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00:20:06 *** KenjiE20 has quit IRC 04:34:10 <Brot6> Bundles Update: g42842995 2011-04-25 cargodist (http://bundles.openttdcoop.org/cargodist) 06:18:06 *** andythenorth has joined #openttdcoop.devzone 06:32:57 *** andythenorth has quit IRC 06:42:15 *** andythenorth has joined #openttdcoop.devzone 06:49:20 <andythenorth> planetmaker: Ammler got a query about version numbers 06:49:26 <andythenorth> also morninnk 06:49:36 <andythenorth> I want to do a CHIPS release 06:49:52 <andythenorth> it's a small update, and I don't want to consume all the 0.x versions 06:49:58 <andythenorth> is 0.4.5 sane? 06:50:12 <andythenorth> probably not :P 06:50:40 *** ODM has joined #openttdcoop.devzone 06:51:38 *** TheODM has joined #openttdcoop.devzone 06:56:23 <andythenorth> it should be 0.5 I guess 06:56:54 <Rubidium> nah, just 0.4.5.... just to follow OpenTTD's releasing (mis)numbering 06:57:12 <andythenorth> yay 06:57:34 * andythenorth wants to arrive at a perfect 1.0 :P 06:57:36 <andythenorth> http://en.wikipedia.org/wiki/Teleology 06:57:37 <Webster> Title: Teleology - Wikipedia, the free encyclopedia (at en.wikipedia.org) 06:58:52 *** ODM has quit IRC 07:45:51 * andythenorth had better do CHIPS 0.5 :P 07:47:32 <planetmaker> andythenorth: if it's really small... why not 0.4.1? 07:47:33 <Brot6> CHIPS Station Set - Revision 137:2abbd633472f: Change: update changelog prior to 0.5 release (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/2abbd633472f 07:47:40 <planetmaker> ok, nvm :-P 07:49:05 <andythenorth> 0.4.1 seems like a bug fix release 07:49:09 <andythenorth> whereas this is features :) 08:04:54 <andythenorth> planetmaker: the tunnels are supposed to be stone, or concrete? 08:05:50 <planetmaker> hm, I drew them as concrete with a stone portal. 08:13:14 <andythenorth> planetmaker: the pieces along the sides - with black verticals - fences or stones? 08:13:46 <planetmaker> stones 08:14:25 <andythenorth> ok 08:14:31 <andythenorth> give me a few more minutes... 08:14:40 <planetmaker> it could also be completely stone... But the original inspiration looks like stone and concrete to me, too (see 'old'). 08:32:53 <andythenorth> planetmaker: the original is not 100% gpl? :P 08:33:04 <andythenorth> I think it may have borrowed some of the ttd portal 08:33:30 <andythenorth> I take that back 08:33:35 <andythenorth> it's just similar 08:33:58 * andythenorth would have done the same thing if drawing tunnels 08:36:41 <planetmaker> andythenorth: it's 100% GPL. Especially of what I showed. I drew completely from scratch. And Irwe as well. So... 08:36:49 <andythenorth> yarp 08:36:56 * andythenorth needs more coffee 08:37:02 <andythenorth> planetmaker: http://tt-foundry.com/misc/se_tunnels.png 08:37:06 <andythenorth> not sure it's much better :P 08:37:48 <andythenorth> it's technically more correct 08:37:50 <planetmaker> The metal tube? ;-) 08:37:54 <andythenorth> but may not be pleasing 08:38:21 <andythenorth> well... 08:38:22 <andythenorth> :) 08:38:37 <andythenorth> the shading for 'rock' in TTD is about the same as the shading for 'metal' 08:38:45 <andythenorth> I have one idea 08:38:58 <andythenorth> but tbh, the portals need fixing better to make it look good 08:39:19 <planetmaker> yes. I didn't manage to get 'perfect' stones, just 'mediocre' level. I know 08:39:32 <planetmaker> I'm not really satisfied with my stones there either 08:39:36 <planetmaker> Irwe did it better 08:42:28 <planetmaker> I specifically made the concrete much less 'shiny', avoiding (most) of its bright colours (as you can see in the intermediate step, I was there already, even more polished metal tubes) 08:42:35 <planetmaker> to my big surprise I have to admit 08:44:39 <planetmaker> I get more and more the feeling I should learn some more pixel pushing... OpenGFX needs some fresh pixels 08:44:59 <planetmaker> but most people find improving those graphics boring it seems... :-( 08:45:07 * andythenorth is trying to learn pixel pushing 08:45:08 <planetmaker> and yes, it's more lengthy path 08:45:16 <planetmaker> haha @ andythenorth :-) 08:45:29 <planetmaker> you're one of this community pixel pushing wizards ;-) 08:46:30 <andythenorth> I am constantly correcting my own mistakes :P 08:47:22 <planetmaker> yep. you wouldn't be a 'wizard', if you weren't self-critical ;-) 08:49:04 <Hirundo> Yexo: problem is that it makes the NML output invalid, giving problems when adding named parameters to the regression test 08:51:14 <planetmaker> andythenorth: do you have 'ready-made' textures for certain materials which you then 'just' re-use? 08:52:46 <Brot6> Swedish Rails - Revision 199:95c34a83d1a2: Codechange: Rename a parameter (planetmaker) @ http://dev.openttdcoop.org/projects/swedishrails/repository/revisions/95c34a83d1a2 08:55:15 <Brot6> Swedish Rails - Revision 200:7dc1e5aabfd1: Doc: Update readme a bit and add the recommended way o... (planetmaker) @ http://dev.openttdcoop.org/projects/swedishrails/repository/revisions/7dc1e5aabfd1 09:01:54 *** LordAro has joined #openttdcoop.devzone 09:03:34 <andythenorth> planetmaker: no 09:03:40 <andythenorth> I copy what simon foster did generally 09:03:54 <andythenorth> if I'm stuck, I look at TTD graphics until I find something to adapt 09:04:10 <andythenorth> I've no originality wrt art style 09:04:14 <andythenorth> nor do I want any :) 09:06:41 <planetmaker> well, still you do ;-) 09:07:11 <planetmaker> but still you might have a collection of texture to use on certain occasions. But ... maybe not :-) 09:07:31 <planetmaker> I just wondered whether that's possible when I tried to shade the tunnels 09:08:52 <andythenorth> planetmaker: one alternative is to use the other concrete colour 09:08:53 <andythenorth> http://tt-foundry.com/misc/se_tunnels.png?1 09:09:00 <andythenorth> currently it looks gold 09:09:03 <andythenorth> but that could be fixed 09:09:16 <andythenorth> I flood-filled so the portals are also that colour 09:09:46 <planetmaker> how do you flood-fill with a paletted image? Photoshop does that? 09:10:10 <planetmaker> that's something I need to figure out how to colour translate one selection of colours to another, I guess 09:11:05 <andythenorth> I just use paint bucket in photoshop 09:11:12 <andythenorth> it can be contiguous or not 09:11:28 <andythenorth> i.e. replace all pixels of that colour, or just those adjoining current 09:15:01 <andythenorth> planetmaker: if you want to do it in grey - there are some shades to avoid 09:15:28 <planetmaker> the bluish ones ;-) 09:15:29 <andythenorth> there is one range of 8 greys that has some purple / blue in it, they will always look shiny 09:15:31 <andythenorth> yarp 09:15:47 <andythenorth> I have to fix that whenever I update a FIRS building :P 09:15:52 <planetmaker> I started wrong and had to re-do everything 09:15:54 <andythenorth> they're barely used in TTD as far as I can see 09:16:03 <planetmaker> :-) 09:17:14 <andythenorth> for the portals - you could look at TTD maglev portal 09:20:41 <Brot6> Example NewGRF Project - Revision 284:ea2ead055976: Fix: [NML] Don't try to scan non-existing fil... (planetmaker) @ http://dev.openttdcoop.org/projects/newgrf-makefile/repository/revisions/ea2ead055976 09:20:59 <planetmaker> yes, that's a quite good one 09:32:30 <Brot6> Swedish Rails - Revision 201:951613753d52: Change: [Makefile] Update to r284 (planetmaker) @ http://dev.openttdcoop.org/projects/swedishrails/repository/revisions/951613753d52 10:00:54 <Brot6> Swedish Rails - Feature #1223 (Closed): Improved fences (planetmaker) @ http://dev.openttdcoop.org/issues/1223#change-6600 10:16:33 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/patches/index.php?source=ogfxplus/010_Add_Custom_chain_logic.diff <--- the logic for industry tiles is finished and works for the "default" cases 10:16:50 <Terkhen> but I don't want to repeat those huge chains of conditions again on the industries (as I need to change both acceptances) 10:17:49 * planetmaker suggests to make use of NML r1317 ;-) - but that doesn't change the logic, of course 10:17:52 <Terkhen> IMO creating new condition files for both the food processing plant and the factory is worth in this case 10:17:59 <Terkhen> hmm... let me check that r 10:18:44 <Terkhen> oh, that is quite nice :) 10:20:01 <planetmaker> yes, that's complex enough to warrant a separate file 10:21:01 <Terkhen> ok, I'll move them and add the industry acceptance changes :) 10:21:17 <Terkhen> I wonder if someone will complain that the accepted cargos don't appear in the same order 10:21:35 <Terkhen> I just wrote everything in an arbitrary order 10:33:58 <Terkhen> :O 10:34:04 <Terkhen> I forgot an important something 10:34:21 <Terkhen> conflicting industry types should change too :/ 10:41:14 <Terkhen> this is getting quite longer than I expected :/ 10:41:29 *** KenjiE20 has joined #openttdcoop.devzone 10:42:03 <planetmaker> he... I just finished reading through. Looks good so far, though 10:42:16 <Terkhen> ok, thanks :) 10:47:19 <Terkhen> heh, and for wood, I have to check if either industry_lumber_mill or industry_forest is the conflicting one 10:48:04 <Brot6> Nutracks - Bug #2566 (New): High speed track graphics (planetmaker) @ http://dev.openttdcoop.org/issues/2566 11:23:57 <Ammler> andythenorth: you can also release CHIPS 0.1234.0, you aren't limited to 9 per 1.0 releases 11:24:16 <Ammler> pre* 12:00:06 <planetmaker> http://devs.openttd.org/~planetmaker/patches/coasts.png <-- way to go? 12:01:34 <Ammler> planetmaker: I like it but i would like shorter shores everywhere 12:01:50 <Ammler> (not just on those problematic tiles) 12:01:52 <planetmaker> could be done, yes 12:02:12 <planetmaker> well, sure, they'd be adjusted. That's why I have old and new in one image. I only messed with a few 12:02:17 <Ammler> current shores could then be part of ogfx+ 12:02:18 <planetmaker> All are problematic at one stage 12:02:25 <planetmaker> how could they? 12:02:31 <planetmaker> OpenGFX+ would make it worse 12:02:42 <planetmaker> I consider this change a fix 12:03:13 <Ammler> oh, ok :-) 12:03:46 <planetmaker> I mean, currently it looks ugly in the corners. And there's also no newgrf-way to fix it 12:04:29 <planetmaker> If there were... then yes. But then, the extra newgrf already uses whatever is possible 12:04:48 <Ammler> planetmaker: you can work around it with proper terraforming 12:06:08 <planetmaker> terraforming? 12:06:12 <Ammler> I wouldn't call current shores buggy, just it can cause glitches on wrong usage :-) 12:06:43 <planetmaker> oh, they happen a lot. Just take a fjord-ish landscape. Or many fractal islands 12:06:54 <planetmaker> Which by no means "wrong" to use 12:07:44 <Ammler> yeah, in that case, I wouldn't use the ogfx+ 12:08:06 <Ammler> just the shorter shores from default set 12:08:08 <planetmaker> well, but these things happen in auto-generated landscapes 12:08:48 <Ammler> well, change it if you can and see if people ask for the old big shores 12:11:05 <planetmaker> they might already exist in the existing (old) OpenGFX terrain (or however that is called) newgrf 12:12:12 <Ammler> if people would still like it, it would be nice to get those seperately 12:17:44 <planetmaker> yes, quite 12:18:08 <planetmaker> They could be easily kept as option in OpenGFX+ Landscape. It's a HUGE grf so far anyway 12:40:52 *** Doorslammer has joined #openttdcoop.devzone 13:11:12 *** andythenorth has quit IRC 13:42:14 *** Doorslammer has quit IRC 13:42:47 *** Doorslammer has joined #openttdcoop.devzone 13:44:27 *** LordAro has quit IRC 13:45:59 *** LordAro has joined #openttdcoop.devzone 13:50:15 *** Doorslammer has quit IRC 14:40:54 <Brot6> OpenGFX - Revision 641:a681251d8cc5: Change: Significantly improved transparency and building sta... (planetmaker) @ http://dev.openttdcoop.org/projects/opengfx/repository/revisions/a681251d8cc5 14:41:44 <planetmaker> amazing what a re-slicing can do 14:42:02 <Terkhen> :) 14:43:17 <planetmaker> http://devs.openttd.org/~planetmaker/patches/steelmill.png <-- the unbearable transparency of it bothered me for long. Quite a bit better now 14:44:41 <Terkhen> quite better :) 14:44:53 <Terkhen> it looks as if it has been bombed, though 14:46:11 <planetmaker> :-D 14:46:35 <planetmaker> It's the initial construction stage basically what I use as transparent view. Right now. Could be changed to not show the walls at all, I guess 14:46:56 <Terkhen> it looks fine :) 14:47:30 <planetmaker> Most work was actually to puzzle together the building parts from various sprites. It was not using the concept of ground / building at all - even though it's one of the few industries which actually consequently for all tiles use it 14:47:36 <planetmaker> which is VERY nice 14:49:04 <planetmaker> most unfortunately don't use it (much). Which makes it sometimes a PITA 14:49:52 <planetmaker> but you're right. In transparent view the walls should go entirely 14:50:42 <Terkhen> I was just joking, I don't mind the walls :P 14:51:02 <planetmaker> nah, honestly you're right :-) 14:51:34 <planetmaker> the concept of transparency is - usually in this game, at least TTD - to just show a black ground where a building was and the normal one where not 14:55:37 <Terkhen> but IMO showing a bit of the wall allows you to know where are the buildings placed 14:56:15 <planetmaker> sure. But if you look at houses, or e.g. the farm: the house ground area is ptich black. The rest is normal ground 14:56:51 <Terkhen> hmm... true 14:57:04 <planetmaker> which IMHO is a good concept 14:58:43 <planetmaker> hm... I should look at the farm, too. It has many ground tiles. They all look the same currently 15:00:26 <Terkhen> these changes are for OpenGFX or OpenGFX+? 15:00:40 <planetmaker> OpenGFX 15:01:01 <Terkhen> ok :) 15:01:04 <planetmaker> but OpenGFX+ will, of course, also profit from better base sprites 15:01:42 <planetmaker> but it's clear how I got there ;-) 15:03:29 <Terkhen> :) 15:08:34 <Brot6> OpenGFX+ Industries - Feature Request #2562: Ground aware "stranger" industries (planetmaker) @ http://dev.openttdcoop.org/issues/2562#change-6601 16:07:26 *** Lakie has joined #openttdcoop.devzone 16:10:26 *** KenjiE20 has quit IRC 16:11:27 *** KenjiE20 has joined #openttdcoop.devzone 16:18:08 *** KenjiE20 has quit IRC 16:19:24 *** KenjiE20 has joined #openttdcoop.devzone 16:24:05 *** KenjiE20 has quit IRC 17:09:55 <Brot6> nml: update from r1318 to r1320 done - http://bundles.openttdcoop.org/nml/nightlies/r1320 17:17:45 <Brot6> chips: update from r136 to r137 done (1 errors) - http://bundles.openttdcoop.org/chips/nightlies/r137 17:18:51 <Brot6> firs: update from r1985 to r1986 done - http://bundles.openttdcoop.org/firs/nightlies/r1986 17:19:16 <Brot6> newgrf_makefile: update from r283 to r284 done - http://bundles.openttdcoop.org/newgrf_makefile/nightlies/r284 17:19:46 <Brot6> nutracks: update from r185 to r186 done - http://bundles.openttdcoop.org/nutracks/nightlies/r186 17:20:01 <Brot6> ogfx-industries: update from r44 to r45 done - http://bundles.openttdcoop.org/ogfx-industries/nightlies/r45 17:21:02 <Brot6> opengfx: update from r640 to r641 done - http://bundles.openttdcoop.org/opengfx/nightlies/r641 17:21:25 <Brot6> swedishrails: update from r198 to r201 done - http://bundles.openttdcoop.org/swedishrails/nightlies/r201 17:21:27 <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r750), 32bpp-extra (r40), 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), grfpack (r279), heqs (r605), indonesiantowns (r41), 17:21:27 <Brot6> manindu (r7), metrotrackset (r56), narvs (r37), nml (r1320), ogfx-landscape (r60), ogfx-rv (r80), ogfx-trains (r237), ogfx-trees (r42), openmsx (r97), opensfx (r97), smts (r19), snowlinemod (r49), spanishtowns (r10), swisstowns (r22), transrapidtrackset (r15), ttdviewer (r26), ttrs (r36), worldairlinersset (r671) 17:23:30 <Ammler> planetmaker: http://bundles.openttdcoop.org/newgrf_makefile/nightlies/r284/log/newgrf_makefile-r284-devzone.err.log <-- now we need to fix the file files ;-) 17:24:05 <planetmaker> hm, better yes ;-) 17:24:30 <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, ogfx-landscape, ogfx-rv (Diffsize: 7), ogfx-trains, spanishtowns (Diffsize: 1), swisstowns (Diffsize: 156) 17:24:39 <Ammler> but else my change seems to work 17:24:57 <Ammler> and you have now a easy way to check locally 17:25:52 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/patches/index.php?source=ogfxplus/010_Add_Custom_chain_logic.diff 17:25:58 <Terkhen> I ended up ignoring conflicting industries for now 17:26:09 <Terkhen> I'll be back later :) 17:26:22 <planetmaker> k, enjoy :-) 17:26:30 <planetmaker> ignoring conflicting industries for now is fine with me 17:35:32 <Brot6> Example NewGRF Project - Revision 285:b1d56da1e0b2: Fix: 'nightly' isn't part of filename anymore (Ammler) @ http://dev.openttdcoop.org/projects/newgrf-makefile/repository/revisions/b1d56da1e0b2 17:37:01 <planetmaker> ^ ty, Ammler 17:38:19 <Ammler> btw. you can close #2499, I forgot to do that with commit and I am not member of that project 17:38:20 <Brot6> Ammler: #2499 is http://dev.openttdcoop.org/issues/show/2499 "Example NewGRF Project - Feature #2499: new bundle compression xz - #openttdcoop Development Zone" 17:38:49 <Ammler> I really should not commit something non .devzone to projects I am not member of 17:38:56 <planetmaker> I think I'm going to 'steal' soonish some sprites from FIRS... boxes, lumber, whatever on a ground tile ;-) 17:39:41 <planetmaker> indeed. But you didn't today 17:40:02 <Ammler> well, that is ok, isn't? 17:40:24 <Ammler> but the pull from ogfx yesterday was outside 17:40:46 <Ammler> I had your permission :-P 17:41:23 <planetmaker> yes, of course. The joke failed as it was just brot mentioning the issue and not you commiting something 17:41:33 <planetmaker> you should check the project's members :-P 17:42:07 <planetmaker> my jokes all fail today. I should only do serious stuff 17:42:09 <Brot6> Example NewGRF Project - Feature #2499 (Closed): new bundle compression xz (Ammler) @ http://dev.openttdcoop.org/issues/2499#change-6602 17:43:19 <Ammler> he, also the xz adding showed me some nice features of make 17:43:27 <planetmaker> yes? :-) 17:43:46 <Ammler> the whole "automatic" dependency stuff is quite nice 17:44:06 <planetmaker> well, that is what is make made for :-) 17:44:09 <planetmaker> that's why I use it 17:44:29 <planetmaker> something which takes much longer to teach any kind of script 17:45:29 <planetmaker> it's powerful, but definitely has its bear traps as well 17:47:01 <Lakie> relative paths.. 17:49:16 <Ammler> well, the whole templating stuff we use it for is not perfect :-) 17:52:17 <Ammler> also what confuses me is which commands are make, which are shell 17:52:59 <Ammler> e.g. this is a riddle: TEST_FILES = $(basename $(shell ls *.nml)) 17:53:14 <Ammler> (from http://dev.openttdcoop.org/projects/nml/repository/entry/regression/Makefile) 17:54:23 <planetmaker> :-) $(basename ...) is a valid shell syntax. and $(shell ...) is there the argument to basename 17:54:38 <planetmaker> thus test_files are the filenames without paths 17:54:47 <planetmaker> iirc that's what basename does 17:54:51 <Ammler> and without extension? 17:55:22 <planetmaker> maybe, dunno :-) 17:56:23 <planetmaker> he, actually yes. 17:56:25 <planetmaker> http://www.gnu.org/s/hello/manual/make/File-Name-Functions.html 17:56:27 <Webster> Title: File Name Functions - GNU `make' (at www.gnu.org) 17:56:36 <Ammler> so not shell 17:57:02 <planetmaker> $(shell ...) is the only way to execute shell commands 17:57:10 <Ammler> ok 17:57:31 <Ammler> because you defined shell? 17:58:05 <planetmaker> well, you have the usual search path. But you don't have the in-built functions available without $(shell ...). And ls clearly is in-built ;-) 17:58:06 <Ammler> hmm, there is no shell= in that makefile 17:58:15 <planetmaker> it gets that from the environment 17:58:50 <Ammler> hmm, also not case sensitive? 17:59:03 <Ammler> as I don't have a shell, but a SHELL 18:02:49 <Terkhen> planetmaker: I'll re-add the default conflicting industries for now and commit :) 18:03:10 <planetmaker> ok :-) 18:03:12 <Terkhen> the other combinations of conflicting industries can be introduced slowly with each new parameter 18:03:21 <Terkhen> I'm sure this will break something, let's find what :) 18:03:36 <planetmaker> Ammler: the var names themselves might not be case sensitive. 18:03:42 <planetmaker> hehe :-) 18:15:11 <Brot6> OpenGFX+ Industries - Revision 46:8cba4e59c3f0: Add: Underlying logic for custom chains related t... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/8cba4e59c3f0 18:15:35 <Terkhen> there 18:15:50 <Terkhen> the parameters to make it work can be done for the next release :) 18:17:04 <planetmaker> ok :-) 18:17:11 <planetmaker> you want to make the release? 18:18:25 <planetmaker> http://devs.openttd.org/~planetmaker/patches/make_changelog.sh <-- I use that for getting a first version of a changelog 18:18:48 <planetmaker> otherwise it will have to wait till I finished batteling the factory 18:19:07 <planetmaker> same graphical issue as steel mill. Just worse 18:19:26 <Terkhen> ok :) 18:19:31 *** KenjiE20 has joined #openttdcoop.devzone 18:20:34 <Terkhen> oh, translations are missing :) 18:20:50 <planetmaker> hm... right 18:21:33 *** KenjiE20 has quit IRC 18:23:27 <planetmaker> I'll add German 18:24:26 <Terkhen> ok, I'm on spanish right now 18:31:16 <planetmaker> added 18:31:34 <Ammler> planetmaker: hg id -n | cut -d+ -f1 -> hg parent --template="{rev}" 18:31:36 <Brot6> OpenGFX+ Industries - Revision 47:c78ffcf6675d: Change: Update German translation (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/c78ffcf6675d 18:31:51 <Terkhen> ok :) 18:32:09 <Terkhen> heh... 18:32:11 <Terkhen> I forgot hg add 18:32:20 <planetmaker> add? 18:32:27 <planetmaker> what does need adding? 18:32:33 <planetmaker> oh.. :-) 18:33:21 <Terkhen> is there any extension to mercurial that does some kind of intelligent patching? most of my errors while committing are caused by missing adds 18:33:37 <Ammler> mq 18:33:54 <Ammler> how can you use hg without :-) 18:34:17 <Terkhen> I'm always using it, but not on the repository I use to commit 18:34:32 <Terkhen> when I use patch -p1 -i ... I always forget to add the files 18:34:43 <Ammler> that is exactly the repo, where it is most useful :-) 18:35:23 <Ammler> specially together with qimport, qfinish etc. 18:36:15 <Terkhen> if I used qfinish then my typical error would be wrong commit messages :) 18:36:20 <Ammler> simply never use patch 18:36:30 <Ammler> use qimport or import 18:37:16 <Ammler> you can also add commit messages etc. to the patch 18:38:12 <Brot6> OpenGFX+ Industries - Revision 48:3f841c79a8e3: Fix (r46): Add missing files. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/3f841c79a8e3 18:38:14 <Ammler> the way you edit hg history btw. 18:38:25 <LordAro> Ammler: do you have a (shell) script for automatically cloning ottd trunk repo? 18:38:44 <Ammler> LordAro: why do you need that? 18:38:59 <Ammler> openttd.org does already offer hg repo 18:39:11 <Ammler> or you can use hgsubversion convert from hg.openttdcoop.org 18:39:40 <Ammler> but that is acutally only interesting, if you have commit rights :-) 18:40:08 <LordAro> see last couple of conversations in #openttd - automatically cloning an hg repo 18:40:17 <Terkhen> that's too much commands to learn; I just need a patch command that automatically adds new files to the repo :) 18:40:29 <Ammler> Terkhen: then use import 18:40:39 <Ammler> hg help import 18:40:49 <Terkhen> thanks, that's the command I need :) 18:41:16 <Ammler> export does the opposite, if you like to extract something 18:41:21 <Ammler> before push 18:41:32 <Ammler> but not strip :-) 18:42:23 <Ammler> LordAro: I do a hourly hg pull svn://svn.openttd.org 18:43:29 <LordAro> but what about hg.openttdcoop.org? that must do it automagically? 18:43:45 <Ammler> yes, read a line before :-) 18:43:58 <Brot6> OpenGFX+ Industries - Revision 49:5a349c15f978: Codechange: Add ANY_GRAIN_ENABLED constant. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/5a349c15f978 18:44:01 <Ammler> a cronjob runs that hourly pull from svn 18:44:38 <Ammler> or when the mq releases request it 18:45:02 <LordAro> i thought you meant manually :) can i see the script? 18:45:24 <Ammler> he, it is one line: "hg pull svn://svn.openttd.org" 18:45:34 <Ammler> that in a cronjob 18:45:58 <Ammler> what did you expect 18:47:55 <Brot6> OpenGFX+ Industries - Revision 50:68a8a5989397: Change: Update Spanish translation. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/68a8a5989397 18:53:48 <Terkhen> oooh... long changelog 18:54:11 <Terkhen> planetmaker: the script displays only the changes since the last release? 18:54:58 <Terkhen> yes it does, it is quite nice :) 19:02:37 *** frosch123 has joined #openttdcoop.devzone 19:05:00 <LordAro> Ammler: something to do with timings... 19:07:42 <Ammler> LordAro: tell what you need and you get it, don't make riddles :-) 19:09:49 *** andythenorth has joined #openttdcoop.devzone 19:10:31 <planetmaker> by default it does, yes. you can also specify a specific range -rXXX:YYY 19:14:38 <planetmaker> it also sorts by category 19:15:21 <Brot6> FIRS Industry Replacement Set - Revision 1987:125663d2958a: Change: work-in-progress to improve W... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/125663d2958a 19:24:26 <LordAro> Ammler: how the script (or another one) automatically runs every hour 19:24:36 <Ammler> cron 19:24:58 <Ammler> that is the unix scheduler 19:25:10 <Ammler> no idea, how such things are done with windows 19:25:48 <Ammler> LordAro: why do you want such thing? 19:25:53 <Ammler> that is quite useless 19:26:08 <Ammler> just run hg pull before you start working and run hg push when done 19:26:34 <Ammler> no need to run scheduler on a working desktop 19:27:15 <Ammler> specially as a working pc is usually not running 24/7 19:27:53 <LordAro> i would forget :) 19:28:07 <Ammler> yes, you should 19:29:00 <Ammler> you really should consider to switch to linux, windows is not useable to work, just for gaming 19:29:12 <andythenorth> or the fruit flavour OS 19:29:15 <Ammler> (and office) 19:30:11 <LordAro> Ammler: i am currently on ubuntu :P 19:30:20 <Ammler> well, osx is also a kind of unix :-) 19:30:33 * planetmaker shamelessly stole FIRS sprites ;-) 19:30:51 <Ammler> planetmaker: you can't :-P 19:31:25 <planetmaker> sure I can :-) 19:31:36 <Ammler> oh, so you won't credit it? 19:31:42 <Ammler> ' 19:31:42 <andythenorth> planetmaker: should I go somewhere and identify my work? 19:31:45 <planetmaker> of course I will 19:31:54 <planetmaker> andythenorth: yep, I'm afraid 19:31:57 <planetmaker> ;-) 19:32:15 <andythenorth> I'll just trawl the entire forum now then looking for it 19:33:04 <planetmaker> http://devs.openttd.org/~planetmaker/patches/factory.png <-- find the FIRS sprite ;-) 19:33:14 <planetmaker> it's actually only half a sprite 19:33:34 <planetmaker> but I might 'steal' more 19:33:43 <planetmaker> I need something for the empty tile for the built-up factory 19:34:22 <andythenorth> the lumber? 19:34:24 <andythenorth> that's ISR 19:34:25 <planetmaker> yup 19:34:37 <andythenorth> think mart3p drew that 19:34:39 <andythenorth> maybe 19:34:47 <andythenorth> the crates are BenK I think 19:34:50 <planetmaker> well, boxes + lumber. I copied it from the furniture factory 19:46:25 <planetmaker> andythenorth: the parts in the machine shop are your creation? 19:48:01 <planetmaker> http://devs.openttd.org/~planetmaker/patches/factory.png <-- revised OpenGFX factory? 19:49:13 <andythenorth> the steel is mart3p 19:49:32 <andythenorth> it's all GPL anyway :) 19:50:28 <planetmaker> hm... and / or I add a crane to the construction stage 19:50:38 <planetmaker> let's look through TTRS ;-) 19:51:10 <andythenorth> there are cranes there 19:51:16 <planetmaker> I know :-) 19:51:20 <andythenorth> my crane is somewhat over-used 19:51:31 <Terkhen> planetmaker: http://paste.openttdcoop.org/show/166/ <--- just so you know, some strings appear twice 19:53:07 <planetmaker> hm, yes. But one should edit the changelog. Like "Update changelog for 0.1.0" should not be part. And Codechanges which related to changes between the version should probably also not be mentioned 19:54:06 <planetmaker> nor 'add missing files' ;-) 19:54:17 <planetmaker> which I usually have to delete from each changelog :-P 19:54:35 <Terkhen> yes, I was going to delete them anyways :) 19:55:29 <Terkhen> 0.2.0 or 0.1.1? 19:55:37 <planetmaker> but I don't see a string twice? 19:55:44 <planetmaker> 0.2 is appropriate IMHO 19:56:12 <Terkhen> planetmaker: the ANY_GRAIN_ENABLED one 19:56:27 <planetmaker> oh, thanks, missed that 19:56:32 <Terkhen> codechanges should probably be filtered out anyways 19:56:42 <planetmaker> probably yes 19:57:44 <Terkhen> do we need to update the Graphics part of the credits? 19:57:45 <planetmaker> but the script is mostly just a quick hack ;-) 19:58:09 <planetmaker> hm, actually good point, yes 19:58:19 <Terkhen> I'm thinking that a revised version of that script could go into scripts/ for all ogfx+ projects :) 19:59:32 <planetmaker> Gold mine is by Zephyris, modified by me. Same for diamond and iron ore. oil well is mentioned as 2006TTD, right? 19:59:58 <Terkhen> yes 20:00:33 <planetmaker> forest has no new graphics, so that is ok 20:01:12 <planetmaker> and if you feel like: "Feature: Animation for diamond mine" 20:01:45 <planetmaker> It was an easy c&p from the gold mine, but is not really mentioned in the commit log. Same graphics, same mechanism. Default graphics show the same, but still. 20:02:11 <Terkhen> ok, I'll add it to the changelog and update the credits in the next one 20:02:27 <planetmaker> ty :-) 20:03:09 <Ammler> hmm, what is the optimized nml for? nmlc --nml? 20:03:16 <Terkhen> http://paste.openttdcoop.org/show/168/ <--- do you see anything else missing? 20:13:51 <planetmaker> The change for transparency of the diamond mine does not apply wrt 0.1.0 20:14:39 <planetmaker> and the same holds afaik true for the last line "Fix: Replace all building tiles..." 20:14:40 <Hirundo> Ammler: It's mainly a prerequisite for the nfo -> nml conversion 20:15:36 <Terkhen> ok, removed 20:15:45 <planetmaker> But no, nothing missing as far as I see :-) 20:15:49 <planetmaker> A nice list of features 20:16:00 <Terkhen> yes, it is bigger than the fixes :) 20:18:57 <Brot6> OpenGFX+ Industries - Revision 51:cc9a2ac58440: Doc: Update changelog. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/cc9a2ac58440 20:18:57 <Brot6> OpenGFX+ Industries - Revision 52:792fc4586d49: Doc: Update credits. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/792fc4586d49 20:19:30 <Brot6> FIRS Industry Replacement Set - Revision 1988:0a3148c08fcb: Change: further work-in-progress to i... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/0a3148c08fcb 20:19:30 <Brot6> OpenGFX+ Industries - Revision 53:9c51d0eb3916: Added tag 0.2.0 for changeset 792fc4586d49 (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/9c51d0eb3916 20:20:02 <Brot6> ogfx-industries: update from 0.1.0 to 0.2.0 done - http://bundles.openttdcoop.org/ogfx-industries/releases/0.2.0 20:21:32 <Brot6> CHIPS Station Set - Revision 138:26ab407ca917: Added tag 0.5 for changeset 2abbd633472f (andythenorth) @ http://dev.openttdcoop.org/projects/chips/repository/revisions/26ab407ca917 20:21:42 <Brot6> chips: update from 0.4 to 0.5 done (1 errors) - http://bundles.openttdcoop.org/chips/releases/0.5 20:22:50 <Terkhen> release day? :) 20:25:56 <andythenorth> yarp 20:26:00 <andythenorth> done, done, onto the next one 20:26:03 <andythenorth> mostly yexo 20:26:13 <andythenorth> although yours truly added some plants 20:26:18 <andythenorth> not hard 20:28:21 <andythenorth> now on banaananananaananans 20:29:47 <Terkhen> ogfx+ industries too :) 20:33:07 <planetmaker> release day :-) 20:33:21 <Terkhen> planetmaker: already on bananas, I'm updating the thread 20:33:46 * andythenorth ponders redrawing textile mill some more 20:34:03 <andythenorth> it's like a wobbly tooth 20:34:09 <andythenorth> you know you should leave it alone... 20:34:15 <andythenorth> ...but you push it anyway 20:34:51 <planetmaker> http://devs.openttd.org/~planetmaker/patches/factory.png <-- better construction stage? 20:35:07 <planetmaker> Sweet, Terkhen :-) 20:35:27 * andythenorth has heavy equipment envy 20:36:32 <andythenorth> ooh 20:36:33 <Terkhen> you have a lot of heavy equipment already, who is causing your envy? :P 20:36:40 <andythenorth> that's a nice crane ;) 20:36:46 <andythenorth> you can never have too much 20:36:56 <Terkhen> then is greed, not envy :) 20:37:12 <planetmaker> :-P 20:37:21 <andythenorth> planetmaker: can you open .psd? 20:37:25 <planetmaker> It's a nice crane. But doesn't fit very well there... 20:37:56 <Terkhen> oh, I somehow missed the image 20:38:09 <Terkhen> IMO it looks great, planetmaker :) 20:38:16 <planetmaker> andythenorth: mac can read it. 20:38:20 <Terkhen> but maybe one or two would be enough 20:38:26 <Brot6> FIRS Industry Replacement Set - Revision 1989:6d91fef246a3: Add: png file for default constructio... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/6d91fef246a3 20:38:48 <andythenorth> a long time ago, before we started even coding, I drew some default construction tiles for FIRS 20:38:52 <planetmaker> Terkhen: yes, would. But the factory is actually 4 tiles. Used for each square 20:38:53 <andythenorth> they're not great 20:38:58 <Terkhen> the one in the upper part would have a hard time getting out of there once the building is created :) 20:39:06 <Terkhen> s/created/finished/ 20:39:13 <planetmaker> It can drive out between chimney and building 20:39:52 <Terkhen> oh, ok :) 20:39:57 <andythenorth> lift it out with another crane 20:40:13 <andythenorth> drive it through the factory 20:40:25 <Terkhen> an even bigger crane 20:40:36 <planetmaker> http://devs.openttd.org/~planetmaker/patches/factory2.png <-- transparency shows there's just enough space. If hardly so 20:40:41 <andythenorth> http://hg.openttdcoop.org/firs/raw-file/6d91fef246a3/sources/misc_graphics/default_construction_state/default_construction_state.png 20:41:08 <planetmaker> Hm... thouse are nice tiles, too 20:41:09 * andythenorth wonders if that ground tile might be repurposed elsewhere 20:41:21 <andythenorth> opengfx sorely needs that nice mud+tracks tile 20:41:29 <planetmaker> Hm, so you guys like the crane and the factory with it? 20:42:01 <andythenorth> yes, why not :) 20:42:05 <andythenorth> players will like it 20:42:25 <andythenorth> honestly, the crane is fine 20:42:31 <planetmaker> then I'll go with it 20:42:39 <andythenorth> I wouldn't look too closely at the origin of the yellow girder it's lifting 20:43:06 * andythenorth is having a funny day about sprites that look like original 20:43:06 <planetmaker> why? 20:43:13 <planetmaker> he 20:43:28 * andythenorth must be suppressing guilt about stealing so much ttd paper mill for textile mill 20:43:54 <andythenorth> every pixel was drawn from scratch, but there was a fair amount of looking at 1600% zoom 20:44:27 <andythenorth> there is a visual distortion actually 20:44:33 <planetmaker> :-) 20:44:42 <andythenorth> there is a black – piece above the girder 20:44:54 <andythenorth> if that was adjusted to \ or / it would look better 20:44:57 <planetmaker> the alternative would be http://devs.openttd.org/~planetmaker/patches/factory3.png - but a crane might be nicer indeed 20:45:24 <planetmaker> eh... screen moved 20:45:49 <planetmaker> now it shows the 'old' construction stage 20:46:06 <Terkhen> it is better with the crane :) 20:46:25 <planetmaker> ok :-) 20:46:28 <andythenorth> new ground tile would be the best improvement you could make now 20:47:59 *** TheODM has quit IRC 20:49:20 <andythenorth> hmm 20:49:31 * andythenorth can't resist trying to improve that factory :| 20:50:05 <andythenorth> 1px dark grey line along base of all buildings would tie it to ground better 20:51:05 <andythenorth> along with dark red 1px line just above the grey 20:51:34 <andythenorth> and two dark red lines where the roof meets the walls 20:51:39 <andythenorth> each 1px 20:51:43 <andythenorth> one lighter than next 20:52:51 <andythenorth> meh 20:53:00 <andythenorth> it would be faster to do than describe :P 20:53:31 <andythenorth> but then nobody else learns :D 20:56:45 <planetmaker> :-D 20:56:48 * planetmaker wants to learn that 20:57:10 <andythenorth> got time now? 20:57:39 <planetmaker> I was about to head to bed, but I guess a bit time: yes 20:58:37 <andythenorth> ok 20:58:58 <planetmaker> so... grey base you say? 20:59:14 <andythenorth> yup 20:59:23 <andythenorth> needs to be subtle 20:59:36 *** frosch123 has quit IRC 21:02:17 <andythenorth> planetmaker: zeph's sprites are generally quite low in contrast 21:02:43 <andythenorth> there isn't enough variation between light and shade areas 21:03:09 <andythenorth> he also fell victim to the lie that light comes from the right in ttd 21:03:23 <andythenorth> but fixing all the roofs and shadows is a big project :( 21:04:05 <andythenorth> whoever wrote on TTDP wiki that light is from right has done newgrf a big disservice 21:04:18 <planetmaker> hm, say again, where comes light from? 21:04:39 <andythenorth> bottom right 21:04:43 <andythenorth> but imagine it's very high up 21:04:54 <andythenorth> look at ttd sprites and it's obvious 21:05:01 <andythenorth> looking at land sprites makes it most obvious 21:05:04 <andythenorth> but also buildings 21:05:10 <andythenorth> and it makes senes 21:05:25 <andythenorth> I realised that you'd always light an isometric game from bottom left or bottom right 21:05:45 <andythenorth> that way the face of building that player sees most will be nicely lit 21:05:53 <andythenorth> otherwise player will always be looking at shadows 21:06:10 <andythenorth> which are more (a) not as pretty and (b) cost more for your artists to draw :P 21:06:17 <andythenorth> so beauty + economics in harmony :D 21:07:37 <planetmaker> hehe 21:08:31 <andythenorth> anyway... 21:08:34 <andythenorth> I digress 21:08:57 <andythenorth> fixing the roof would be possible 21:09:11 <andythenorth> I did it for several FIRS buildings recently 21:12:02 <andythenorth> planetmaker: what tool are you drawing with? 21:14:25 <planetmaker> http://devs.openttd.org/~planetmaker/patches/factory2.png <-- yes, looks better 21:14:28 <planetmaker> I use gimp atm 21:14:45 <planetmaker> and I place the pixels currently individually 21:15:02 <andythenorth> for the best 21:15:20 <andythenorth> do you have a paint bucket or flood-fill tool? 21:15:22 <planetmaker> photoshop did not install on my mac 21:15:25 <planetmaker> yes, I do 21:15:27 <andythenorth> thought so 21:15:40 <andythenorth> gimp is pretty comprehensive when I last tried about 7 years ago :P 21:15:46 <planetmaker> :-P 21:15:53 <andythenorth> ok 21:16:03 <andythenorth> another thing zeph does is use a few too many shades imo 21:16:28 <planetmaker> I meanwhile know the keyboard shortcuts for many often-used things... ;-) 21:16:42 <andythenorth> there are some red / cherry shades in the brick that would be better removed 21:16:53 <planetmaker> shift+b is paint bucket, with shift+click fill all selection with ctrl+click fill with bk colour 21:17:00 <planetmaker> hm, yeah, maybe 21:17:11 <planetmaker> the noisy part by him 21:17:46 <andythenorth> there are only about 4 cherry shades, but they should all be swapped for the other brick colours 21:19:01 <andythenorth> the noise on this building is entirely resolvable :) 21:19:08 <andythenorth> with not too much work 21:19:49 <planetmaker> also in the horizontal stripe around the building? 21:21:00 <andythenorth> yep 21:21:05 <andythenorth> paint that flat grey 21:21:21 <andythenorth> I used the shade that is rgb 168 168 168 21:21:28 <andythenorth> or hex A8A8A8 21:21:39 <andythenorth> on the RH face 21:21:54 <andythenorth> and then darker on LH face... 21:22:14 <planetmaker> you're now talking about the whole stripe? 21:25:19 <andythenorth> the white element 21:29:34 <planetmaker> http://devs.openttd.org/~planetmaker/patches/factory2.png <-- current status 21:35:06 <andythenorth> planetmaker: here's mine ;) 21:35:06 <andythenorth> http://tt-foundry.com/misc/factory_tweaks.png 21:35:15 <andythenorth> only the bottom left 'module' is tweaked 21:35:35 <andythenorth> I ended up changing quite a lot :) 21:37:03 <andythenorth> wonder if we could diff :P 21:38:20 <planetmaker> http://devs.openttd.org/~planetmaker/patches/factory.png <-- my current png file for sprites 21:39:40 <andythenorth> did the building change height? :o 21:41:58 <planetmaker> uhm... sorry. yes 21:42:09 <planetmaker> I adjusted the z offset by 2px 21:42:22 <planetmaker> was needed for the foundations to match properly 21:42:30 <andythenorth> ho 21:42:36 <andythenorth> diff is tricky then :) 21:43:05 <andythenorth> try this :D http://tt-foundry.com/misc/factory_tweaks.png?1 21:43:13 <andythenorth> the lines indicate changes ;) 21:43:36 <planetmaker> changes in what? 21:43:49 <andythenorth> tweaks to areas of building 21:43:51 <andythenorth> from left... 21:44:06 <andythenorth> white line is solid, not bitty (you did that) 21:44:11 <planetmaker> it didn't move left / right. 21:44:31 <planetmaker> ah... nvm me 21:44:34 <andythenorth> :) 21:44:44 <andythenorth> yes, my method is not obvious 21:44:46 <planetmaker> please go on 21:45:00 <andythenorth> second line from left shows change to roof edge highlight 21:45:10 <andythenorth> third line shows blending of base of building 21:45:20 <andythenorth> (too much blending makes it blurry / odd) 21:45:32 <andythenorth> 4th line shows change to roof top highlight 21:45:48 <andythenorth> 5th line shows change to roof front edge highlight 21:46:01 <andythenorth> 6th is white line - you got that 21:46:19 <andythenorth> 7th line shows removal of roof right edge highlight 21:46:40 <andythenorth> that one could have been left, but it looked better to me to remove it 21:47:05 <andythenorth> 8th line shows I fixed line of roof. It was completely garbled and so looks wrong 21:47:24 <andythenorth> 9th line shows I fixed line of windows 21:47:44 <andythenorth> I think someone accidentally shifted part of the building here at some point, it's all 2px too high 21:48:05 <andythenorth> I also added shadow under roof line at that point (and everywhere else) 21:48:19 <planetmaker> oh... that jump there 8/9 is probably wrong sprite offsets 21:48:21 <andythenorth> 10th line - I moved all windows down so lowest window matches other 21:48:24 <andythenorth> ah 21:48:29 <andythenorth> that would explain it partially 21:48:37 <andythenorth> yes 21:48:41 <planetmaker> http://devs.openttd.org/~planetmaker/patches/factory.png <-- see how it is cut 21:48:44 <andythenorth> that is the problem 21:49:15 <andythenorth> 11th line is more shadow 21:49:21 <andythenorth> that one is optional 21:49:42 <andythenorth> 12th line - I redrew the inset wall to be cleaner 21:50:18 <andythenorth> 13th line (final) matched to ground. Inset wall is also notched in by 1px. Usually looks better (not always) 21:50:49 <andythenorth> I didn't fix the big wrong shadow where the buildings join 21:50:58 <andythenorth> nor the windows on the SE face 21:51:05 <andythenorth> which are too dark by miles 21:51:22 <andythenorth> nor the roof on the RH building 21:51:27 <andythenorth> which is lit from wrong side 21:51:51 <andythenorth> umm 21:51:53 <andythenorth> that's it :) 21:53:18 <planetmaker> :-) 21:53:26 <andythenorth> hope that helps ;) 21:53:37 <planetmaker> yep, it does. Thank you a bunch 21:53:43 <andythenorth> most of the noisy ones are fixable 21:53:52 <andythenorth> the noise can be minimised quite fast 21:53:59 <andythenorth> the houses are less easily fixed 21:54:14 <andythenorth> but the industry can be improved 21:55:10 <planetmaker> Lots of work, if that all shall be fixed 21:56:00 <andythenorth> it would be worth bringing industry up to level of airports, tropic town buildings, ground tiles, trees, roads... 21:56:12 <planetmaker> quite so. yes 21:56:41 <andythenorth> anyway, bed time 21:56:43 <andythenorth> good night 21:56:48 <planetmaker> exactly. good night 21:56:53 <planetmaker> Well, I guess I'll check in the factory as is now and continue tomorrow with stuff :-) 21:57:13 *** andythenorth has quit IRC 22:02:46 <Brot6> OpenGFX - Revision 642:3cf0f77c03f5: Change: Re-touch and re-slice factory, improving esp. the tr... (planetmaker) @ http://dev.openttdcoop.org/projects/opengfx/repository/revisions/3cf0f77c03f5 22:05:29 <Ammler> planetmaker: you forgot to fix the sprite numbers :-P 22:05:48 <planetmaker> Yes and no. 22:06:42 <planetmaker> the numbers partially still refer to the numbered sprites in the png 22:07:12 <Ammler> well, you need the number in the grf to search for it 22:08:21 <Ammler> for the image, you have xpos/ypos 22:14:48 <planetmaker> I documented all sprite numbers 22:15:01 <planetmaker> not by sprite. But for every 4 or 3 22:15:18 <planetmaker> and you know where to look, if you have the filename 22:15:22 <Brot6> OpenGFX - Revision 643:225a3d0496bf: Add: Sources to factory (planetmaker) @ http://dev.openttdcoop.org/projects/opengfx/repository/revisions/225a3d0496bf 22:15:22 <Brot6> OpenGFX - Revision 644:896f307a31e3: Change: [Makefile] Update to makefile r284 (planetmaker) @ http://dev.openttdcoop.org/projects/opengfx/repository/revisions/896f307a31e3 22:16:10 <planetmaker> use the nfo, if you need it continuously numberd ;-) 22:16:33 <planetmaker> using the xpos / ypos is FAR more time-consuming than the single sprite# in front 22:16:43 <planetmaker> which is also written visually in the image 22:17:31 <Ammler> planetmaker: would be nice to have 22:17:39 <Ammler> e.g. grep -r 2153 ./sprites working 22:17:51 <planetmaker> it works on the nfo 22:18:03 <planetmaker> compile once and do that. comments are kept 22:18:12 <Ammler> I just mentioned it because you edited it and maybe you remember next time 22:18:33 <Ammler> it is not worth to make a massedit for it 22:18:59 <planetmaker> It should not be done a mass-edit. It must at least be as well documented as the factory to be of use 22:19:30 <Ammler> yep, that is why I mention it, well on the factory you could "fix" it 22:19:37 <planetmaker> and as said: the sprite number as in opengfx' source is often written in the png. And that is imensely useful to see 22:19:49 <planetmaker> the x/y doesn't help there 22:20:03 <Ammler> you really look at those numbers? 22:20:14 <planetmaker> yes. All the time when adjusting sprites 22:20:43 <Ammler> hmm, you need those numbers to find the sprite in the nfo or in the png? 22:20:50 <planetmaker> to match nfo and png 22:21:05 <planetmaker> e.g. when sizes need adjustment 22:21:25 <Ammler> yes, but then you have the nfo 22:21:32 <Ammler> with x and ypos 22:21:41 <planetmaker> the number 42 is written in the png. 22:21:52 <Ammler> yep, but you don't search for 42 in the image 22:21:54 <planetmaker> to find that is easy in a prominent place 22:22:02 <Ammler> you have the image and you search for 42 in the nfo 22:22:08 <planetmaker> looking for x/y somewhere in the middle of many numbers takes FAR more time 22:22:19 <Ammler> use gimp 22:22:23 <planetmaker> I do 22:22:40 <planetmaker> what do you think I did most of today? 22:22:45 <Ammler> :-) 22:23:08 <planetmaker> a number written on the image next to the sprite is VERY useful, if found also in the nfo 22:23:11 <Ammler> you have x and y pos of the cursor 22:23:17 <planetmaker> not good enough 22:23:25 <Ammler> :-o 22:23:33 <planetmaker> not quick enough 22:23:43 <planetmaker> with the cursor I have to search with the mouse 22:23:47 <Ammler> well, then you should mention that in the ticket 22:23:52 <planetmaker> with the numbers I have one glance and I know 22:24:18 <Ammler> I thought we quite agreed on changing sprite numbers 22:24:42 <planetmaker> yes, we did. And I could have, probably then should have, written the real sprite numbers in the png 22:24:52 <Ammler> nah 22:24:52 <planetmaker> then it's a non-issue 22:24:56 <planetmaker> yes. 22:25:10 <planetmaker> or the wrong sprite numbers as comment in the nfo 22:25:48 <Ammler> well, you could list the sprites as comment in the nfo, indeed 22:26:32 <planetmaker> or that way. Doesn't matter really which way round 22:27:57 <Ammler> well, the nfo should have the sprite number, that would be nice and what we agreed once, it would make searching a single sprite much easier 22:28:17 <Ammler> else you need to count and calculate :-) 22:28:44 <planetmaker> In this case you need to calculate exactly x+0 ... x+3 22:28:47 <planetmaker> not too difficult 22:29:00 <planetmaker> :-) 22:29:12 <Ammler> 1+1 is already too difficult :-P 22:30:15 <Ammler> well, I see your reason, better do it that way as no way ;-) 22:36:01 <planetmaker> indeed I forgot about the sprite numbers, well, next time hopefully ;-) 22:36:17 <planetmaker> adding the real sprite numbers to the png is IMHO best 22:38:50 <Ammler> from nfo->png is no need, and the other way is no need for me but feel free :-P 22:39:03 <planetmaker> oh, there is need nfo->png :-) 22:39:27 <planetmaker> which sprite now has white and which is it? #2594 22:39:29 <planetmaker> hm... ? 22:39:33 <Ammler> no, there you really should use x/y from nfo, don't tell me that is harder 22:39:41 <planetmaker> well, I do. 22:39:45 <planetmaker> it is 22:40:00 <Ammler> ah, I see 22:40:12 <planetmaker> it takes at least twice as long to go by x/y, if not 3 or 4 times 22:40:12 <Ammler> well, you don't commit such thing :-P 22:40:31 <Ammler> and those numbers are for later, not when you work on it 22:40:49 <Ammler> then you are obviously faster with whatever 22:41:05 <planetmaker> well, the numbers are exactly for when one works on it. 22:41:09 <planetmaker> that's what it is for 22:41:14 <Ammler> no 22:41:26 <Ammler> then you make the numbers 22:41:30 <planetmaker> if you want just the real sprite number grfcodec the thing and you have it 22:41:36 <Ammler> but you need those to fix a glitch 22:42:05 <planetmaker> and also then you know it's sprite #2102 which needs a graphical fix. Thus also nfo -> png 22:42:05 <Brot6> planetmaker: #2102 is http://dev.openttdcoop.org/issues/show/2102 "OpenGFX+ Landscape - Bug #2102: DevZone compile failed - #openttdcoop Development Zone" 22:42:12 <planetmaker> :-P 22:42:28 <Ammler> ah 22:43:15 <Ammler> yep, then you look first for 2102 22:43:27 <Ammler> and not for 1997+15 22:43:55 <Ammler> you see, i already made mistake 22:45:11 <planetmaker> and still. if somewhat documented, it's easier than finding sprite 2102 at 620 / 1023 without label in the png 22:47:56 <planetmaker> basically all I need is a quick way to identify a sprite in the png which is a visual label and not via the x/y of the cursor 22:48:27 <planetmaker> because that really eats time, if not labeled. I noticed often that I find it always very helpful when I do have those labels from the old grfs 22:49:03 <planetmaker> and when re-working a number sprites which should fit, these look-ups really can become annoying w/o label which links nfo and png 22:49:43 <planetmaker> not so much for vehicles, as there it's sorted and often templated. But for other things, like multi-house or industries or landscape 22:51:21 <Ammler> planetmaker: but you can search for those labels just with your eyes? 22:51:42 <Ammler> I mean, some pngs have around 100 sprites 22:52:13 <Ammler> if I have the x/y, I don't need to search, I just scroll 22:52:49 <planetmaker> A consecutive label is faster to find and see, yes. There I also only need to scrol 22:53:06 <planetmaker> and some pngs have WAY more than 100 sprites 22:53:10 <planetmaker> they have 100s 22:53:18 <Ammler> :-) 22:53:20 <planetmaker> look at infra0X 22:53:27 <planetmaker> or industries010 22:54:01 <planetmaker> the latter is rather small in comparison to the first two