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00:22:08 <Brot6> [nightlies] openSUSE API not reachable, sleep an hour and try again... 00:22:09 <Brot6> [releases] openSUSE API not reachable, sleep an hour and try again... 00:56:58 *** KenjiE20 has quit IRC 01:22:08 <Brot6> [nightlies] openSUSE API not reachable, sleep an hour and try again... 01:22:09 <Brot6> [releases] openSUSE API not reachable, sleep an hour and try again... 02:22:09 <Brot6> [nightlies] openSUSE API not reachable, sleep an hour and try again... 02:22:09 <Brot6> [releases] openSUSE API not reachable, sleep an hour and try again... 03:22:09 <Brot6> [nightlies] openSUSE API not reachable, sleep an hour and try again... 03:22:10 <Brot6> [releases] openSUSE API not reachable, sleep an hour and try again... 04:22:10 <Brot6> [nightlies] openSUSE API not reachable, sleep an hour and try again... 04:22:10 <Brot6> [releases] openSUSE API not reachable, sleep an hour and try again... 04:34:09 <Brot6> Bundles Update: g3661b828 2011-04-18 cargodist (http://bundles.openttdcoop.org/cargodist) 05:22:09 <Brot6> [nightlies] openSUSE API not reachable, sleep an hour and try again... 05:22:10 <Brot6> [releases] openSUSE API not reachable, sleep an hour and try again... 05:33:14 *** supermop has left #openttdcoop.devzone 05:57:45 *** andythenorth has joined #openttdcoop.devzone 05:57:54 *** andythenorth has left #openttdcoop.devzone 06:09:47 <Rubidium> dejavu! 06:22:10 <Brot6> [nightlies] openSUSE API not reachable, sleep an hour and try again... 06:22:10 <Brot6> [releases] openSUSE API not reachable, sleep an hour and try again... 07:22:10 <Brot6> [nightlies] openSUSE API not reachable, sleep an hour and try again... 07:22:15 <Brot6> [releases] openSUSE API not reachable, sleep an hour and try again... 10:43:39 *** KenjiE20 has joined #openttdcoop.devzone 11:01:52 <Brot6> OpenGFX+ Industries - Feature #2090: Snowaware forests (planetmaker) @ http://dev.openttdcoop.org/issues/2090#change-6556 11:02:56 <planetmaker> http://dev.openttdcoop.org/issues/2090#change-6556 <-- I'd like some feedback from Terkhen there :-) 11:09:16 <Terkhen> nice, let's see :) 11:09:52 <Terkhen> I almost had snow awareness working for oil wells, but the animation code was driving me mad 11:10:15 <planetmaker> don't you have? IIRC it works, doesn't it? 11:10:51 <planetmaker> at least I saw oil wells on both normal and snowy ground 11:11:36 <planetmaker> I actually used the oil wells as a guide :-P 11:11:49 <Terkhen> really? I don't remember finishing it :/ 11:11:55 <planetmaker> :-D 11:12:20 <planetmaker> it seems to work, but I did not check it too closely. But trees are a copy & paste and adopt version of it 11:12:50 <planetmaker> basically adding another way animations work 11:13:04 <planetmaker> and of course a different tile layout 11:13:09 <Terkhen> there are no commits related to snow aware oil wells 11:13:15 <planetmaker> hm... 11:13:30 <Terkhen> that makes me wonder what code have you been using as a guide :P 11:13:36 <planetmaker> I tested it jointly with ogfx+landscape... I wonder whether that provided it ;-) 11:13:53 <planetmaker> it's in the same file, though. Just a bit further down 11:14:20 <Terkhen> oh, I begin to understand what happened :) 11:14:24 <Terkhen> your patch includes mine 11:14:29 <planetmaker> :-D 11:14:32 <Terkhen> you probably had it applied when you started coding 11:14:40 <planetmaker> sorry, didn't notice that :-) 11:14:48 <planetmaker> I didn't look at the diff 11:15:04 <Terkhen> IIRC the snow awareness worked, but the oil rigs did not move correctly 11:15:15 <Terkhen> sometimes the animation was cut before it was finished 11:15:19 <planetmaker> they sometimes jumped back to 0 position IIRC 11:15:22 <planetmaker> yep 11:15:22 <Terkhen> yes 11:15:34 <planetmaker> I guess the same animation stuff as I applied could be used there, too 11:15:40 <planetmaker> then it will always finish a cycle 11:15:47 <Terkhen> Yx told me the right implementation, I fighted a bit to implement it without success and forgot about the patch 11:16:30 <planetmaker> forests works like: trigger + random + in 0 state? --> animate one cycle 11:17:01 * Ammler has also a little patch for pm: http://paste.openttdcoop.org/show/158/ 11:17:02 <Terkhen> what does 0xFD means? 11:17:24 <planetmaker> continue as usuall IIRC. 11:17:25 * planetmaker checks 11:17:55 <planetmaker> ah, no. "do nothing" 11:18:23 <Terkhen> since oil wells will use it too, IMO you could use a define similar to GROUNDSPRITE_NORMAL 11:18:24 <planetmaker> 0xFE is "continue" 11:18:39 <Terkhen> as usual, with a code example I finally understand what was I supposed to do :) 11:18:43 <planetmaker> NML should probably define that 11:21:02 <planetmaker> GROUNDSPRITE_NORMAL is an NML constant, too ;-) 11:22:29 <Terkhen> sorry, I meant GROUNDSPRITE_CLEAR 11:22:31 <planetmaker> hm, interestingly my diff knows that part already, too, Ammler ;-) 11:22:46 <planetmaker> I should always check the repo for virgin state :-P 11:23:38 <Ammler> hmm, I could setup a rewrite based on client :-) 11:24:02 <Brot6> OpenGFX+ Industries - Revision 13:46db912c9459: Fix: Wrong repository URL in readme and missing a... (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/46db912c9459 11:24:39 *** andythenorth has joined #openttdcoop.devzone 11:24:39 <Terkhen> planetmaker: if the animation works correctly, just remove the wrong oil wells code and commit it, then I can use your code to finish mine :) 11:25:07 <planetmaker> Well. It works. But is it what we want? 11:25:16 <planetmaker> Watch for a change a forest ingame :-) 11:25:20 <andythenorth> are you recoding oil well animation? 11:25:25 <andythenorth> FIRS needs that too :P 11:25:25 <planetmaker> andythenorth: yes 11:25:27 <planetmaker> and forests 11:25:34 <andythenorth> forest animation? The cutting? 11:25:34 <planetmaker> I thought of giving that back to FIRS then, too 11:25:40 <planetmaker> and snow-awareness 11:25:52 <andythenorth> FIRS forest is snow aware already :) 11:25:56 <andythenorth> and slope 11:25:58 <andythenorth> but lacks animation 11:26:08 <andythenorth> (would require insane number of tile action 2s currently) 11:26:15 <planetmaker> well. animation as in different growth stages and one is the cut down trees 11:26:22 <andythenorth> #2534 11:26:23 <Brot6> andythenorth: #2534 is http://dev.openttdcoop.org/issues/show/2534 "FIRS Industry Replacement Set - Feature #2534: Disable default hotel (town building) - #openttdcoop Development Zone" 11:26:43 <andythenorth> planetmaker: ^ the thinking with 2534 was to avoid inconsistency. If there are two kinds of hotel, it's confusing 11:26:48 <Terkhen> andythenorth: snow awareness and restoring the tile animation after breaking it with snow awareness :P 11:27:04 <planetmaker> ;-) 11:27:30 <andythenorth> the same 'confusing' could be applied to shops though 11:27:40 <andythenorth> and I'm not proposing disabling town shops 11:27:40 <Ammler> andythenorth: isn't your hotel a industry? 11:27:42 <andythenorth> yes 11:28:00 <Ammler> so the other hotel is "hidden" anyway 11:28:11 <planetmaker> andythenorth: ^ for that reason I don't think it's an issue 11:28:15 <andythenorth> well it will show up as 'hotel' under the info tool 11:28:17 <andythenorth> but that's it 11:28:21 <planetmaker> and it limits the available houses needlessly 11:28:24 <andythenorth> and I know it's there, most people probably don't 11:28:48 <planetmaker> the minimap and industry list will make clear as well as a tile query 11:28:59 <Ammler> well, you could make a nice 8bpp hotel for opengfx 11:29:12 <planetmaker> if there's no visual difference and you want to avoid confusion you must skip drawing in TTD style 11:29:20 <planetmaker> which would be sad ;-) 11:29:22 <Ammler> we use there a 32bpp convert which does not really fit the rest 11:30:52 <planetmaker> Terkhen: (or whoever likes to give feedback): I'd be especially interested in answers as of what should trigger animation for forests. 11:31:25 <Terkhen> aren't you just copying how the animation behaves on default forests? 11:31:48 <planetmaker> I'm not quite sure how it does. IIRC only when cargo is transported, right? 11:32:11 <Terkhen> I remember checking OpenTTD code to see how the oil wells animation worked, let me see if I can find it 11:32:16 <planetmaker> Which the code currently doesn't. But it's a more or less trivial change. 11:32:52 <Ammler> IMO, only animation, if transporting is a good idea 11:33:09 <Ammler> a kind of gift for setup the route :-) 11:33:29 <andythenorth> I will draw a hotel at some point, on a 1x2 layout 11:36:05 <Terkhen> planetmaker: the code for oil wells animation is on industry_cmd, line 638 11:36:27 <Terkhen> I don't see anything regarding forests there 11:40:48 <planetmaker> hm, so don't I. I previously checked through the files in src/table. And sure enough there's animation. But I didn't find the trigger 11:43:50 <andythenorth> fishing harbour: crates / no crates? 11:44:01 <andythenorth> http://www.tt-forums.net/viewtopic.php?f=26&t=41607&start=2440 11:44:02 <Webster> Title: Transport Tycoon Forums View topic - FIRS Industry Replacement Set - Development & Translations (at www.tt-forums.net) 11:44:05 <planetmaker> rather none than everywhere 11:44:08 <andythenorth> fine 11:45:03 <Ammler> ok, suse api error should only error now, if needed to build 11:45:43 <Terkhen> IMO the best would be less crates, and in random places 11:45:56 <andythenorth> easy to say 11:45:58 <andythenorth> hard to do :D 11:46:00 <planetmaker> yes, I suggested that yesterday ;-) 11:46:07 <Terkhen> then I agree with planetmaker :) 11:46:37 <planetmaker> I guess we only get that when we talk frosch into the new extended varaction2 layouts 11:46:49 <andythenorth> keep talking at him :P 11:47:16 <Ammler> doesn't the fishing harbor need a dock? 11:47:34 <Ammler> u* 11:47:36 <andythenorth> try adding one :P 11:47:39 <andythenorth> see what happens 11:47:49 <Ammler> ah 11:48:01 <andythenorth> I can give it a water station 11:48:06 <andythenorth> as per oil rig etc 11:48:10 <andythenorth> but it's just stupid 11:48:22 <Brot6> FIRS Industry Replacement Set - Revision 1971:0ca7f108d6c0: Change: remove crates from Fishing Ha... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/0ca7f108d6c0 11:48:31 <andythenorth> Ammler: needs new airports 11:49:01 <andythenorth> apart from graphics and some production code, FIRS is pretty much stuck due to limited nfo spe 11:49:02 <andythenorth> c 11:49:19 <andythenorth> there's plenty of work I can do, but some of it won't ship 11:49:33 <andythenorth> I'll keep going for a bit, but there'll be far fewer releases now 11:49:48 <andythenorth> and I might work on other stuff instead of building up a pile of unshipped work 11:49:48 <Ammler> FIRS 1.0 then :-) 11:49:56 <andythenorth> nah, it's not 1.0-worthy 11:50:03 <andythenorth> it's not 'good enough' yet 11:50:07 <andythenorth> it's still 'not done; 11:50:11 <andythenorth> ;) 11:50:31 <andythenorth> I can try patching ottd myself, but I just get very stuck very quickly every time I do that 11:50:39 <andythenorth> seems my skills are better direct to newgrf 11:50:44 <andythenorth> *directed 11:51:08 <planetmaker> nothing wrong with that :-) 11:51:40 <planetmaker> there are not many newgrf authors who talk to devs more than you ;-) 11:51:46 <andythenorth> I would rather be able to fix my own problems than have to ask for help 11:51:50 <Ammler> so you basically need the poonies done for FIRS 1.0? 11:51:54 <andythenorth> but I would hate working on something alone :P 11:51:56 <andythenorth> Ammler: yes 11:52:02 <planetmaker> and there are also few newgrf authors whose sets are play-tested as much by devs ;-) 11:52:27 <andythenorth> there's an easy win from extending var 68 for towns 11:52:33 <andythenorth> there's a patch for that already 11:52:49 <andythenorth> extended tile format would be incredibly useful, but mostly for eye candy 11:53:01 <planetmaker> :-) 11:53:08 <andythenorth> new airports would allow improvements to stations at water industries 11:53:27 <planetmaker> how do _air_ ports help with ports? 11:53:47 <planetmaker> different graphics / docking stations? 11:53:50 <andythenorth> the spec would allow more control over stations at water industries 11:54:04 <andythenorth> it would need more than airports demands, but not a lot more once airports are done 11:54:08 <andythenorth> actually delivering supplies to dredging site by chopper doesn't look that stupid 11:54:51 <Ammler> rotor should not stop at halt :-) 11:54:55 <andythenorth> well no 11:55:03 <andythenorth> with a state machine, that could be fixed 11:55:26 * andythenorth back to work 11:55:34 <andythenorth> tile layout would help the most people fastest 11:57:17 <andythenorth> and the sooner it's in trunk, the more installed base there'll be for it... 11:57:43 <andythenorth> I don't like releasing stuff that needs bleeding edge nightly :D 11:58:21 <planetmaker> while I understand that sentiment, it's also not that bad: it gets the nightlies tested :-P 11:58:36 <andythenorth> it does 11:59:36 <andythenorth> but it also makes a newgrf a bit 'leet' 11:59:43 <andythenorth> and produces fewer tests for said newgrf 11:59:57 <planetmaker> it does 12:06:56 <Terkhen> http://devs.openttd.org/~terkhen/screenshots/ogfx-landscape.png <--- why does this happen? (using 0.2.1) 12:07:27 <andythenorth> gremlins :P 12:07:32 <andythenorth> sun spots 12:07:34 <andythenorth> magnetic bees 12:08:24 <planetmaker> Terkhen, year < 1985 12:08:36 <Terkhen> hmm... okay 12:08:46 <Terkhen> makes sense :P 12:16:20 <planetmaker> the error message could be more descriptive. But then... you should not really be able to select it then... hm... 12:28:39 *** andythenorth has quit IRC 13:33:16 *** andythenorth has joined #openttdcoop.devzone 14:34:36 <Terkhen> http://devs.openttd.org/~terkhen/patches/index.php?source=ogfxplus/Feature_customizable_valuables_industry_chain.diff <--- customizable valuables chain 14:41:09 *** V453000 has quit IRC 14:41:29 *** V453000 has joined #openttdcoop.devzone 14:42:35 *** Yexo has quit IRC 14:42:59 *** Yexo has joined #openttdcoop.devzone 14:43:02 <planetmaker> hm, reads nice. I can give it a shot in a bit 14:43:13 <planetmaker> and why is our BNC closing connections? 14:43:42 <Yexo> that was the bnc? I was just wondering what it was 14:44:04 <planetmaker> well. Not sure. But "server closed connection" reads like it 14:44:14 *** DJNekkid has quit IRC 14:44:16 <Yexo> ah, right 14:44:59 *** DJNekkid has joined #openttdcoop.devzone 14:46:10 <Terkhen> planetmaker: ok :) 14:50:05 *** LordAro has joined #openttdcoop.devzone 14:51:54 <Terkhen> enabling both gold and diamonds at the same time does not make much sense, but it is easy to implement and someone might want to do it 14:56:23 <planetmaker> sure, why not 14:56:44 <planetmaker> they might be duplicate in their meaning. But still it adds to the game to transport both 14:57:49 *** andythenorth has left #openttdcoop.devzone 15:02:07 <Terkhen> their payments are also duplicated :) 15:02:32 <Terkhen> but if anyone wants to enable both he can 15:18:17 <planetmaker> Terkhen: why do the industries need re-defined random probabilities? 15:18:33 <planetmaker> also: line 101 of the patch is an unmotivated whitespace change. (should be 4 tabs and the rest white to get proper indentation) 15:19:16 <planetmaker> other than that: go for it. 15:19:37 <Terkhen> because by default the probabilities are only defined for the climates they usually apear on (http://wiki.ttdpatch.net/tiki-index.php?page=IndustryDefaultProps) 15:20:03 <Terkhen> ok, I'll fix that, thanks for the review :) 15:26:02 <Brot6> OpenGFX+ Industries - Revision 14:accf46486fb8: Feature: Customizable valuables industry chain. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/accf46486fb8 16:06:09 *** frosch123 has joined #openttdcoop.devzone 16:11:40 <Brot6> NewGRF Meta Language - Revision 1311:709a28dacb05: Doc/Fix: Documentation on industry tiles and t... (planetmaker) @ http://dev.openttdcoop.org/projects/nml/repository/revisions/709a28dacb05 16:12:32 <planetmaker> Terkhen: that GROUNDTILE_CLEAR can now be replaced by the NML constant GROUNDTILE_CLEARED ;-) 16:13:49 <Terkhen> great :) 16:14:10 <planetmaker> I found cleared clearer than clear as clear could be mixed up with normal 16:14:30 <planetmaker> everything clear? :-P 16:16:17 *** ODM has joined #openttdcoop.devzone 16:41:27 <Terkhen> hmm... that sentence is quite confusing, but I don't mind either CLEAR or CLEARED 16:42:00 <Hirundo> 'clear' would imply that the tile is free 16:42:36 <Hirundo> 'cleared' makes more obvious that it someone has been playing with dynamite 16:42:40 <planetmaker> it's the brown, bulldozed tile 16:42:44 * Hirundo is adding it to the docs 16:42:57 <planetmaker> hm, forgot that obviously 16:43:03 <planetmaker> :S 16:44:32 <Hirundo> Now exams are over, I should have time to jack up my NML commit count a bit 16:44:36 <Brot6> NewGRF Meta Language - Revision 1312:d78f908fceb5: Doc: Mention GROUNDSPRITE_CLKEARED in the docu... (Hirundo) @ http://dev.openttdcoop.org/projects/nml/repository/revisions/d78f908fceb5 16:45:55 <planetmaker> hm... nmlc: "src/industry_tile_definition.pnml", line 445: Unknown identifier 'CB_RESULT_NEXT_FRAME' 16:46:15 <planetmaker> why? 16:46:48 <planetmaker> http://devs.openttd.org/~planetmaker/patches/forest1.diff 16:48:14 <planetmaker> it doesn't like global constants for the default return values it seems 16:48:56 <planetmaker> it compiles fine when replaced by numbers 16:49:04 <planetmaker> and the same constant works elsewhere 16:49:23 <planetmaker> as return value for a specific variable value 16:51:06 <Hirundo> only for the default value? 16:51:28 <planetmaker> yes 16:51:42 <planetmaker> the same constant works for the other callback results 16:52:37 <planetmaker> you could take my patch and replace the default values by 0xFD or 0xFE. And it works. And in other placest they're used as default value 16:53:04 <Hirundo> I got the code in front of me now, indeed I can't find a reduce() call anywhere 16:55:21 <Hirundo> ...regression testing... 16:56:16 <Hirundo> btw, would it be possible to load the regression grfs into openttd and check for any errors (-d grf =1) during the testing process? 16:57:34 <planetmaker> yes and no. I guess it could be started with something like 1000 ticks and that's it and grep the debug output 16:57:52 <Brot6> NewGRF Meta Language - Revision 1313:fabb6a10249d: Fix: default value in a switch block was not r... (Hirundo) @ http://dev.openttdcoop.org/projects/nml/repository/revisions/fabb6a10249d 16:58:53 <planetmaker> hm, those nasty AI shall service a wood. And quick at that... 17:01:06 <Hirundo> I'll check later tonight, heading off for sports now 17:01:33 <planetmaker> enjoy the sports :-) 17:05:23 <planetmaker> anyway, thanks for the commit with the reduce(). It does the trick well 17:10:18 <Brot6> nml: update from r1309 to r1313 done - http://bundles.openttdcoop.org/nml/nightlies/r1313 17:17:49 <Brot6> chips: update from r132 to r133 done (1 errors) - http://bundles.openttdcoop.org/chips/nightlies/r133 17:17:52 *** Lakie has joined #openttdcoop.devzone 17:18:50 <Brot6> firs: update from r1964 to r1971 done - http://bundles.openttdcoop.org/firs/nightlies/r1971 17:19:12 <Brot6> ogfx-industries: update from r12 to r14 done - http://bundles.openttdcoop.org/ogfx-industries/nightlies/r14 17:19:46 <Brot6> ogfx-landscape: update from r58 to r59 done - http://bundles.openttdcoop.org/ogfx-landscape/nightlies/r59 17:19:54 <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r750), 32bpp-extra (r39), ai-admiralai (r75), ai-aroai (r32), ailib-common (r21), ailib-direction (r17), ailib-list (r32), ailib-string (r29), ailib-tile (r16), airportsplus (r73), basecosts (r25), belarusiantowns (r8), bros (r52), comic-houses (r71), fish (r617), frenchtowns (r6), german-townnames (r30), grfcodec (r828), heqs (r604), indonesiantowns (r41), manindu (r7), 17:19:54 <Brot6> metrotrackset (r56), narvs (r37), newgrf_makefile (r266), nml (r1313), nutracks (r185), ogfx-rv (r80), ogfx-trains (r237), ogfx-trees (r42), opengfx (r638), openmsx (r97), opensfx (r97), smts (r19), snowlinemod (r49), spanishtowns (r10), swedishrails (r198), swisstowns (r22), transrapidtrackset (r15), ttdviewer (r26), ttrs (r36), worldairlinersset (r671) 17:23:07 <Brot6> Following repos rebuilds successful without any difference to earlier nightlies builds: airportsplus (Diffsize: 1), belarusiantowns (Diffsize: 30), frenchtowns, german-townnames, indonesiantowns (1 errors) (Diffsize: 1), manindu (Diffsize: 1), narvs, newgrf_makefile, ogfx-rv (Diffsize: 7), ogfx-trains, spanishtowns (Diffsize: 1), swedishrails (Diffsize: 7), swisstowns (Diffsize: 156) 17:51:41 *** KenjiE20 has quit IRC 17:52:42 *** KenjiE20 has joined #openttdcoop.devzone 18:05:29 *** KenjiE20 has quit IRC 18:06:30 *** KenjiE20 has joined #openttdcoop.devzone 18:12:11 *** KenjiE20 has quit IRC 18:13:11 *** KenjiE20 has joined #openttdcoop.devzone 18:17:53 *** KenjiE20 has quit IRC 18:18:53 *** KenjiE20 has joined #openttdcoop.devzone 18:23:07 *** andythenorth has joined #openttdcoop.devzone 18:24:34 *** KenjiE20 has quit IRC 18:25:35 *** KenjiE20 has joined #openttdcoop.devzone 18:31:16 *** KenjiE20 has quit IRC 18:32:17 *** KenjiE20 has joined #openttdcoop.devzone 18:37:58 *** KenjiE20 has quit IRC 18:40:25 <Brot6> FIRS Industry Replacement Set - Bug #2539 (Confirmed): Recyclables cargo appears as regearing wit... (andythenorth) @ http://dev.openttdcoop.org/issues/2539 18:41:07 <Brot6> FIRS Industry Replacement Set - Bug #2540 (New): Recycling Depots built in 1881 (andythenorth) @ http://dev.openttdcoop.org/issues/2540 19:06:16 *** KenjiE20 has joined #openttdcoop.devzone 19:10:58 *** KenjiE20 has quit IRC 19:13:33 *** KenjiE20 has joined #openttdcoop.devzone 19:17:37 *** KenjiE20 has quit IRC 19:21:09 *** supermop has joined #openttdcoop.devzone 19:25:05 *** KenjiE20 has joined #openttdcoop.devzone 19:32:29 <andythenorth> george asked me to review graphics for ECS 19:32:35 <andythenorth> I'm not sure I should do that :o 19:32:44 <Brot6> FIRS Industry Replacement Set - Feature #2541 (New): Remove largest textile mill layout (andythenorth) @ http://dev.openttdcoop.org/issues/2541 19:32:56 <supermop> conflict of interest? 19:33:35 <andythenorth> more just that if I'm honest, it might hurt his feelings 19:33:56 <andythenorth> I am thick skinned, but I don't like criticism of graphics for some reason 19:34:02 <andythenorth> so I don't like to criticise others 19:38:34 <planetmaker> I quite understand that sentiment, andythenorth 19:38:38 <planetmaker> You're not the first whom he asks, though 19:38:54 <andythenorth> there's no easy way to see ECS graphics? 19:38:59 <andythenorth> ah...in game :m 19:40:47 <andythenorth> planetmaker: would you do it if asked? 19:42:27 <planetmaker> I rather not. For two reasons: for one: it's a HUGE task to review the entirety of ECS. And for 2nd it's a hightly subjective thing 19:42:45 <planetmaker> I gave some feedback, yes, I did that 19:42:57 <andythenorth> I'll give some feedback 19:43:00 <andythenorth> not comprehensive 19:43:05 <planetmaker> But... I think this question is asked too broadly... 19:43:09 <Ammler> I guess, it is easier to tell which ECS industry is nice and to tell every other needs rework 19:43:17 <planetmaker> I prefer the graphics by graphics approach of FIRS ;-) 19:43:53 <planetmaker> Nah, I think it has a lot of nice graphics. But it's its own style and not all is TTD. Most aren't. 19:43:54 <Ammler> almost none of them fits to another one 19:44:04 <planetmaker> TTD is not that much into animated details 19:44:07 <planetmaker> and uses more CC 19:44:43 <planetmaker> and it uses rather strong colour contrasts over small ones. 19:46:23 <planetmaker> and, actually, TTD style is also NOT industries with non-industry tiles in between which would fit a station 19:46:54 <planetmaker> so, the layout (shape and size) are also what make up TTD style 19:47:11 <planetmaker> ECS is partially too large for that 19:47:47 <Ammler> I don't see the need to make it "TTD compatible" 19:47:54 <planetmaker> and it uses a smaller version of FIRS' sand pit ;-) 19:48:00 <planetmaker> Ammler: so do I not see it either. 19:48:24 <Ammler> those industries are made for 256er maps 19:48:33 <andythenorth> ECS is mostly TTRS compatible 19:48:37 * andythenorth has been looking 19:48:38 <Ammler> openttd default is 1k 19:48:46 <andythenorth> as a style there's nothing wrong with it 19:48:51 <planetmaker> not at all 19:48:53 <andythenorth> but it won't fit SF original style 19:48:55 <Ammler> so industries can be 2 times bigger 19:49:06 <planetmaker> indeed. But I don't quite dare tell :-) 19:49:25 <planetmaker> Ammler: that'd not fit really. Other things don#t grow 19:49:47 *** KenjiE20 has quit IRC 19:49:59 <Ammler> also if andy would make firs ttd style, he would need to make most of his graphics uglier ;-) 19:50:07 <andythenorth> ? 19:50:15 <andythenorth> wrt industries maybe 19:50:23 <andythenorth> lots of default industry is actually quite ugly 19:50:28 <andythenorth> but the houses are beatiful 19:50:36 <Ammler> very monotone 19:50:36 <andythenorth> beautiful even 19:50:47 *** KenjiE20 has joined #openttdcoop.devzone 19:51:35 <andythenorth> I like ECS oil wells 19:51:49 <andythenorth> can't tell if they're pikka's or not 19:52:00 <Ammler> I like the coal mine 19:52:10 <andythenorth> ho 19:52:18 <andythenorth> the print works has a truck that drives in 19:52:20 <andythenorth> animation 19:52:26 <Ammler> and most tourist centers 19:52:57 <planetmaker> yes. But I don't like tourists ;-) 19:52:58 <Ammler> the castle is a bit oversized 19:56:29 *** KenjiE20 has quit IRC 20:23:59 *** Lakie` has joined #openttdcoop.devzone 20:25:00 *** Lakie has quit IRC 20:35:37 <andythenorth> Yexo: hi hi 20:35:44 <Yexo> evening andy 20:35:47 <andythenorth> CHIPS question... 20:36:02 <andythenorth> the 'quarry' tiles 20:36:04 <Yexo> I may not react quickly, I'm kinda busy right now 20:36:07 <andythenorth> np 20:36:13 <andythenorth> any time ;) 20:36:30 <andythenorth> would special casing them to show a digger instead of forklift be insane? 20:36:55 <andythenorth> allowing that they might also need to be date-aware at some point 20:37:12 <Yexo> special casing for digger instead of forklift is doable 20:37:22 <andythenorth> wise? 20:37:25 <Yexo> making them date-aware is a bit more work 20:37:33 <Yexo> wise? well, not sure 20:37:44 <Yexo> I think it's nice because it'll give a bit more variation 20:37:47 <andythenorth> date aware is probably more important than special casing for digger 20:37:58 <andythenorth> my 1880 game looks a bit odd :) 20:38:16 <Yexo> date-aware has some other "problems" 20:38:30 <Yexo> should it always take the date when the station was build or the current date 20:38:41 <andythenorth> I see the issue :| 20:38:51 <andythenorth> just have to choose one and live with it 20:39:07 <Yexo> and for "date when the station was build", is that the date that single tile is build or the "build_date" station var (which changes when you add a bus stop for example) 20:39:12 <andythenorth> ile has random bits? 20:39:15 <andythenorth> +t 20:39:15 <Yexo> yes 20:39:25 <andythenorth> current date + random offset? 20:39:33 <Yexo> fine 20:39:38 <andythenorth> is how FIRS will do it 20:39:40 <Yexo> random bits are already used though 20:39:46 <andythenorth> hmm 20:40:01 <andythenorth> we can use them again? 20:40:03 <Yexo> no problem to reuse them, but it might give effects that for example all forklift tiles change at a later date 20:40:14 <andythenorth> station has any random bits? 20:40:21 <Yexo> 16 20:40:30 <Yexo> +4 for every tile 20:40:47 <andythenorth> maybe all equipment in one station is upgraded at once? :D 20:41:00 <Yexo> that's no problem 20:41:13 <andythenorth> in FIRS the whole industry will probably have to change at once 20:41:14 <Yexo> random per station instead of per tile, that actually makes a lot more sense :) 20:41:28 <andythenorth> it won't look as good as random per tile 20:41:34 <andythenorth> I think the mix is more 'realistic' 20:41:38 <andythenorth> but screw that :P 20:42:30 <andythenorth> I'll probably find a few other things 20:42:36 <andythenorth> this is my first real CHIPS game :) 20:46:20 <andythenorth> I could do with a better farm station tile, but I've no idea what it would be 20:46:26 <andythenorth> currently using mud 20:57:09 *** frosch123 has quit IRC 20:57:38 <Brot6> HEQS "Heavy Equipment" Set - Bug #2542 (New): 45t Dorstfeld tram costs too much to run (andythenorth) @ http://dev.openttdcoop.org/issues/2542 21:07:17 <Brot6> OpenGFX+ Industries - Revision 15:6a76bbd70b5f: Feature #2090: Snow-aware forests with growth ani... (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/6a76bbd70b5f 21:08:14 <Brot6> OpenGFX+ Industries - Feature #2090 (Closed): Snowaware forests (planetmaker) @ http://dev.openttdcoop.org/issues/2090#change-6557 21:09:27 <Brot6> FIRS Industry Replacement Set - Revision 1972:ee6a8565a4b2: Fix: restrict availability date for R... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/ee6a8565a4b2 21:10:57 *** Lakiev2 has joined #openttdcoop.devzone 21:17:32 *** Lakie` has quit IRC 21:19:52 *** andythenorth has quit IRC 21:20:02 *** seberoth has quit IRC 21:20:02 *** dihedral has quit IRC 21:24:29 <Terkhen> planetmaker: maybe we should release a first version when snow aware oil wells are done 21:24:45 <planetmaker> might be an idea 21:26:30 <Terkhen> the remaining chains are related to the factory or the food processing plant (not trivial at all) 21:26:36 <planetmaker> in principle this set needs LOTS of climate / ground tile adoptions of many things 21:26:40 <Terkhen> there is also the water chain, but I just don't see the point 21:26:44 *** dihedral has joined #openttdcoop.devzone 21:27:04 <planetmaker> like temperate and arctic ground sprites for diamond mines etc 21:27:12 <planetmaker> esp. iron ore 21:27:15 *** seberoth has joined #openttdcoop.devzone 21:27:22 <Terkhen> hmm... true 21:27:39 <Terkhen> IMO most of the mines look nice, except above snowline 21:27:46 <Terkhen> (in all climates9 21:27:53 <planetmaker> yep. Which is also graphics work required 21:28:06 <planetmaker> actually all industries should become snow-aware 21:28:10 <planetmaker> (IMHO) 21:28:25 *** dihedral has quit IRC 21:28:25 *** seberoth has quit IRC 21:29:01 <Terkhen> that might be even more complicated than getting cargo sprites for opengfx+ rv :) 21:29:11 *** dihedral has joined #openttdcoop.devzone 21:29:32 <planetmaker> Terkhen: might also be easier. It might be something we even could do. 21:29:35 <Terkhen> coding wise it would not be much work: we already did almost all animated industries that are not toyland 21:29:41 *** seberoth has joined #openttdcoop.devzone 21:29:49 <Terkhen> hmm... I couldn't draw even to save my life :P 21:29:58 <planetmaker> but easier doesn#t mean it's little work 21:30:07 <planetmaker> he :-) 21:30:27 *** seberoth has quit IRC 21:30:27 *** dihedral has quit IRC 21:30:29 <planetmaker> well, I got already some iron ore mine sprites for different grounds 21:30:41 <Yexo> getting snow sprites for airports was not so hard 21:31:04 *** dihedral has joined #openttdcoop.devzone 21:31:08 <Terkhen> for industries that only require changing the ground it should be easy, but what for those that need more changes? 21:31:34 *** seberoth has joined #openttdcoop.devzone 21:31:37 <planetmaker> hm... no, I actually separated the mine from the ground 21:32:05 <planetmaker> which would be good enough actually 21:33:19 *** dihedral has quit IRC 21:33:19 *** seberoth has quit IRC 21:33:32 <planetmaker> http://devs.openttd.org/~planetmaker/patches/oremine.png 21:33:57 *** dihedral has joined #openttdcoop.devzone 21:34:27 <planetmaker> adding some snow on roofs is not that hard either 21:34:27 *** seberoth has joined #openttdcoop.devzone 21:34:29 *** dihedral has quit IRC 21:34:29 *** seberoth has quit IRC 21:34:41 <Terkhen> hmmm... I don't understand those sprite sheets at all 21:35:00 <planetmaker> I once did a snowy version of the FIRS sand pit. Takes a bit time, but... 21:35:07 <Terkhen> some sprites have both part of the building and the ground 21:35:20 <planetmaker> that's copied straight from opengfx. 21:35:36 <Yexo> Terkhen: in those cases there is no building, the building is blend in with the ground 21:35:46 <Yexo> you'll notice the difference when you make bulidings invisible in-game 21:38:17 <planetmaker> yes. quite not nice, if you ask me ;-) 21:38:19 <Terkhen> hmm... with the iron ore mine I don't notice any difference between transparent / non transparent 21:38:35 *** dihedral has joined #openttdcoop.devzone 21:39:06 *** seberoth has joined #openttdcoop.devzone 21:40:03 <planetmaker> that's the point ;-) 21:40:10 *** dihedral has quit IRC 21:40:10 *** seberoth has quit IRC 21:40:52 <planetmaker> it's basically a 4x4 ground-tile only industry 21:41:18 <planetmaker> the additional sprites are building stages 21:41:33 <Terkhen> other industries such as the sawmill or the coal mine behave better in transparent mode 21:41:43 <planetmaker> separating ground and building is something OpenGFX+ Industries could also do ;-) 21:41:48 <planetmaker> yes 21:42:09 <planetmaker> I'm quite unhappy with the steel plant. 21:43:19 *** dihedral has joined #openttdcoop.devzone 21:43:49 *** seberoth has joined #openttdcoop.devzone 21:45:21 <planetmaker> however now I'm happy with my bed and with a good night :-) 21:45:35 <Terkhen> enjoy it, good night planetmaker :) 21:48:57 *** dihedral has quit IRC 21:48:57 *** seberoth has quit IRC 21:49:27 *** dihedral has joined #openttdcoop.devzone 21:49:57 *** seberoth has joined #openttdcoop.devzone 21:49:59 *** ODM has quit IRC 21:59:15 *** Lakiev2 has quit IRC 22:01:07 *** dihedral has quit IRC 22:01:07 *** seberoth has quit IRC 22:01:19 *** dihedral has joined #openttdcoop.devzone 22:02:07 *** seberoth has joined #openttdcoop.devzone 22:04:49 <dihedral> \o/ ssl cert in znc ;-) 22:06:20 <Ammler> :-) znc does not need a restart to load the cert :-P 22:08:38 <dihedral> what?? 22:08:44 <dihedral> arg 22:09:01 <dihedral> i hope that's a joke ^^ 22:09:35 <dihedral> snap 22:09:55 <dihedral> well - i hope the cert is fine now for a year :-D 22:13:19 <Ammler> it isn't :-) 22:13:33 <Ammler> the cert will be checked on every call again 22:13:39 <dihedral> shoot 22:13:45 <dihedral> well, thanks for that hint ^^ 22:13:59 <dihedral> do you by any chance know why my webadmin interface is broken? 22:14:01 <Ammler> well, according to psychon as I tested my cert :-P 22:14:32 <dihedral> by the way: https://www.startssl.com/ 22:14:34 <Webster> Title: StartSSLâ„¢ Certificates & Public Key Infrastructure (at www.startssl.com) 22:14:34 <Ammler> (psychon is the main dev of znc) 22:14:35 <dihedral> you might like them ;-) 22:14:50 <Ammler> yes, we use those for longer already 22:14:55 <dihedral> ^^ 22:15:02 <dihedral> i am considering the class 2 id check 22:15:14 <dihedral> in order to get wild card certs 22:15:24 <Ammler> it is the only valid free cert available 22:15:38 <dihedral> yes 22:15:54 <Ammler> I don't need wildcard certs, a new cert is made within 5mins 22:16:07 <Ammler> for new domains it needs 1-4 hours 22:17:58 <dihedral> yes, but i want to be able to run multiple stuff on one ip 22:18:07 <Ammler> SNI 22:18:15 <dihedral> yes, that would be the other option 22:18:30 <Ammler> works quite well, we run our stuff that way 22:19:10 <Ammler> one issue is that python < 3 doesn't support SNI :-) 22:19:35 <Ammler> so I had to set push.openttdcoop.org as default ssl server 22:20:04 <Ammler> but why do you care about IPs? I thought you bought a whole network? 22:20:40 <dihedral> 'just' a /27 :-P 22:20:52 <Ammler> :-P 22:21:08 <Ammler> we have 3 22:21:22 <dihedral> i'd try to get my hands on another one if i need more :-D 22:21:51 <dihedral> i do not mind paying the extra 40 eur setup 22:21:57 <Ammler> well, I rather would like to setup ipv6 22:22:04 <dihedral> that too 22:28:08 <dihedral> ops - think i just killed my web server 22:37:25 <dihedral> anyway - good nights :-) 22:38:44 <Ammler> knught 23:06:23 *** LordAro|2 has joined #openttdcoop.devzone 23:12:05 *** LordAro has quit IRC 23:29:16 *** yorick_ has joined #openttdcoop.devzone 23:35:00 *** yorick has quit IRC 23:39:05 *** LordAro|2 has quit IRC