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Log for #openttdcoop.devzone on 30th March 2011:
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07:21:46  <Brot6> German town names - Revision 15:be18c535bc90: Doc: Sources of town data (planetmaker) @ http://dev.openttdcoop.org/projects/german-townnames/repository/revisions/be18c535bc90
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09:29:39  <Ammler> planetmaker: the readme is utf-8 so you don't need to urlescape :-)
09:29:55  <Ammler> or encode or however that is called...
09:30:07  <planetmaker> yes. Already fixed but not committed
09:30:13  <planetmaker> c&p error
09:32:21  <Ammler> Vorder- und Hinter- :-)
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10:00:49  <planetmaker> Hintertupfingen?
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10:49:02  <Ammler> yes, Vorderreintal
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15:33:50  <Brot6> test: compile of 1,1 failed - http://bundles.openttdcoop.org/test/releases/ERROR/1,1
15:34:57  <MinchinWeb> is a tile considered a "snow tile" if it's above the snowline even if the tile's been cleared?
15:35:07  <planetmaker> yes
15:35:20  <MinchinWeb> an if something is built on it?
15:36:23  <MinchinWeb> so testing if the town center tile is a snow tile will tell me if it's above the snow line.... and need food to grow...
15:37:00  <planetmaker> MinchinWeb, it only depends on the height wrt the snowline height
15:37:03  <Yexo> if you are talking about the AI API: AITile::IsSnowTile only returns true for empty tiles with snow
15:37:24  <Yexo> if you clear the tile it'll return false (until the snow returns), if there are trees on it it'll also return false
15:38:32  <Yexo> now this behavior isn't really documented and could be considered a bug, but currently it works like that
15:39:14  <MinchinWeb> can I get the snowline height directly?
15:39:46  <planetmaker> MinchinWeb, it's a thing which can vary by the day
15:39:57  <planetmaker> so that'd not be of too much use for an AI
15:40:14  <Yexo> actually, how does arctic towns work with a variable snowline?
15:40:25  <planetmaker> Yexo, they require food in summer IIRC
15:40:26  <Yexo> will those towns only require food while they're below the snowline?
15:40:37  <planetmaker> err. winter, of course
15:40:41  <Yexo> in that case there must be some town property that can be queried
15:41:17  <MinchinWeb> that's what I'm trying to figure out how to do...
15:41:18  <planetmaker> town growth cargos
15:41:38  <Yexo> MinchinWeb: you can't get the current snowline height
15:41:45  <planetmaker> you need to query the cargos for having that property. And you can then just deliver it
15:41:47  <MinchinWeb> that tells you the cargos, but not the town that need them to grow
15:41:58  <planetmaker> whether below or above the snow line ... I think you can't find out
15:42:26  <Yexo> so we have a serious missing feature in the api
15:42:37  <Yexo> you can't find out either if a town is in desert or not
15:42:49  <Yexo> AITile::IsDesertTile only returns true for clear tiles, just like AITile::IsSnowTile
15:43:16  <Yexo> MinchinWeb: I guess you're the first to actively try to grow towns ;)
15:43:28  <MinchinWeb> with the desert you can guess better because Water Towers will only built in "Desert Towns"
15:43:41  <MinchinWeb> :)
15:43:54  <Yexo> that only holds true with the default industries
15:44:01  <Yexo> and the AI has no concept of "water tower"
15:44:27  <MinchinWeb> true
15:45:06  <MinchinWeb> in a perfect world, an AI would be able to work with whatever the industry set is/does
15:45:37  <MinchinWeb> would this be simple to add to the AI api?
15:46:50  <Yexo> not sure, probably yes, but that doesn't really matter
15:46:54  <Yexo> it has to be added anyway
15:47:57  <MinchinWeb> should I submit a feature request somewhere?
15:48:38  <Yexo> you could put it on bugs.openttd.org or http://wiki.openttd.org/AI:APISuggestions
15:48:51  <Yexo> doesn't really matter, i'll look into it soon
15:49:01  <Yexo> I'll have to leave soon, so I don't have the time now, maybe later tonight
15:49:37  <MinchinWeb> ok, no worries !)
15:49:41  <MinchinWeb> :)
15:49:57  <MinchinWeb> (this keyboard does all sorts of funny things...)
15:50:39  <Yexo> unless you want to write a patch or a detailed proposal of the functions needed, in which case posting it somewhere would really help :)
15:51:51  <MinchinWeb> I'll look into it
15:52:03  * MinchinWeb runs off to play OpenTTD
15:52:08  <Yexo> town_gui.cpp:376 has some relevant code
15:53:30  <Yexo> I guess a simple function in AITown that returns one of TE_NONE, TE_WATER or TE_FOOD would do
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16:11:28  <Brot6> Backup test: abort: no suitable response from remote hg!
16:37:14  <Rubidium> Ammler: you know what the load on a unixy system means, right?
16:50:56  <Ammler> queue of jobs?
17:05:36  <Rubidium> yeah, something like that. The average number of timeslices needed before you'd get a timeslice to execute in
17:05:54  <Rubidium> so it can be high while applications are barely doing anything, just a spree of context switches
17:08:20  <Ammler> so something produced a loop of jobs
17:18:03  <Brot6> ai-aroai: update from r23 to r25 done - http://bundles.openttdcoop.org/ai-aroai/nightlies/r25
17:18:34  <Brot6> german-townnames: update from r10 to r15 done (2 errors) - http://bundles.openttdcoop.org/german-townnames/nightlies/r15
17:18:48  <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r750), 32bpp-extra (r39), ai-admiralai (r75), ailib-common (r21), ailib-direction (r17), ailib-list (r32), ailib-string (r29), ailib-tile (r16), airportsplus (r73), basecosts (r22), belarusiantowns (r8), bros (r52), chips (r85), comic-houses (r71), firs (r1903), fish (r617), frenchtowns (r6), grfcodec (r828), heqs (r604), indonesiantowns (r41), manindu (r7), metrotrackset
17:18:48  <Brot6> (r56), narvs (r37), newgrf_makefile (r266), nml (ERROR r1307), nutracks (r179), ogfx-industries (r12), ogfx-landscape (r58), ogfx-rv (r80), ogfx-trains (r237), 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)
17:28:07  <planetmaker> @logs
17:28:07  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer - http://webster.openttdcoop.org/
18:16:50  <Brot6> German town names - Revision 16:6ff909cb140a: Fix: Generate the town_*.pnml (planetmaker) @ http://dev.openttdcoop.org/projects/german-townnames/repository/revisions/6ff909cb140a
18:16:50  <Brot6> German town names - Revision 17:394b28ce9dcd: Fix: ignore all generated files (planetmaker) @ http://dev.openttdcoop.org/projects/german-townnames/repository/revisions/394b28ce9dcd
18:57:54  <andythenorth> Yexo: fancy some CHIPS?
19:00:06  <Yexo> there is some noai api stuff that has priority, but I'll do some CHIPS tonight
19:00:32  <andythenorth> awesome
19:01:54  <Brot6> German town names - Revision 18:a64e2b695176: Fix: Saarland has only borders with Rhineland-Palat... (planetmaker) @ http://dev.openttdcoop.org/projects/german-townnames/repository/revisions/a64e2b695176
19:07:33  <andythenorth> any ETA on 1.1 release?  I am wondering if it's a nice target to try and get another FIRS milestone done...
19:11:53  <Yexo> given previous years probably in 2 days
19:12:25  <andythenorth> I see
19:12:25  <Yexo> might change of course if a serious bugs turns up before then
19:12:41  <andythenorth> that's when my baby was due to hit release 1.0 last year
19:12:53  <andythenorth> his trick was to come 7 weeks early
19:27:33  <Yexo> MinchinWeb: what do you think about these functions, would that be enough to determine what you need for town growth? http://devs.openttd.org/~yexo/ai_town_growth.diff
19:28:01  <Hirundo> andythenorth: Did I mention yet that FIRS is awesome :D ?
19:28:12  <andythenorth> :)
19:28:42  <andythenorth> it can be more awesome
19:28:44  <Hirundo> It's a long time since I've played a game for so long (120+ years and counting)
19:31:34  <andythenorth> yeah
19:31:35  <Hirundo> Of course, HEQS and UKRS also add healthy doses of awesomeness to the mix
19:31:45  <andythenorth> I'm playing 1850-2016
19:31:48  <andythenorth> I've not played so long in ages
19:31:53  <andythenorth> UKRS 2 helps
19:31:56  <andythenorth> and new FISH :)
19:32:07  <andythenorth> Hirundo: you using a nightly with the recyclables chain?
19:33:43  <Hirundo> no, 0.6.4
19:34:48  <Hirundo> I used (FISH) ships before but stopped because they couldn't handle the supplies stuff well (at least with my version)
19:35:08  <Hirundo> Compared to the gmund mog, everything else feels really wasteful
19:37:29  <Hirundo> Now I've boosted all my mines from 100 to 800t production and need to rebuild every inch of my network to cope
19:40:55  <andythenorth> he
19:41:02  <andythenorth> the nightly is 0.6.4 compatible
19:41:15  <andythenorth> feedback on the recycling chain would be useful
19:50:08  <Hirundo> I'll check it out later, got chores to do now :(
19:56:55  <Brot6> German town names - Revision 19:9f248632ab18: Fix: Actually use all dependent files when creating... (planetmaker) @ http://dev.openttdcoop.org/projects/german-townnames/repository/revisions/9f248632ab18
19:56:55  <Brot6> German town names - Revision 20:a5d6c0c9ce96: Add: Town sizes from 1970 for all towns with curren... (planetmaker) @ http://dev.openttdcoop.org/projects/german-townnames/repository/revisions/a5d6c0c9ce96
19:57:46  <Brot6> FIRS Industry Replacement Set - Revision 1904:04eabf4549d8: Change: improve appearance of Machine... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/04eabf4549d8
19:57:49  <andythenorth> mmm
19:57:51  <andythenorth> more contrast
20:16:28  <Brot6> German town names - Revision 21:9c7be5618396: Add: A few 'source' tables and table treatment scripts (planetmaker) @ http://dev.openttdcoop.org/projects/german-townnames/repository/revisions/9c7be5618396
20:16:28  <Brot6> German town names - Revision 22:46051ff55bde: Feature: Tripple the number of 'real' town names by... (planetmaker) @ http://dev.openttdcoop.org/projects/german-townnames/repository/revisions/46051ff55bde
20:29:58  <andythenorth> opengfx is missing a ground tile
20:30:03  <andythenorth> the mud tile with tracks on it
20:30:41  <planetmaker> hm?
20:30:50  <planetmaker> it can't really "miss" it
20:31:15  <andythenorth> well...wrt to original base set ;)
20:31:26  <andythenorth> so what....I should draw it? :o
20:31:44  <planetmaker> well. neither. But you could give the sprite number, so that one knows what you talk about
20:31:53  <planetmaker> base set sprite numbers are absolute
20:32:02  <andythenorth> ek minute
20:32:11  <andythenorth> 2022
20:38:16  <planetmaker> hm.... yes, might make sense to add tracks there. I'd not mind, if you supplied them ;-)
20:38:33  <andythenorth> they are a pita to draw, I tried once already :)
20:38:34  <andythenorth> but yes
20:39:15  <planetmaker> btw, do you know the convenient base sprite viewer: http://mz.openttdcoop.org/opengfx/newgrf.php?1=2000:2030
20:40:23  <andythenorth> planetmaker: can the 32bpp version with tracks be scaled?
20:40:27  <andythenorth> or does that suck?
20:41:25  <planetmaker> dunno, usually it sucks
20:41:46  <planetmaker> but I've not much experience with trying to get it nice. It's artists' work :-P
20:48:11  <planetmaker> andythenorth: what I wonder: you always align all things by the grid, also within the industries, including mobile stuff like vehicles, barrels and stuff. Might be interesting to break that at times
20:48:58  <andythenorth> slows down making + updating sprite sheets
20:49:08  <andythenorth> and also for date-sensitive graphics, snow etc
20:49:27  <andythenorth> and makes alternative layouts more complex
20:49:33  <andythenorth> but otherwise...a nice idea ;)
20:50:27  <planetmaker> I just looked at the new machine shop. It looks very nice. But it also looks like freshly cleaned and tidied for the visit of the ueber-boss prior to the Easter holidays
20:50:41  <Brot6> FIRS Industry Replacement Set - Feature #2483 (New): Draw tile 2022 for Opengfx (andythenorth) @ http://dev.openttdcoop.org/issues/2483
20:51:24  <andythenorth> ho
20:51:27  <andythenorth> and he
20:51:29  <planetmaker> in comparison e.g. the sand pit looks more 'natural' with its bending fence and dirt tracks
20:51:33  <Yexo> planetmaker: it might be interesting, but the work needed for that is not in any way interesting
20:51:45  <planetmaker> Yexo: I'm aware, yes :-)
20:51:48  <andythenorth> one day I might draw industry-specific ground tiles
20:51:51  <Yexo> to make it work properly you'd have to split the graphics at the tile boundaries and use multiple bounding boxes
20:52:07  <planetmaker> but putting e.g. a vehicle in 45° or a barrel might already have much effect and would not even affect much layout issues
20:52:34  <andythenorth> hmm
20:52:40  <andythenorth> maybe you're right
20:53:59  <Brot6> FIRS Industry Replacement Set - Feature #926 (Closed): Machine Shop graphics + anti-aliasing (andythenorth) @ http://dev.openttdcoop.org/issues/926#change-6423
20:54:33  <Brot6> FIRS Industry Replacement Set - Feature #2484 (New): Improve appearance of Glass Works (andythenorth) @ http://dev.openttdcoop.org/issues/2484
20:57:26  <andythenorth> good night
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22:29:11  <Brot6> CHIPS Station Set - Revision 86:073de268c36a: Feature #2473: display huts by track-tile exits (yexo) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/073de268c36a
22:30:48  <Brot6> CHIPS Station Set - Feature #2473: Display huts by track-tile exits (yexo) @ http://dev.openttdcoop.org/issues/2473#change-6424
22:47:37  <Brot6> CHIPS Station Set - Feature #2473: Display huts by track-tile exits (yexo) @ http://dev.openttdcoop.org/issues/2473#change-6425
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