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) @ http://dev.openttdcoop.org/issues/1964#change-6311 06:56:31 <Brot6> FIRS Industry Replacement Set - Bug #2361 (Confirmed): Dock can be placed in rivers. (andythenorth) @ http://dev.openttdcoop.org/issues/2361#change-6312 07:11:16 *** supermop has quit IRC 07:35:19 <Brot6> FIRS Industry Replacement Set - Revision 1870:2b5aa0ecf2cf: Change: Biorefinery exploded by airpl... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/2b5aa0ecf2cf 07:35:19 <Brot6> FIRS Industry Replacement Set - Revision 1871:c0c30ffbab21: Fix: Dairy Farm had explosion disaste... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/c0c30ffbab21 07:41:48 <Brot6> FIRS Industry Replacement Set - Feature #2451 (New): Remove requirement for Grain Mill to build n... (andythenorth) @ http://dev.openttdcoop.org/issues/2451 07:48:50 <Brot6> FIRS Industry Replacement Set - Code Review #2386 (Closed): Review which disasters are applied to... (andythenorth) @ http://dev.openttdcoop.org/issues/2386#change-6313 07:53:19 <Brot6> FIRS Industry Replacement Set - Bug #2319 (Closed): Check default properties for INDUSTRY_NULL (c... (andythenorth) @ http://dev.openttdcoop.org/issues/2319#change-6314 08:02:49 *** ODM has joined #openttdcoop.devzone 08:06:37 <Brot6> FIRS Industry Replacement Set - Feature Request #2437 (Rejected): Industry Spawning (andythenorth) @ http://dev.openttdcoop.org/issues/2437#change-6316 08:43:28 * andythenorth does ponder 09:14:41 <Brot6> FIRS Industry Replacement Set - Revision 1872:c84a3801e03b: Feature: allow Builders Yard on steep... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/c84a3801e03b 09:24:38 <Brot6> FIRS Industry Replacement Set - Bug #2361: Dock can be placed in rivers. (andythenorth) @ http://dev.openttdcoop.org/issues/2361#change-6320 09:46:55 <Brot6> FIRS Industry Replacement Set - Feature #2415 (Closed): Allow Builders Yard to construct on steep... (andythenorth) @ http://dev.openttdcoop.org/issues/2415#change-6321 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> http://dev.openttdcoop.org/versions/show/154 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) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/17194e2244c2 10:43:29 <Brot6> FIRS Industry Replacement Set - Bug #2361: Dock can be placed in rivers. (andythenorth) @ http://dev.openttdcoop.org/issues/2361#change-6324 10:49:30 <Brot6> FIRS Industry Replacement Set - Revision 1874:92de9441c78b: Added tag 0.6.3 for changeset 17194e2... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/92de9441c78b 10:49:43 <planetmaker> :-) 10:50:34 <Brot6> firs: update from 0.6.2 to 0.6.3 done - http://bundles.openttdcoop.org/firs/releases/0.6.3 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) @ http://dev.openttdcoop.org/issues/2420#change-6325 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_> http://dev.openttdcoop.org/issues/2287 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: http://dev.openttdcoop.org/issues/1627 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) @ http://dev.openttdcoop.org/issues/2452 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) @ http://dev.openttdcoop.org/issues/2453 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_> http://dev.openttdcoop.org/projects/firs/repository/entry/sprites/nfo/industries/fishingharbour.pnfo 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 "Vierwaldstädter 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 http://dev.openttdcoop.org/issues/show/2351 "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) @ http://dev.openttdcoop.org/projects/nml/repository/revisions/bb3505472aa0 16:23:50 <Brot6> NewGRF Meta Language - Feature Request #2332: Engine overrides (action0 feature 8 prop 11) (yexo) @ http://dev.openttdcoop.org/issues/2332#change-6334 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: http://paste.openttdcoop.org/show/136/ :-( 17:14:26 <Brot6> nml: update from r1296 to r1297 done - http://bundles.openttdcoop.org/nml/nightlies/r1297 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 - http://bundles.openttdcoop.org/firs/nightlies/r1874 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 - http://bundles.openttdcoop.org/nml-wine/nightlies/ERROR/r1299 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> http://paste.openttdcoop.org/ 17:35:54 <supermop> http://paste.openttdcoop.org/show/137/ 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: http://webster.openttdcoop.org/index.php?channel=openttdcoop.devzone&date=1300579200 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> http://tt-foundry.com/misc/fishing_harbour_edge_case.png 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: http://tt-foundry.com/misc/fishing_harbour_rapids.png 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 - http://bundles.openttdcoop.org/nml-wine/nightlies/ERROR/r1300 18:54:45 <Brot6> nml-wine: update from to r1299 done - http://bundles.openttdcoop.org/nml-wine/nightlies/r1299 18:55:10 <Ammler> Yexo: how to test? http://bundles.openttdcoop.org/nml-wine/nightlies/r1299/nml-wine-win-r1299.zip 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) - http://bundles.openttdcoop.org/32bpp-ez-patches/testing/ERROR/tip 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) @ http://dev.openttdcoop.org/issues/2351#change-6335 19:05:27 <Brot6> clientpatches: update from r22263 to r22265 done (80802 errors) - http://bundles.openttdcoop.org/clientpatches/testing/r22265 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) - http://bundles.openttdcoop.org/serverpatches/testing/ERROR/r22265 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: http://pastebin.com/RrksKF1V 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) @ http://dev.openttdcoop.org/issues/2361#change-6337 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) @ http://dev.openttdcoop.org/issues/2361#change-6320 20:07:57 <Brot6> FIRS Industry Replacement Set - Bug #2361: Dock can be placed in rivers/canals [Edge cases] (andythenorth) @ http://dev.openttdcoop.org/issues/2361#change-6324 20:07:57 <Brot6> FIRS Industry Replacement Set - Bug #2361: Dock can be placed in rivers/canals [Edge cases] (andythenorth) @ http://dev.openttdcoop.org/issues/2361#change-6337 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> http://dev.openttdcoop.org/projects/firs/repository/entry/sprites/nfo/nfo_header.pnfo 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 http://dev.openttdcoop.org/issues/show/98 "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: http://pastebin.com/mEYM1rRP 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 http://www.python.org/dev/peps/pep-0008/ 20:20:46 <Webster> Title: PEP 8 -- Style Guide for Python Code (at www.python.org) 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) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/7abe3cc28c8d 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> http://paste.openttdcoop.org/show/138/ 21:07:19 <Ammler> supermop: do also a paste from that part before nforenum 21:09:49 <supermop> http://paste.openttdcoop.org/show/139/ 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) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/ba7d15d7de3d 21:28:01 <Brot6> FIRS Industry Replacement Set - Revision 1877:cdbbdb86001e: Change: update changelog (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/cdbbdb86001e 21:28:01 <Brot6> FIRS Industry Replacement Set - Revision 1878:be886463d3f4: Added tag 0.6.4 for changeset cdbbdb8... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/be886463d3f4 21:28:44 <Brot6> firs: update from 0.6.3 to 0.6.4 done - http://bundles.openttdcoop.org/firs/releases/0.6.4 21:30:56 <supermop> http://www.tt-forums.net/viewtopic.php?f=26&t=48605&p=937095#p937095 21:30:57 <Webster> Title: Transport Tycoon Forums View topic - Modular Locomotive sheds [MLSS 0.2.7 in testing] (at www.tt-forums.net) 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> http://dev.openttdcoop.org/projects/grfcodec 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}-windows-win32.zip", that brings it in line with other downloads on openttd.org 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) @ http://dev.openttdcoop.org/issues/2351#change-6339 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 - http://bundles.openttdcoop.org/nml-wine/nightlies/ERROR/r1300 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> http://hg.openttdcoop.org/wine4nml/file/a82965b9cbbb/drive_c/Python27 <-- 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> http://hg.openttdcoop.org/wine4nml/file/a82965b9cbbb/drive_c/windows/system32/python27.dll 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 - http://bundles.openttdcoop.org/nml-wine/nightlies/r1301 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 - http://bundles.openttdcoop.org/nml-wine/nightlies/r1302 23:30:37 <Yexo> good night 23:37:01 <Brot6> nml-wine: update from r1302 to r1303 done - http://bundles.openttdcoop.org/nml-wine/nightlies/r1303 23:46:08 <Brot6> NewGRF Meta Language - Revision 1298:ed6cbc1aeea9: Feature #2351: build static windows executable... (Ammler) @ http://dev.openttdcoop.org/projects/nml/repository/revisions/ed6cbc1aeea9 23:51:39 <Brot6> NewGRF Meta Language - Feature Request #2351: building of win32 executable for nml (Ammler) @ http://dev.openttdcoop.org/issues/2351#change-6340 23:59:25 <Brot6> NewGRF Meta Language - Feature Request #2351: building of win32 executable for nml (Ammler) @ http://dev.openttdcoop.org/issues/2351#change-6340