123: so I should be using different checks depending on position in layout?
12:11:53  <andythenorth_> don't know why I thought it was n tile only
12:21:25  <frosch123> you need at least different checks for the flat and for the sloped tiles
12:21:59  <frosch123> if you also want harbours above height 0, the slopechecks also need to know in which direction the rest of the harbour is
12:22:45  <andythenorth_> hmm
12:23:19  <andythenorth_> I could probably afford a separate ID for each tile type
12:23:26  <andythenorth_> that would reduce layout checks needed
12:25:49  <frosch123> otoh, if you allow also height > 0, then you do not need a custom check for the flat tiles :) only more complicated ones for the sloped tiles :)
12:29:18  <andythenorth_> frosch123: I have to go out now - are you around later?
12:30:09  <frosch123> probably
12:30:27  <andythenorth_> thanks
12:30:31  <andythenorth_> bbl
12:30:31  *** andythenorth_ has left #openttdcoop.devzone
14:29:55  <Ammler> Hirundo: I am not alone for need of the override properity it seems ;-)
14:30:29  <Ammler> what is the complicated stuff there?
14:54:35  <frosch123> Ammler: maybe that all general action 0 properies are a mess? :p
14:55:26  <Yexo> Ammler: it's not complicated at all, it just needs doing
14:55:40  <Ammler> oh, ok
14:56:03  <Ammler> sorry then, I thought there is something you fear about
14:56:14  <Yexo> not at all :)
14:56:41  <Yexo> btw, any progress on #2351 ?
14:56:42  <Brot6> Yexo: btw: #2351 is "NewGRF Meta Language - Feature Request #2351: building of win32 executable for nml - #openttdcoop Development Zone"
14:56:54  <Ammler> yeah, at least from view, this was hard to believe too :-P
14:57:53  <Ammler> oh, wine
14:58:13  <Ammler> hmm, I once started to test that, just needs doing it :-P
14:58:33  <Yexo> :D
14:59:12  <Ammler> I thought about simply copying my ~/.wine to the build system
15:00:10  <Ammler> hmm, the problem is no-X
15:00:43  <Yexo> why is that a problem?
15:01:20  <Ammler> to let setup .wine there, but if I am lucky, copying .wine is enough
15:10:46  <Ammler> Yexo: which python?
15:10:53  <Yexo> engine_override([source,] target); or engine_override(target [,source]); <- which syntax is more logical?
15:11:02  <Ammler> 2.7.1 or 3.2?
15:11:05  <Yexo> 2.7
15:11:13  <Yexo> nml doesn't support python 3 yet (I think)
15:11:37  <Ammler> you never will need source
15:12:00  <Ammler> that is logical :-)
15:12:24  <Yexo> frosch123 / planetmaker / Hirundo: any opinions on that? Is there really no situation where a source parameter for general action0 prop 11 might be useful?
15:14:39  <Ammler> well, I don't say, you should not support it ;-) it is just something not needed for new newgrfs
15:15:30  <Ammler> e.g. it is needed, if we convert opengfx extra to nml
15:15:41  <Yexo> opengfx extra uses that?
15:15:49  <Ammler> as does openttd.grf
15:16:25  <Ammler> ukrs/dbset and a 3rd
15:16:51  <frosch123> "source" is definitely optional
15:16:59  <Yexo> I see, didn't know that
15:17:42  <Ammler> Yexo: it is in openttd.grf against the generic "openttd.grf rule" ;-)
15:18:55  <frosch123> no, i see no point in specifying "source" except for the "fix other/old grfs"-case of openttd.grf
15:19:47  <Ammler> you could "fix" openttd.grf and remove that, would not hurt much
15:20:39  <frosch123> Ammler: you mean putting it into the source instead of the extra grf?
15:21:05  <Ammler> frosch123: no, removing and let the newgrf authors care about
15:22:12  <Ammler> compared to the deny flip, this is peanuts ;-)
15:25:27  <Ammler> but imo, it is the only dangerous properity in openttd.grf according to desyncs
15:55:46  *** thgergo has joined #openttdcoop.devzone
15:56:54  *** supermop has joined #openttdcoop.devzone
15:59:53  <Ammler> Yexo: does it need every file from dist/ or just the nmlc.exe?
16:00:06  <Yexo> I think every file
16:00:15  <Ammler> so just zip those?
16:00:21  <Yexo> yes
16:07:03  <Brot6> mode change on /home/hg/wine4nml
16:22:49  <Brot6> NewGRF Meta Language - Revision 1297:bb3505472aa0: Feature #2332: engine overrides (action0 gener... (yexo) @
16:23:50  <Brot6> NewGRF Meta Language - Feature Request #2332: Engine overrides (action0 feature 8 prop 11) (yexo) @
16:25:54  <Ammler> Yexo: you have build/ in ignore
16:26:04  <Ammler> it should be /build/, shouldn't?
16:26:24  <Yexo> dunno, we also have regression/output/
16:26:54  <Ammler> changes to .devzone/build can go lost :-)
16:27:10  <Yexo> ah, in that case it definitely should be changed
16:27:48  <Ammler> hmm
16:27:59  <Ammler> maybe that is the reason I use regex
16:28:12  <Ammler> /build/ doesn't ignore it anymore
16:28:26  <Ammler> ^build/
16:30:00  <Ammler> is glob faster?
17:12:16  <Ammler> Yexo: :-(
17:14:26  <Brot6> nml: update from r1296 to r1297 done -
17:15:55  <Yexo> :( Can't reproduce that here, but obviously I do have a running X server
17:16:06  <planetmaker> <Yexo> frosch123 / planetmaker / Hirundo: any opinions on that? Is there really no situation where a source parameter for general action0 prop 11 might be useful? <-- i prefer the order of source, target
17:16:45  <frosch123> planetmaker: then you are lucky :)
17:16:48  <planetmaker> I see no immediate use to have one grf override another - but maybe that has uses
17:16:54  <planetmaker> oh, already commited?
17:16:58  <frosch123> yup
17:17:00  <planetmaker> hm, :-P
17:17:47  <supermop> hi everyone
17:18:18  <Brot6> firs: update from r1867 to r1874 done -
17:19:28  <Ammler> Yexo: I had that already as I tried to install python on a without X env
17:19:40  <Brot6> nml-wine: compile of r1299 failed -
17:19:41  <Ammler> but I thought that is because of the X-installer
17:19:55  <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r750), 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), chips (r82), comic-houses (r71), fish (r617), frenchtowns (r6), grfcodec (r828), heqs (r580), indonesiantowns (r41), manindu (r7), metrotrackset
17:19:56  <Brot6> (r56), narvs (r29), newgrf_makefile (r264), nml (r1297), nutracks (r179), ogfx-industries (r12), ogfx-landscape (r58), ogfx-rv (r80), ogfx-trains (r234), 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)
17:20:40  <supermop> I have an nml question
17:20:53  <Ammler> 1$/word
17:20:58  <supermop> is there any easy way to convert aa grf written in nfo to nml?
17:21:08  <Yexo> no
17:21:24  <supermop> oh well
17:21:32  <supermop> ok next question
17:21:46  <supermop> MLSS has about a hundred or so tiles
17:21:52  <Ammler> hmm, you didn't pay for the first yet
17:21:56  <supermop> should i make a png for each of them?
17:22:50  <Yexo> that's up to you, you can put them all in one png file, split them in groups you like or put a single sprite in a single png file
17:23:34  <supermop> i am guessing it will be easier to stardardize templates if most tiles have their own standard format png
17:23:47  <Brot6> Following repos rebuilds successful without any difference to earlier nightlies builds: airportsplus, belarusiantowns (Diffsize: 30), frenchtowns, indonesiantowns (1 errors), manindu, narvs, newgrf_makefile, ogfx-industries, ogfx-landscape (Diffsize: 6), ogfx-rv, ogfx-trains, spanishtowns, swedishrails (Diffsize: 6), swisstowns (Diffsize: 156)
17:23:55  <Yexo> that's definitely true
17:24:23  <Yexo> although multiple tiles in the same png file works fine too if only the x/y offset changes
17:24:59  <Yexo> see for example the spritesheets in opengfx+trains
17:25:27  <supermop> my nfo i so large, and renumbering every thing takes so long, that i think it would make more sense to start over in nml rather than trying to add more stuff
17:25:59  <Yexo> did you try nforenum already?
17:26:04  <supermop> nope
17:26:10  <supermop> no idea how that works
17:26:13  <Yexo> please do, there is no need at all to renumber sprites manually
17:26:24  <Yexo> make a backup of your nfo file, than run "nforenum filename.nfo"
17:26:33  <Yexo> it'll renumber all sprites and do some other static checks
17:26:53  <supermop> do i have to install something other than grfcodec?
17:27:08  <Yexo> nforenum is part of the grfcodec distribution, so if your version is new enough you'll already have it
17:27:50  <supermop> also, i need a bitmask thing capable of presenting 16 different sprite combinaations through an action 2 chain,
17:28:20  <supermop> couldn't figure out how to do it, which is which i stopped working on the grf back in november
17:28:28  <Yexo> your question is too vague
17:28:33  <supermop> is that kind of thing easier or less easy in nml?
17:28:59  <Yexo> I'd say that varaction2 chains are way more readable in nml, but than if the nfo is documented a bit I can read those too
17:29:06  <Yexo> and of course I'm biased
17:29:43  <supermop> so a tile that counts it's position in a station, and draws a fence on edges that are at the edge of the station
17:29:46  <Ammler> hmm, nml has no station support at all or is the firs stations in nml?
17:29:53  <supermop> basically tiles with smart fences
17:30:09  <Yexo> no station support at all in nml
17:31:09  <Ammler> so converting station nfo to nml needs also a bit python codeing knowledge ;-)
17:31:12  <Yexo> supermop: that'll require 16 times as much layouts in the action0 than you currently have
17:31:12  <supermop> back in november i figured i would need 16 sprites, one for each possible fence situation on a tile
17:31:43  <Yexo> it only needs 4 sprites, one fence for every border (or only 2 actually, one for NE<>SW and one for NW<>SE)
17:31:57  <supermop> i couldnt figure out how to get the action 2 chain to pick the correct from 16 possibilities
17:32:19  <supermop> hmm people kept telling me then that i didnt need to do anything with action 0
17:32:21  <Yexo> what did you try?
17:32:35  <supermop> lets see
17:34:12  <supermop> where can i paste code?
17:34:27  <supermop> its not even close to working, i got too confused
17:34:52  <Yexo>
17:35:54  <supermop>
17:36:04  <supermop> havent looked at that since november
17:36:11  <supermop> so its kind of embarasssing
17:36:35  <supermop> if there was a way to do it in nml that wwould be great
17:37:00  <Yexo> currently not, stations are not supported yet
17:37:13  <supermop> not supported, or not possible?
17:37:34  <Yexo> not implemented
17:37:38  <supermop> ok
17:37:43  <Yexo> sprites 884 to 889 are wrong
17:37:51  <supermop> is chips in nml?
17:37:53  <Yexo> you define multiple action2's that all reference the same set
17:37:57  <Yexo> no, chips is coded in nfo
17:38:01  <supermop> ok
17:38:05  *** andythenorth has joined #openttdcoop.devzone
17:38:13  <supermop> speak of the devil
17:38:49  <Yexo> supermop: the last 2 bytes of those sprites are "00 00" every time. they should be "00 00" for 884, "01 00" for 885, "02 00" for 886 etc.
17:39:01  <supermop> ok
17:39:04  <andythenorth> evenings
17:39:07  <Yexo> and those are renumbered incorrectly already :p
17:39:13  <supermop> yeah
17:39:15  <Yexo> evening andythenorth
17:39:30  <supermop> this code was never even run through grfcodec
17:39:39  <supermop> it was more like a sketchpad
17:40:47  <supermop> OK
17:40:50  <supermop> oops
17:40:57  <supermop> fixed that at least
17:41:30  <supermop> my comments are wrong too
17:41:51  <supermop> can i start at 01 if i want, or does it need to be 00?
17:43:31  <Yexo> the number refer to the "sets" from your action1
17:43:38  <Yexo> the first set is 00, the second one 01, etc.
17:44:12  <supermop> ok
17:44:33  <supermop> but is 16  action 2s the correct way to go about it?
17:46:49  <andythenorth>  what are you coding supermop ?
17:47:21  <andythenorth> frosch123...annoyingly I lost my irc from earlier :(
17:47:29  <andythenorth> wrt fishing harbour
17:48:03  <supermop> a tile with fences
17:48:09  <supermop> a station tile
17:48:23  <supermop> same tile i was working on in november
17:48:35  <andythenorth> good luck :P
17:48:41  <supermop> which is actually what got be coming onto irc in the first place
17:48:54  <frosch123> andythenorth:
17:48:55  <supermop> *me
17:49:01  <Ammler> Yexo: I just would need how to tell python, not to start the trayicon
17:49:06  <Ammler> since that is not needed
17:49:20  <andythenorth> fanks
17:49:31  <Ammler> well, or I setup a whole X, should also be feasable
17:49:54  <Yexo> supermop: it's one way to do it. Another would be a single action2 but 16 different layouts in your action0
17:49:54  <supermop> lately i got so frustrated with it, that i started playing ottd again instead
17:50:00  <supermop> ok
17:50:07  <supermop> that sounds easier, i think
17:50:54  <Yexo> in that case check out the file detectind.pnfo in the chips repo
17:51:05  <Yexo> you'll need a lot simpler version of the code there
17:51:53  <supermop> does chips already have fences?
17:52:19  <Yexo> nope, but it has a station tile that builds the platform on the side where the most industry tiles are
17:54:03  <andythenorth> hmm
17:54:15  <andythenorth> a bulldozed coast tile has no water on it
17:54:16  <andythenorth> :D
17:54:24  <andythenorth> which just caused me some confusion
17:59:05  <supermop> what does this thing mean:
17:59:09  <supermop> "#define CHECK_FOR_INDUSTRY_TILE"
17:59:19  <supermop> that doesnt look like nfo code
17:59:35  <Yexo> that file is run through the cpp preprocessor
18:00:12  <supermop> no idea wat that is... is it something i can do?
18:00:45  <andythenorth> supermop: you should learn it :)
18:00:55  <andythenorth> it will save your sanity with respect to nfo
18:01:08  <andythenorth> or you learn nml :P
18:01:23  <Yexo> if you have a local copy of chips it's probably easiest to edit chips.pnfo and remove the "//" before the include detectind.pnfo line
18:01:39  <Yexo> than compile it by executing "make"
18:02:06  <Yexo> but that won't work under windows unless you have cygwin/mingw
18:02:24  <Yexo> andythenorth: nml doesn't do stations yet
18:02:27  <andythenorth> ah
18:02:43  <andythenorth> supermop: you should definitely learn how to create grfs with cpp + nfo then
18:02:47  <andythenorth> :)
18:03:08  <andythenorth> frosch123: I am confused :o
18:03:26  <andythenorth> "then replace the FF in "89 60 00 00 1F 02 FF 00 // check tile contents" with 00"
18:03:28  <andythenorth> I did that
18:03:34  <andythenorth> and it seems to work
18:03:39  <andythenorth> I can't find any problems so far
18:03:56  <andythenorth> why a second check for the flat tiles?
18:04:05  <andythenorth> am I missing an edge / corner case?
18:04:40  <frosch123> andythenorth: take a piece of shore and build canals next to the shore on height level 1
18:04:54  <frosch123> then you should be able to build the harbour on the canal
18:05:12  <supermop> ok
18:05:19  <supermop> so that is one option
18:05:23  <frosch123> as it will consider the canals as water and the shore as shore, but it will not detect that the shore is in the wrong direction
18:05:44  <supermop> a worse option would be to just plow ahead with the approach i have so far and see if it works
18:05:57  <andythenorth> supermop: that's what I thought about HEQS
18:06:08  <andythenorth> but I eventually converted 60% of it to CPP
18:06:34  <supermop> i am hesitnt to get a version control thing
18:06:53  <Yexo> that is one thing you should definitely do
18:07:04  <Yexo> no matter which language you code in / which tools you use
18:07:19  <supermop> because i somehow managed to totally destroy my registry on my last computer trying to install tortoise so that i could compile cargodist
18:07:31  <andythenorth> oh
18:07:57  <andythenorth> frosch123: he :)
18:07:58  <andythenorth>
18:08:01  <supermop> my windows stopped knowing that you 'execute' .exe files
18:08:15  <frosch123> :)
18:08:18  <supermop> cool
18:08:21  <supermop> looks neat
18:08:36  <andythenorth> brrrrr
18:08:45  <andythenorth> so I make two tile IDs I think
18:08:54  <andythenorth> this is work :P
18:09:03  <andythenorth> or I could ship with that bizarre edge case in place :P
18:09:12  <andythenorth> I need to test with sloped rivers as well
18:09:18  <andythenorth> as I suspect that's insolvable
18:11:07  <andythenorth> I don't see how this would be preventable:
18:11:27  <andythenorth> or variants of it
18:11:47  <andythenorth> how does a tile know it's a river / canal?
18:11:50  <andythenorth> it must have bits set for that
18:11:59  <frosch123> true, then you need to check the neighbour tiles for non-water
18:12:24  <frosch123> i think newgrfs cannot test for sea/river/canal
18:12:38  <andythenorth> or I rethink this industry perhaps
18:13:14  <supermop> i wonder if anyone would acutally want these fenced tiles
18:41:52  <Ammler> wow, nml regression test takes hours :-)
18:44:36  <Brot6> nml-wine: compile of r1300 failed -
18:54:45  <Brot6> nml-wine: update from  to r1299 done -
18:55:10  <Ammler> Yexo: how to test?
18:56:08  <Ammler> and how would you call the directory/archive?
18:57:47  <andythenorth> supermop: do you want fenced tiles?
18:57:53  <andythenorth> I only code what I want
18:58:03  <andythenorth> except when I'm persuaded properly otherwise :P
18:58:08  <Ammler> andythenorth: lol
18:58:59  <Ammler> why should someone code something, he doesn't want?
18:59:12  <andythenorth> would drawing better default river sprites in any way encourage further development of rivers?
18:59:22  <Rubidium> andythenorth: could you code something that persuades some real estate agency that I can rent some appartment? Preferably written in such a way I can specify both parameters myself ;)
18:59:30  <Ammler> andythenorth: there are no rivers at all
18:59:38  <andythenorth> Ammler: that is a bold statement
18:59:42  <andythenorth> and possible inaccurate
19:00:11  <Ammler> I meant, no river graphics
19:00:19  <Ammler> just those from opengfx
19:00:24  <andythenorth> indeed
19:00:31  <Ammler> and the mb rivers
19:00:45  <andythenorth> seems I'm currently the most likely person to draw them?
19:00:53  <andythenorth> is there a list of what's needed?
19:00:57  <andythenorth> I should look at opengfx?
19:01:01  <Ammler> you could check opengfx
19:01:49  <Brot6> 32bpp-ez-patches: compile of tip qtip ez.diff qbase still failed (#2446) - qtip ez.diff qbase
19:01:59  <Ammler> hmm
19:02:22  <andythenorth> frick
19:02:29  <andythenorth> there are a lot needed :(
19:02:35  <andythenorth> the rapids look particularly dull
19:02:57  <andythenorth> and river banks for every climate
19:04:16  <Brot6> NewGRF Meta Language - Feature Request #2351: building of win32 executable for nml (Ammler) @
19:05:27  <Brot6> clientpatches: update from r22263 to r22265 done (80802 errors) -
19:06:27  <Ammler> andythenorth: maybe that is the reason, Zeph made those that straight for opengfx
19:08:15  <Brot6> serverpatches: compile of r22265 still failed (#2448) -
19:08:20  <Ammler> hmm
19:08:44  <Ammler> I should start my windows vm anyway once again :-)
19:09:51  * andythenorth just found a bug
19:10:35  <andythenorth> how do you build a ship depot in scenario editor?
19:10:43  <supermop> ok going to try this renum thing
19:10:59  <Ammler> supermop: you mean nforenum
19:11:06  <supermop> yeas
19:11:22  <Ammler> andythenorth: how do you build a station?
19:11:23  <supermop> i just type nforenum in the commad line?
19:11:29  <andythenorth> Ammler: I don't know
19:11:35  <andythenorth> but I just managed to build a ship depot
19:11:48  <andythenorth> then when I demolished it, I got an assert
19:11:54  <andythenorth> but I can't reproduce
19:12:18  <Ammler> supermop: nforenum your.nfo
19:12:56  <andythenorth> Crash reason:
19:12:56  <andythenorth>  Signal:  Abort trap (6)
19:12:56  <andythenorth>  Message: Assertion failed at line 22 of /usr/src/OpenTTD/compile/src/vehiclelist.cpp: this->company < (1 << 4)
19:13:29  <SmatZ> andythenorth: please open a bugreport if it was a non-modified build
19:13:41  <andythenorth> RC1 vanilla
19:13:47  <andythenorth> I want to reproduce
19:13:50  <andythenorth> but I can't :(
19:14:21  <SmatZ> you don't have crash.{sav,png,log,dmp} ?
19:14:27  <andythenorth> yes
19:14:30  <andythenorth> I'll post them
19:14:35  <SmatZ> :)
19:15:33  <supermop> it says it cannot open the .nfo
19:23:40  <supermop> can some one give me a little more direction?
19:27:09  <andythenorth> supermop: might be a path problem?
19:28:31  <supermop> what does that entail?
19:32:49  <andythenorth> simply - can renum find the file?
19:32:58  <andythenorth> it's unlikely to be a renum problem
19:33:00  <Ammler> supermop: someone here mentioned to make a backup
19:33:08  <supermop> yeah, i did that
19:33:13  <supermop> it says:
19:33:20  <Ammler> maybe you can't run nforenum on a file you have open with another app
19:33:29  <supermop> itts closed
19:33:55  <Ammler> just run nforenum --help
19:34:28  <supermop> it says "Could not open 'MLSS30test.nfo' specified on the command line"
19:34:48  <Ammler> the path is correct?
19:35:05  <Ammler> the file is where you call that command?
19:35:11  <supermop> yes
19:35:36  <Ammler> oh, then the error would be something like "Could not find..."
19:35:59  <andythenorth> wrt riverbanks
19:35:59  <Ammler> what if you run nforenum on the backup?
19:36:08  <supermop> same
19:36:20  <andythenorth> seems opengfx has sprites for steep slopes?
19:36:26  <andythenorth> but rivers can't build on steep slopes
19:36:31  <andythenorth> or anywhere needing foundations
19:36:42  <supermop> what are steep slopes?
19:37:28  <andythenorth> a tile where the highest corner is 2 levels above the lowest
19:37:46  <andythenorth> normal slopes there's only one level difference
19:38:13  <andythenorth> anyway
19:38:26  <andythenorth> perhaps I misunderstand the river bank sprites
19:38:37  <andythenorth> there seem to be more drawn than I would think necessary
19:40:01  <Ammler> andythenorth: possible, Zeph might simply have used the tile template to make those
19:40:45  <andythenorth> I suppose /src would give me a definitive answer, if I can be bothered to start xcode
19:41:08  <Ammler> or mb's rivers.grf
19:41:21  <Ammler> but that has temperate support only
19:41:28  <supermop> i dont understan why this doesnt work
19:41:42  <andythenorth> supermop: pm your file via forums
19:41:49  <andythenorth> I'll test it
19:42:03  <Ammler> or a paste/screen of your output
19:44:07  <supermop> ok thanks
19:44:10  <supermop> pmed
19:45:26  <andythenorth> supermop:
19:45:49  <andythenorth> it worked
19:46:58  <andythenorth> you have either a local nforenum problem, or just a plain old "can't find the file" problem
19:47:08  <andythenorth> and as renum is quite simple, it's maybe just your path is wrong
19:47:38  <supermop> ok
19:47:50  <supermop> there are alot of warnings there
19:47:58  <andythenorth> indeed
19:48:12  <andythenorth> they're not always useful
19:50:43  <supermop> well my .nfo and nforenum are both in the same file
19:50:48  <supermop> *folder
19:50:53  <supermop> directory even
19:51:43  <Ammler> supermop: what does nforenum --version tell?
19:52:03  <supermop> 5.0.0
19:52:19  <Ammler> that is old but not that old :-)
19:52:34  * andythenorth wonders if you should try another nfo file
19:52:34  <Ammler> current is 5.1.1
19:53:49  <andythenorth> Ammler: is it possible to dev on windows using coop newgrf framework?
19:54:01  <Ammler> yes, it is
19:54:09  <Ammler> but not that easy
19:54:16  <andythenorth> :(
19:54:39  <Ammler> there are windows users like yexo, hirundo & foobar
19:55:33  <andythenorth> supermop: ygm
19:55:41  <andythenorth> try renum on the chips.nfo I sent
19:55:55  <andythenorth> should do...nothing much, just tell you it's finished processing
19:57:03  <supermop> uhhhhh
19:57:07  <supermop> sorry guys
19:57:25  <supermop> i was forgetting to type a zero in the file name of the nfo
19:57:33  <andythenorth> heh
19:57:41  <supermop> typing mlss30 instead of mlss030
19:57:49  <supermop> sorry!
19:57:52  <Ammler> try "autocomplete" next time
19:57:53  <andythenorth> nobody spots these things until they have asked someone else for help
19:58:02  <Ammler> ml<tab>
19:58:15  * andythenorth uses autocomplete, or drag and drop to terminal 
19:58:20  <andythenorth> windows has drag and drop?
19:58:26  <supermop> no idea
19:58:41  <supermop> i always treated tthe command line ike it was dos
19:58:42  <Ammler> the console has autocomplete
19:58:58  <andythenorth> good enough
20:03:42  <Brot6> FIRS Industry Replacement Set - Bug #2361: Dock can be placed in rivers. (andythenorth) @
20:04:42  <supermop> now i just have to try to understand what all of these  warnings mean
20:07:46  <andythenorth> warning 97 is a common and tiresome error
20:07:57  <Brot6> FIRS Industry Replacement Set - Bug #2361: Dock can be placed in rivers/canals [Edge cases] (andythenorth) @
20:07:57  <Brot6> FIRS Industry Replacement Set - Bug #2361: Dock can be placed in rivers/canals [Edge cases] (andythenorth) @
20:07:57  <Brot6> FIRS Industry Replacement Set - Bug #2361: Dock can be placed in rivers/canals [Edge cases] (andythenorth) @
20:08:22  <andythenorth> it means you defined some action 1s that don't have an action 2 referring to them
20:08:44  <andythenorth> I've never seen it cause any harm
20:08:50  <andythenorth> I guess it bloats grf size and memory
20:08:57  <andythenorth> and it could help catch a genuine error
20:09:16  <andythenorth> you can suppress certain errors
20:09:31  <supermop> it seems to be calling out things that were not a problem in previous versions,
20:10:11  <andythenorth> supermop: here are some examples of suppressed errors in FIRS
20:10:11  <supermop> at the very bottom there is a bit about about cargo ids not being used that bothers me
20:10:11  <andythenorth>
20:10:50  <Ammler> andythenorth: you should teach how to fix error, not how to ignore errors :-P
20:11:08  <andythenorth> Ammler: there's no point trying to fix non-errors
20:11:11  <andythenorth> I have learnt
20:11:17  <Ammler> :-)
20:11:35  <andythenorth> but I was going to say - each error you suppress permanently kills at least 99 kittens
20:12:50  <andythenorth> supermop - you simply have a load of action 2 IDs that are not linked from a varaction 2 chain or action 3
20:12:56  <supermop> yeah
20:13:00  <supermop> that bothers me
20:13:06  <supermop> because that wwas the whole poiint
20:13:40  <supermop> there are warnings (#98) for each of the 16 fence variations, say that they cannot be reached
20:13:41  <Brot6> supermop: #98 is "OpenGFX - Feature #98: Sprites 4480:4492 (13) - Office blocks - #openttdcoop Development Zone"
20:14:26  <andythenorth> there are also warnings about your varaction 2s, those issues might be connected...
20:18:32  <supermop> so,
20:18:44  <supermop> i have one varaction 2
20:18:53  <supermop> and it has 16 set ids
20:19:10  <andythenorth> I am trying to read it :D
20:19:17  <andythenorth> I normally format mine like this:
20:19:26  <andythenorth> everyone has different styles unfortunately
20:19:32  <andythenorth> there's no PEP for varact 2s
20:19:33  <andythenorth> :P
20:19:56  <andythenorth> yours is at least thoroughly documented ;)
20:19:57  <supermop> pep?
20:20:45  <andythenorth> pep 8 I should have said
20:20:46  <Webster> Title: PEP 8 -- Style Guide for Python Code (at
20:20:53  <supermop> the regular action 2 is before the var action 2, is that ok?
20:21:44  <andythenorth> it's correct
20:21:48  <andythenorth> it wouldn't work otherwise
20:21:53  <andythenorth> the chain works from the bottom upwards
20:23:43  <supermop> hmm
20:24:04  <supermop> i dont get how the action 2 cant see the varaction 2 then
20:24:48  <andythenorth> this is suspect: //!!Warning (42): Length does not match nvar of 11. (Expected 78 bytes)
20:25:03  <andythenorth> somewhere there appears to be a missing byte I think
20:25:10  <andythenorth> I am trying to read it to see where
20:25:10  <supermop> ok
20:25:53  <supermop> does that apply to the action 0 or the action 2s?
20:26:01  <andythenorth> the varaction 2
20:26:14  <supermop> but they come after than warning
20:26:42  <andythenorth> yes
20:26:50  <andythenorth> warnings apply to the following action
20:27:08  <andythenorth> (but the nfo logic works upwards) ;)
20:27:39  <andythenorth> does var 40 have an additional param
20:27:41  <andythenorth> ?
20:27:43  * andythenorth to the spec
20:28:51  <andythenorth> hmm
20:29:05  <andythenorth> var 40 should be checked as a dword
20:29:17  <andythenorth> but that shouldn't explain the problem renum is seeing
20:29:58  <andythenorth> supermop: try using 85 instead of 81 ;)
20:30:00  <supermop> a dword? i thought i was using a word
20:30:03  <andythenorth> then run renum again
20:30:05  <supermop> ok
20:30:06  <andythenorth> it's using a byte
20:31:17  <andythenorth> and there go most of your errors ;)
20:31:21  <andythenorth> nforenum is useful
20:31:45  <supermop> yes,
20:31:52  <supermop> there does seem to be a change
20:32:10  <supermop> still no idea if it actually will make me some fences
20:32:22  <andythenorth> me neither ;)
20:32:27  <supermop> no let me look at these other errors i get now
20:32:30  <supermop> *now
20:32:33  <andythenorth> it shouldn't compile correctly currently
20:32:37  <andythenorth> sprite 888 needs fixing
20:32:50  <andythenorth> the error text there comes *after* the sprite :P
20:32:55  <andythenorth> nforenum is helpful like that
20:34:09  <andythenorth> sprite 509 you also need to fix
20:34:17  <andythenorth> generally warnings can be ignored
20:34:20  <andythenorth> errors can't
20:34:41  <andythenorth> errors will either cause a grfcodec failure, a crash in the game, or just waste a lot of your time
20:35:46  <andythenorth> I would use escapes to count things like number of properties, number of action 1 sets, range in varaction 2
20:35:59  <andythenorth> and also you have some hex encoded strings?
20:37:10  <supermop> i think so?
20:38:25  <supermop> wait, what is wrong with 509
20:38:36  <supermop> i don't see aan error message
20:38:58  <andythenorth> /!!Error (63): Expected 1 more properties
20:39:12  <andythenorth> if you changed other stuff, you might have different sprite numbers
20:39:27  <andythenorth> I only count 4 props changed, 5 are declared
20:40:00  <supermop> can you tell me the 'name' of the tile i gave for that one?
20:40:06  <supermop> would help me find it
20:41:32  <andythenorth>  // Change 5 properties for Paved track
20:42:15  <andythenorth> Coblestone Paved Track
20:42:33  <andythenorth> I think
20:42:43  <supermop> yeah
20:42:57  <supermop> that's 5090 for me too, but i don't see an error
20:43:06  <supermop> i used the auto-correct option
20:43:14  <supermop> 509
20:44:03  <andythenorth> if you used the auto-correct switch, it will have fixed such errors
20:44:26  <Brot6> FIRS Industry Replacement Set - Revision 1875:7abe3cc28c8d: Change: partial fix to 'Fishing Harbo... (andythenorth) @
20:45:49  <supermop> ok
20:46:03  <supermop> well i am going to encode this and give it a try
20:46:18  <supermop> i am sure it will not work, but lets see
20:46:33  <andythenorth> you'll get...something ;)
20:50:55  <supermop> indeeed
20:51:34  <supermop> in each of my action 1s renum added an extra sprite which is messing things up
20:51:42  <supermop> ie:
20:52:35  <supermop> 8 realsprite stuff)
20:52:35  <supermop> 8 * 0
20:52:35  <supermop> 9 (action 0 stuff)
20:53:18  <supermop> now i have to manually delete all of those x * 0 sprites
21:01:49  <andythenorth> that sounds non-standard
21:01:52  <andythenorth> do a paste?
21:05:01  <supermop> ok
21:06:11  <supermop>
21:07:19  <Ammler> supermop: do also a paste from that part before nforenum
21:09:49  <supermop>
21:10:18  <andythenorth> how odd
21:11:01  <andythenorth> that I can't help with
21:11:09  <andythenorth> the extra 92*0 won't do any harm
21:11:20  <andythenorth> I've never seen renum do that though
21:12:30  <supermop> grfcodec wont encode it with them in there
21:12:48  <supermop> says things like found sprite 92 looking for 93
21:12:51  <andythenorth> it won't like the duplicate sprites I guess
21:21:23  <andythenorth> supermop: I wouldn't trust renum's auto-fix ;)
21:21:42  <andythenorth> better to let it find your errors and fix them yourself
21:21:47  <andythenorth> so you understand them
21:21:51  <andythenorth> anyway, time for bed
21:24:11  <supermop> oooh, it encoded!
21:24:16  <supermop> ok, thanks andy
21:27:03  <supermop> hah
21:27:15  <supermop> well i have a fence tile now...
21:28:01  <Brot6> FIRS Industry Replacement Set - Revision 1876:ba7d15d7de3d: Fix: hide Recycling Plant (andythenorth) @
21:28:01  <Brot6> FIRS Industry Replacement Set - Revision 1877:cdbbdb86001e: Change: update changelog (andythenorth) @
21:28:01  <Brot6> FIRS Industry Replacement Set - Revision 1878:be886463d3f4: Added tag 0.6.4 for changeset cdbbdb8... (andythenorth) @
21:28:44  <Brot6> firs: update from 0.6.3 to 0.6.4 done -
21:30:56  <supermop>
21:30:57  <Webster> Title: Transport Tycoon Forums View topic - Modular Locomotive sheds [MLSS 0.2.7 in testing] (at
21:32:54  <andythenorth> could be worse
21:33:02  <andythenorth> at least it builds ;)
21:33:04  <andythenorth> good night
21:33:11  *** andythenorth has left #openttdcoop.devzone
21:54:59  <Ammler> supermop: you should bugreport that
21:55:55  <Ammler> either no tt-forums, section grf tools or at the devzone
21:56:02  <Ammler> on*
21:56:36  <Ammler>
21:57:22  <Ammler> post the nfo without and the nfo after
21:57:34  <Ammler> and how to reprodcue
22:15:07  <supermop> ok
22:15:16  *** frosch123 has quit IRC
22:15:18  <supermop> i am not sure how i did produce it
22:16:04  <Ammler> well, you take the nfo from before and run nforenum over it and the the result, right?
22:16:32  <Ammler> which you then need manually to remove the sprite for grfcodec?
22:29:30  <Yexo> Ammler: as for naming the zip file: I'd prefer "nml-{VERSION}", that brings it in line with other downloads on
22:30:17  <Ammler> ok, did you try it?
22:30:23  <Yexo> not yet
22:35:05  <Yexo> Ammler: I just tried to run the exe file you build, but it gives an error about missing "python27.dll"
22:35:13  <Yexo> a static binary would be better
22:35:24  <Ammler> oh
22:35:46  <Ammler> and what did I wrong, I thought I made like you described on the tracker
22:36:05  <Yexo> I don't know, I'll try to find out
22:36:24  <Ammler> I used pythonw.exe
22:36:56  <Ammler> as that worked without X
22:39:11  <Yexo> hmm, I get the same error when I follow my own instructions to build a binary, though I'm sure it has worked before
22:39:44  <Ammler> :'-(
22:44:14  <Ammler> Yexo: in the meantime, I found a way to build something which requires X-Server
22:44:31  <Ammler> but that wouldn't help right now, right?
22:44:42  <Yexo> nope
22:47:12  <Brot6> NewGRF Meta Language - Feature Request #2351: building of win32 executable for nml (Ammler) @
23:00:16  *** ODM has quit IRC
23:00:31  <Yexo> Ammler: I fixed the problem by doing: cp ~/.wine/drive_c/Python27/python27.dll dist/
23:00:38  <Yexo> directly after running wine cx_freeze
23:03:19  <Ammler> oki
23:03:39  <Ammler> let me do this and the push it to nml or do you want to pull?
23:03:49  <Yexo> no, go ahead and push it to nml
23:07:24  <Ammler> Yexo: you want the directory also versioned?
23:07:36  <Ammler> same as the archive without .zip?
23:08:26  <Ammler> well, without windows-win32
23:08:43  <Yexo> yes
23:08:56  <Yexo> uhm, wait
23:09:01  <Yexo> what directory?
23:09:20  <Yexo> you mean the contents of the zip file?
23:09:33  <Yexo> in that case, yes, same as archive without .zip
23:11:16  <Brot6> nml-wine: compile of r1300 failed -
23:11:18  <Ammler> also without windows-win32 if you want it equal to other packages
23:11:27  <Yexo> fine :)
23:11:40  <Ammler> well, if I once have made it it should be easy to customize to your likes...
23:13:03  <Yexo> both grfcodec and osie don't have a direcotry inside the zip file at all
23:13:45  <Ammler> could be done aswell
23:13:55  <Ammler> I guess, it is windows style?
23:14:23  <Yexo> yes, openttd zips for windows don't have it either
23:14:38  <Ammler> <-- python27.dll
23:14:42  <Yexo> imo it's very annoying, but lets stick to that convention
23:14:43  <Ammler> no*
23:16:51  <Ammler> ./drive_c/windows/system32/python27.dll
23:17:22  <Yexo> I have that one too
23:17:30  <Ammler>
23:17:33  <Ammler> there it is :-)
23:17:42  <Ammler> does that matter?
23:17:53  <Yexo> not really
23:17:54  <Ammler> hmm, I should hide that repo
23:23:27  <Brot6> nml-wine: update from r1299 to r1301 done -
23:27:04  <Ammler> ok, this exe should now work?
23:27:25  <Yexo> yes, at least it works for me
23:27:28  <Ammler> python27.dll does cost a lot :-)
23:27:28  <Yexo> thanks a lot :)
23:28:41  <Brot6> nml-wine: update from r1301 to r1302 done -
23:30:37  <Yexo> good night
23:37:01  <Brot6> nml-wine: update from r1302 to r1303 done -
23:46:08  <Brot6> NewGRF Meta Language - Revision 1298:ed6cbc1aeea9: Feature #2351: build static windows executable... (Ammler) @
23:51:39  <Brot6> NewGRF Meta Language - Feature Request #2351: building of win32 executable for nml (Ammler) @
23:59:25  <Brot6> NewGRF Meta Language - Feature Request #2351: building of win32 executable for nml (Ammler) @

Powered by YARRSTE version: svn-trunk