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00:10:18 *** KenjiE20 has quit IRC 01:51:49 *** Lakie has quit IRC 07:51:17 *** andythenorth has joined #openttdcoop.devzone 08:13:43 *** andythenorth has quit IRC 08:23:53 <Brot6> FIRS Industry Replacement Set - Revision 1990:a2f5e713d49c: Fix #2614: Translations sometimes had... (planetmaker) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/a2f5e713d49c 08:23:53 <Brot6> FIRS Industry Replacement Set - Bug #2614 (Closed): Translation framework broken when not all tex... (planetmaker) @ http://dev.openttdcoop.org/issues/2614#change-6699 08:27:46 <planetmaker> ^ Yexo 08:28:13 <planetmaker> (sorry, I forgot yesterday about it) 09:38:24 *** andythenorth has joined #openttdcoop.devzone 10:31:46 *** andythenorth has quit IRC 10:43:03 *** KenjiE20 has joined #openttdcoop.devzone 10:58:02 <Brot6> OpenGFX+ Trains - Bug #2464 (Closed): Alignment error with T.I.M and AsiaStar (planetmaker) @ http://dev.openttdcoop.org/issues/2464#change-6700 11:01:35 <Brot6> OpenGFX+ Trains - Revision 240:aaef62bea1dc: Doc: Update changelog (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-trains/repository/revisions/aaef62bea1dc 11:01:35 <Brot6> OpenGFX+ Trains - Revision 241:78960e678d6c: Added tag 0.2.5 for changeset aaef62bea1dc (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-trains/repository/revisions/78960e678d6c 11:01:50 <Brot6> ogfx-trains: update from 0.2.4 to 0.2.5 done - http://bundles.openttdcoop.org/ogfx-trains/releases/0.2.5 11:56:56 <Ammler> planetmaker: will the other (also nice) trees be still available somehow? 11:58:31 <Ammler> maybe via ogfx-land? 11:59:38 <Ammler> and what is the sense of ogfx+trees now? 12:08:47 <planetmaker> not much sense for them then. But which other nice trees? 12:09:43 <planetmaker> I'm pondering to add some option for tree modifications to ogfx+landscape, but not urgent either. If the trees within OpenGFX will be renewed 12:10:02 <planetmaker> So far I have a complete rewamp of the arctic trees. 12:10:45 <planetmaker> And I'm mostly done with the temperate ones. Three(? four?) need their growth and decay stages drawn 12:10:51 <planetmaker> then they're done, too 12:11:10 <planetmaker> Tropical will have to be seen, but they're not that bad as temperate and arctic 12:11:28 <planetmaker> ^ Ammler 12:12:38 <planetmaker> http://www.tt-forums.net/viewtopic.php?p=946015#p946015 has a somewhat recent status of the tree work 12:12:38 <Webster> Title: Transport Tycoon Forums View topic - [8bpp] Graphics Replacement Project - OpenGFX (at www.tt-forums.net) 12:14:09 <Ammler> ah ok, so you don't like the current ogfx tress, I see 12:14:42 <Ammler> I think those are more ttdish :-) 12:15:31 <planetmaker> he, well, even zephyris, who drew them, wants to see them replaced ;-) 12:16:09 <Ammler> I think, there are other things like maglev tracks, which need redrawing... 12:16:16 <planetmaker> yes, also 12:16:32 <planetmaker> I still ponder replacing them by smits ;-) 12:16:57 <planetmaker> but more important IMHO, houses need some touch 12:17:06 <Ammler> yeah, there I have same opinion as with the trees 12:17:14 <planetmaker> they're have a very large colour noise 12:17:28 <Ammler> I would like those better drawn in ttd style then completely new 12:18:56 <planetmaker> Air planes could also need continued replacement by the new models :-) 12:19:00 <Ammler> ogfx+trees should be renamed 12:19:05 <planetmaker> hard to do 12:19:28 <Ammler> as it only makes sense to use it without ogfx :-) 12:22:21 <planetmaker> :-) 12:22:39 <planetmaker> will be, yes 12:22:48 <planetmaker> opengfx trees ;-) 12:23:25 <planetmaker> and... it could in principle also then incorporate the current trees, if you like. Do you want to maybe take over that grf and update correspondingly? 12:25:27 <planetmaker> an update might be worthwhile irrespective of whether the existing OpenGFX trees are added or not. As I drew / will draw additional growth stages for trees within that set 12:26:04 <Ammler> I don't code something for teh original set 12:26:25 <Ammler> that would be quite waste of my time :-) 12:26:55 <Ammler> I would rather add the current ogfx tress to ogfx+landscape 12:27:18 <Ammler> mäh again s/tress/trees/ 12:28:35 <Ammler> well, the only code I would participate there is renaming :-) 12:28:48 <planetmaker> Well, I'd suggest that the current trees go into OpenGFX trees :-) 12:29:07 <Ammler> not worth a own grf, imo 12:29:16 <planetmaker> that's why they could go there 12:29:29 <Ammler> I might be the only one who prefer those 12:29:31 <planetmaker> and then using opengfx(+) trees would make sure all can use the same trees ;-) 12:30:55 <Ammler> maybe it is also because I have 99% of the time trees disabled 12:31:07 <planetmaker> :-) 12:31:16 <Ammler> the only place I see trees is on the ps webcam 12:33:20 <planetmaker> he... well. I usually have everything visible. But by 'x' everything transparent or invisible which helps me building. Like industries, trees, houses, bridges invisible then. Signs are constantly transparent 12:33:40 <planetmaker> without complete visibility one cannot do proper grf testing ;-) 12:33:55 <planetmaker> and I learnt the hard way that I shouldn't disable full details and full animation either ;-) 12:35:14 <Ammler> hehe, true 12:36:00 <planetmaker> and on the other hand: half the time I'm connected to any server, I just browse the map and enjoy watching the game ;-) 12:36:07 <planetmaker> so another reason to hide nothing ;-) 12:36:44 <planetmaker> same actually is true when I play SP. Which rarely happens, though 13:08:59 <planetmaker> Ammler, did you ever play with Zephyris' building generator 13:09:00 <planetmaker> ? 13:09:31 <V453000> what that is? :) 13:12:12 <planetmaker> a script which draws buildings for you ;-) 13:12:19 <Yexo> see http://www.tt-forums.net/viewtopic.php?f=26&t=50932 13:12:20 <Webster> Title: Transport Tycoon Forums View topic - Zephyris' Procedural Buildings Tool (at www.tt-forums.net) 13:12:53 <V453000> :D 13:13:16 <planetmaker> he, yexo was faster :-) 13:14:02 <planetmaker> you just tell a few parameters, like "I want 3 houses with 2 storeys" and you'll get it ;-) 13:14:22 <planetmaker> and with that small extension which yexo wrote, you'll get it straight as newgrf ;-) 13:14:42 <planetmaker> all you need is imageJ and nml 13:16:00 <Ammler> J=java? 13:16:39 <Ammler> I thought, it is a windows tool 13:17:10 <planetmaker> it's platform independent. It's java, yes 13:17:19 <planetmaker> and open-source 13:17:34 <Ammler> but zeph wrote on that thread about windows only, didn't he? 13:17:46 <planetmaker> dunno. 13:17:58 <planetmaker> if he did, I ignored it as I knew imageJ before ;-) 13:18:05 <Ammler> ok 13:18:10 <planetmaker> it works on both my linux and my osx 13:19:10 <Yexo> it definitely also works on windows, as I wrote my script when using it 13:19:23 <planetmaker> http://rsbweb.nih.gov/ij/ 13:19:24 <Webster> Title: ImageJ (at rsbweb.nih.gov) 13:29:41 <Ammler> yes, imagej is availabe from obs 13:29:59 <Ammler> so if you like to use it here, devzone can use it :-) 13:36:16 <planetmaker> he, sweet :-) 13:45:13 <Brot6> OpenGFX+ Road Vehicles - Bug #2274 (Closed): DevZone compile failed (Terkhen) @ http://dev.openttdcoop.org/issues/2274#change-6701 14:01:01 <Brot6> OpenGFX+ Road Vehicles - Bug #2412 (Closed): verify that cement can be transported with ECS 1.0 v... (Terkhen) @ http://dev.openttdcoop.org/issues/2412#change-6702 14:01:01 <Brot6> OpenGFX+ Road Vehicles - Revision 81:147256c48637: Fix #2412: Update cargo definitions to the one... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/147256c48637 14:01:31 <Terkhen> I wasn't aware of that bug report 14:01:54 <Terkhen> it is easy to fix, given that we use the same cargo definitions :) 14:02:30 <planetmaker> Did you test actually? 14:03:10 <Terkhen> yes 14:03:21 <planetmaker> ok :-) 14:03:26 <Terkhen> cement was missing, now it is not :) 14:03:28 <planetmaker> http://dev.openttdcoop.org/issues/1895 <-- that's why I wondered :-P 14:03:49 <Terkhen> huh 14:04:25 <Terkhen> yes, after checking the diff I saw that plastic was removed from the flatbeds, but it made sense so I committed that too 14:04:25 <planetmaker> I'm actually not sure anymore whether it's valid :-) 14:04:37 <planetmaker> But I don't dare close it before I spend some time really investigating 14:05:00 <Terkhen> flatbeds were refittable to plastic in ogfx-rv, but now they are not :P 14:05:07 <planetmaker> but seems now you solved it the other way around ;-) 14:05:16 <Terkhen> given that they don't have sprites anyways, I prefer it 14:05:21 <planetmaker> he :-) 14:06:37 <Terkhen> I'm wondering if I should try to change the colours of existing sprites with my non existent graphical skills for supporting a few more cargos 14:06:52 <Terkhen> I have waited long enough already 14:07:53 <planetmaker> just replacing colours is easy. Though not necessarily done in no time. you have gimp, right? 14:07:57 <Brot6> OpenGFX+ Trains - Feature #1895: Adjust cargo definitions to match OpenGFX+ RV (planetmaker) @ http://dev.openttdcoop.org/issues/1895#change-6703 14:08:59 <planetmaker> what I'd do is this: open the file of the existing vehicle and save it as a gimp file. 14:10:01 <planetmaker> Then add a new, transparent layer, give it the name of the new cargo. 14:10:16 <planetmaker> Make the background with the existing vehicle the active one again (from the layer selction window) 14:11:07 <planetmaker> use the colour-picker tool (shift+o) now: 14:12:10 <planetmaker> select the first pixel from the cargo. then ctrl+select the other colours of the cargo, too until you have a selection which is only the cargo. 14:12:31 <planetmaker> copy this selection (ctrl+c) and switch the active plane to the new cargo's plane 14:12:39 <planetmaker> insert the copied cargo 14:13:06 <planetmaker> (if you didn't change the selection it should be in the very same place, visually nothing changed, though) 14:13:36 <planetmaker> Now start to actually replace the colours: use ctrl+o to select pixels of one colour. 14:13:57 <planetmaker> use a big brush (17px or so) and overpaint all pixels by the new desired colour 14:14:03 <planetmaker> repeat until all cargo is replaced 14:14:28 <planetmaker> if you want another re-colour: you can now just duplicate this plane and repeat the recolour process alone 14:15:15 <Terkhen> thank you, let's see what I manage to do :) 14:15:16 <planetmaker> in order to get the sprites: use 'save copy as' with the relevant layers visible and save that as png for each cargo once 14:16:07 <planetmaker> 'n' is the shortcut for the normal brush ;-) 14:17:14 <planetmaker> hm... might be that it's ctrl+o for the colour-select-region tool instead of shift+o. Don't recall 14:17:28 <planetmaker> probably shift, though. ctrl+o will be 'open file' 14:18:59 <planetmaker> ah, another important thing: set the colour-sensitivity of the colour-picker tool to the lowest possible value 14:19:06 <planetmaker> you want it to pick that exact colour only 14:19:19 <Terkhen> ok :) 14:19:21 <planetmaker> you do that in gimp's main window 14:24:16 <planetmaker> Terkhen, have possibly a look at how I arranged the road tiles within opengfx +landscape for how conceptually the layer solution will work ;-) 14:25:26 <planetmaker> http://dev.openttdcoop.org/projects/ogfx-landscape/repository/changes/src/gfx/infrastructure.xcf 14:26:07 <planetmaker> I've not yet done it for vehicles... I only really learnt this work flow recently 14:27:19 <Terkhen> hintergrund N29 has a white pixel inside the blue square 14:27:56 <Terkhen> do you keep the xcf file for easier editing or do you actually get the png files from it during compilation? 14:28:18 <Terkhen> s/white/grey-ish/ 14:35:28 <Terkhen> I must be doing something wrong; when clicking with the select by color tool anywhere, nothing happens 14:35:49 <Terkhen> the new transparent layer for the cargo is disabled, I'm working only with the original graphic 14:36:03 <Terkhen> other selection tools seem to work fine 14:36:40 <Terkhen> select by color fails to select anything even after modifying the threshold 14:37:11 <planetmaker> I add the xcf files to the repo as graphics source 14:37:24 <planetmaker> and the pngs, of course, too. 14:38:01 <planetmaker> you use the shift+o tool, not just o? 14:38:31 <planetmaker> http://docs.gimp.org/en/gimp-tool-by-color-select.html 14:38:32 <Webster> Title: 2.6. Select By Color (at docs.gimp.org) 14:38:35 <planetmaker> ^ that tool 14:38:56 <planetmaker> if it has no effect, the wrong layer may be selected 14:39:29 <planetmaker> because the new, transparent layer will have all the same pixels and you'd select everything 14:40:19 <Terkhen> it was the layer... I assumed that hiding it would be enough to make sure I selected the current one but by doing that I left it selected 14:40:48 <planetmaker> nope, that's not enough :-) 14:41:03 <planetmaker> that's a behaviour which can be quite confusing 14:41:46 <planetmaker> but it can be considered advantageous, too 14:42:23 <planetmaker> as it allows you to continue working on a layer and switch on/off layers which are below or above it 14:43:09 <planetmaker> and of course you can have like 100 simultaneously visible layers 14:46:41 <planetmaker> like, if you have a two-part truck, you could keep the driver cabin for several versions and have the different cargo holds in different layers, and their respective cargo representations in yet another 14:47:16 <planetmaker> Thus for the complete vehicle you'd need two (empty) or three (with cargo) layers active 14:48:51 <planetmaker> alternatively to using the brush tool for replacing colours, you can use the paint bucket (shift+b) and then fill the whole selection with that colour by means of ctrl+click 14:50:35 <Terkhen> a huge brush worked fine :) 14:50:51 <Terkhen> I think I have bauxite graphics now (I picked the colours from opengfx+ trains) 14:50:56 <Terkhen> let's see if it works 14:51:02 <planetmaker> :-) 14:51:24 <Terkhen> and yes, keeping a xcf file with all cargos as layers is IMO a good idea 14:51:55 <planetmaker> of course :-) it makes modifications later on SO much easier and quicker 14:53:02 <planetmaker> especially if the modification only affect the vehicle and not the cargo. 14:53:18 <planetmaker> just saving n times is then sufficient while the modification work is done only once 14:58:11 <planetmaker> I think in terms of programming the .png can then rather be considered the object fine than the source file - if one started with layered graphics 15:00:51 <Terkhen> I think I can have a layer for each truck generation to simplify the work even further 15:02:55 <planetmaker> yes, if the cargo hold is the same: definitely 15:03:38 <planetmaker> like for road / rail in ogfx-landscape I have only one file. With all possible ground tiles. And with grid lines in separate layers 15:05:49 <Terkhen> it works :) 15:08:26 *** ODM has joined #openttdcoop.devzone 15:11:58 <planetmaker> :-) 15:22:00 <Brot6> OpenGFX+ Road Vehicles - Revision 82:c7db51edfe45: Feature #1880: Sprite support for Bauxite. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/c7db51edfe45 15:29:43 *** Lakie has joined #openttdcoop.devzone 15:49:03 *** Lakie` has joined #openttdcoop.devzone 15:54:19 *** Doorslammer has joined #openttdcoop.devzone 15:54:33 *** Lakie has quit IRC 15:54:41 *** Lakie` is now known as Lakie 16:20:27 <Brot6> OpenGFX+ Road Vehicles - Revision 83:ba4cbf665662: Change: Rename the file for truck templates. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/ba4cbf665662 16:20:27 <Brot6> OpenGFX+ Road Vehicles - Revision 84:ba6add414004: Feature #1880: Sprite support for Clay. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/ba6add414004 16:20:27 <Brot6> OpenGFX+ Road Vehicles - Revision 85:394f6769838d: Feature #1880: Sprite support for Stone/Fertil... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/394f6769838d 16:22:36 <Terkhen> planetmaker: opengfx+ trains uses the default graphics (coal) for FICR, is that a known issue, or not an issue at all? 16:22:45 * Terkhen does not know what that cargo represents 16:24:33 <Terkhen> LIME is in the same situation 16:30:51 <Yexo> FICR = Fibre crops, LIME = Lime stone 16:32:35 <Terkhen> thanks, but what I meant is that I don't know what are Fibre crops and how are they supposed to look 16:32:39 <Terkhen> maybe they are completely black :P 16:32:45 <Terkhen> but probably not 16:34:05 <Yexo> according to http://en.wikipedia.org/wiki/Fiber_crop "fibre crops" is a common name for multiple fibers, like jute, flax and hemp 16:34:06 <Webster> Title: Fiber crop - Wikipedia, the free encyclopedia (at en.wikipedia.org) 16:34:26 <Yexo> even cotton apparently 16:34:58 <Terkhen> hmm... okay, then opengfx+ trains lacking an sprite for it is an issue after all 16:36:06 <Yexo> makes me wonder why FICR has "piece goods" as cargo class 16:36:57 <Terkhen> http://www.peakfibers.com/images/cotton_bale.png 16:37:15 <Terkhen> I'll give it a white colour :) 16:37:47 <Yexo> for limestone you could use the coal graphics converted to light gray colors 16:39:21 <Terkhen> ok :) 16:47:16 *** Doorslammer has quit IRC 17:08:06 <Brot6> grfcodec: update from r828 to r829 done - http://bundles.openttdcoop.org/grfcodec/nightlies/r829 17:15:02 *** Ruudjah has joined #openttdcoop.devzone 17:18:41 <Brot6> firs: update from r1989 to r1990 done - http://bundles.openttdcoop.org/firs/nightlies/r1990 17:19:07 <Brot6> ogfx-industries: update from r94 to r95 done - http://bundles.openttdcoop.org/ogfx-industries/nightlies/r95 17:19:19 <Brot6> ogfx-rv: update from r80 to r85 done - http://bundles.openttdcoop.org/ogfx-rv/nightlies/r85 17:19:33 <Brot6> ogfx-trains: update from r239 to r241 done - http://bundles.openttdcoop.org/ogfx-trains/nightlies/r241 17:19:40 <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r750), 32bpp-extra (r40), ai-admiralai (r75), ai-aroai (r39), ailib-common (r21), ailib-direction (r17), ailib-list (r32), ailib-string (r29), ailib-tile (r16), airportsplus (r73), basecosts (r25), belarusiantowns (r8), bros (r52), chips (r138), comic-houses (r71), fish (r626), frenchtowns (r6), german-townnames (r33), grfcodec (r829), grfpack (r279), heqs (r605), 17:19:40 <Brot6> indonesiantowns (r41), manindu (r7), metrotrackset (r56), narvs (r37), newgrf_makefile (r285), nml (r1334), nutracks (r186), ogfx-landscape (r67), ogfx-trees (r42), opengfx (r663), openmsx (r97), opensfx (r97), smts (r19), snowlinemod (r49), spanishtowns (r10), sub-landscape (ERROR r66), sub-opengfx (ERROR r666), swedishrails (r202), swisstowns (r22), transrapidtrackset (r15), ttdviewer (r34), ttrs (r36), worldairlinersset (r671) 17:27:12 <Brot6> sub-opengfx: compile of r666 still failed (#2586) - http://bundles.openttdcoop.org/sub-opengfx/nightlies/ERROR/r666 17:28:51 <Brot6> Following repos rebuilds successful without any difference to earlier nightlies builds: 2cctrainset (6 errors), 32bpp-extra (2 errors), basecosts, bros (1 errors), chips (1 errors), comic-houses (3 errors) (Diffsize: 22), fish, heqs, metrotrackset (Diffsize: 1), newgrf_makefile, nutracks, ogfx-trees, opengfx (Diffsize: 7), smts (Diffsize: 8), snowlinemod, transrapidtrackset (Diffsize: 12), ttrs (7 errors) (Diffsize: 1324), 17:28:51 <Brot6> worldairlinersset (Diffsize: 11) 17:37:11 <Brot6> OpenGFX+ Road Vehicles - Revision 86:78881eb8b5dd: Feature #1880: Sprite support for Lumber/Wood ... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/78881eb8b5dd 17:55:13 *** frosch123 has joined #openttdcoop.devzone 18:38:03 <Brot6> OpenGFX+ Industries - Revision 96:8b73c2cba691: Fix: Give Shops a more appropiate fund cost multi... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-industries/repository/revisions/8b73c2cba691 18:46:44 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/patches/index.php?source=ogfxplus/single_industry_template.diff 20:14:36 *** frosch123 has quit IRC 20:30:06 <planetmaker> [22:29] Terkhen [18:22:36] planetmaker: opengfx+ trains uses the default graphics (coal) for FICR, is that a known issue, or not an issue at all? <-- probably somewhat known, but not really 20:30:23 <planetmaker> Coal cargo sprites is the default when no dedicated sprites are available for the bulk wagon 20:31:02 <Terkhen> ok :) 20:31:11 <Terkhen> new issue, or comment to #1528? 20:31:11 <Brot6> Terkhen: #1528 is http://dev.openttdcoop.org/issues/show/1528 "OpenGFX+ Trains - Feature #1528: Support for additional cargos - #openttdcoop Development Zone" 20:32:53 <planetmaker> smaller issues are more satisfying to work on ;-) 20:33:14 <Terkhen> ok :) 20:36:15 <Brot6> OpenGFX+ Trains - Feature #2628 (New): Sprite support for Fibre Crops and Lime Stone. (Terkhen) @ http://dev.openttdcoop.org/issues/2628 20:45:21 <Terkhen> do you think that any other industries should get the "single industry per town" template? 20:45:50 <planetmaker> other than? 20:46:02 <planetmaker> banks should 20:46:10 <planetmaker> maybe shop 20:46:15 <Terkhen> shop, bank and water tower are right now in the patch 20:46:39 <planetmaker> Terkhen: could it rather be one per 5000 inhabitants? 20:46:47 <Terkhen> hmm... 20:46:57 <Terkhen> I have no idea :P 20:47:06 <planetmaker> One water tower in the middle of a huge city is... a nuisance 20:47:21 <Terkhen> now we can get the number of industries of a given type in a town 20:47:30 <Terkhen> if we can get the town population somehow then it should be possible 20:47:34 <planetmaker> we can get the population or # of houses? 20:47:52 <Terkhen> but you have a valid point 20:48:06 <Terkhen> I usually don't play with gigantic cities :P 20:48:21 <planetmaker> hm... towns (not implemented yet) 20:48:39 <Terkhen> in nml? 20:48:47 <planetmaker> that's what the doc says 20:48:50 <planetmaker> of nml 20:49:01 <Terkhen> I'm checking the varaction2 vars for industries on the specs 20:50:27 <Terkhen> I don't find anything related to town population 20:52:04 <Terkhen> http://wiki.ttdpatch.net/tiki-index.php?page=VarAction2Cities <--- I was searching for towns :) 20:52:43 <Terkhen> I guess that var 82 should give us the town population 20:54:32 <Terkhen> case 0x82: return industry->town->index; <---- this is the OpenTTD code for that var... it does not seem to do what it should 20:55:54 <planetmaker> doesn't look like the size indeed 20:56:10 <planetmaker> that should be 0x41 20:56:37 <planetmaker> but honestly, var B6 is more interesting :-) 20:56:53 <planetmaker> population is highly grf-dependent, the house # less so 20:57:40 <Terkhen> it looks like it is not implemented 20:58:03 <planetmaker> woot, we don't have B6? 20:58:30 <Terkhen> unless it is handled somehow in other part of the code, no 20:58:49 <Terkhen> the switch of IndustryGetVariable ends with 0xB4 20:59:08 <planetmaker> I meant town variable b6 20:59:44 <Terkhen> hmm... I'm understanding this the wrong way, isn't it? :P 20:59:52 <planetmaker> you must look in newgrf_town.cpp 21:00:00 *** andythenorth has joined #openttdcoop.devzone 21:00:03 <planetmaker> there we also have the correct 82 21:00:23 <Terkhen> but how can we access those from an industry? 21:00:25 <planetmaker> and b6 as num houses 21:00:28 <planetmaker> as PARENT scope 21:01:30 <Terkhen> that's something new for me... and very interesting :) 21:01:58 <Terkhen> sorry about the confusion :P 21:02:33 <Terkhen> ok, it can be done then 21:02:37 <planetmaker> http://hg.openttdcoop.org/nml/raw-file/tip/docs/nml-language.html#block-switch <-- see there 21:03:15 <planetmaker> I knew that concept from trains :-) 21:03:16 <Terkhen> yes, I was checking that table and starting to understand how to do all of that magic with articulated vehicles 21:03:35 <Terkhen> the problem I see now is... what error message do we give? 21:03:48 <planetmaker> town too small 21:04:04 <planetmaker> for {NUM} shops 21:04:20 <planetmaker> I wonder if that works ;-) 21:04:26 <Terkhen> that's what I was wondering... can we use parameters in error messages from a callback? 21:04:53 <planetmaker> hm... 21:04:58 <planetmaker> I don't know 21:15:18 <Terkhen> I don't find anything 21:15:24 <Terkhen> not that I know where to look about this in the specs either 21:40:31 <planetmaker> Terkhen: I think it's feasible 21:40:41 <planetmaker> error messages can display parameter values 21:40:50 <planetmaker> and... a parameter can be modified 21:41:26 <Terkhen> all the examples of error messages I found on the nml specs use predefined parameters 21:41:36 <Terkhen> I couldn't found syntax for setting them 21:41:41 <Terkhen> s/found/find/ 21:43:27 <planetmaker> hm... we want an error shown when building an industry, right ? Ho, hum... I looked at all the wrong places... 21:45:55 *** andythenorth has quit IRC 21:49:26 <planetmaker> "Since TTDPatch r1755, you can use the text reference stack for your error messages, similarly to callback 3A. The only difference is that only 4 registers are copied instead of 6 because error messages support 20 bytes of reference stack only, and two of those bytes may be used by TTD." 21:49:33 <planetmaker> suggest that you probably can 21:49:48 <planetmaker> that's copied from the industry location permissibility CB description 21:51:43 <planetmaker> ah... variables 0x100 ... 0x103 are used 21:52:08 <Terkhen> oh :) 21:52:17 <Terkhen> 4 parameters is more than enough IMO 21:52:28 *** andythenorth has joined #openttdcoop.devzone 21:52:54 <planetmaker> yep :-) 21:54:04 <Terkhen> so something like... "... town is too small for {NUM} industries of this type", where num is "num of industries of this type in the town + 1" 21:54:43 <planetmaker> yep, something like that is what I thought 21:55:24 <planetmaker> We should add an info on the shops/houses ratio, though :-) 21:55:35 <Terkhen> where? 21:55:42 <planetmaker> in that error message :-) 21:56:17 <planetmaker> "... (there can be only 1 shop for each 500 houses)" 21:56:46 <Terkhen> hmm... ok :) 21:58:48 <planetmaker> btw... totally unrelated: which hg version do you use? 22:01:08 <Terkhen> 1.8.3, it was updated recently IIRC 22:02:17 <planetmaker> ok. I'm still pondering the opengfx graphics (sub) repo 22:02:23 <planetmaker> that needs >= 1.7 22:02:58 <Terkhen> I suppose that there are distros still running 1.6 22:04:00 <planetmaker> well. Do they then need to build a newer opengfx*? 22:04:56 <planetmaker> I currently see much duplication in our graphics. Which is... tedious, boring and inconsistency-prone 22:05:53 <planetmaker> it'd be nicer to update one graphic and all opengfx* grfs which use it can be updated on the next commit to their repo when they update the graphics sub-repo 22:06:35 <Terkhen> debian squeeze uses 1.6.4, ubuntu 11.04 uses 1.7.5 22:06:50 <planetmaker> like many opengfx vehicles and all landscape tiles. Now industry tiles 22:06:54 <Terkhen> I agree with that, a single repo would be better :) 22:07:32 <Terkhen> but I find how opengfx files are organized very chaotic, the first thing I did with opengfx+ road vehicles was sorting the sprites in a way I could use them 22:08:00 <planetmaker> I fully agree. It's currently in a not good shape 22:08:47 <planetmaker> many of opengfx' graphics organization is legacy... it still shows there much that it was thrown together from many different preliminary newgrfs 22:09:16 <Terkhen> as long as the reorganization keeps the sprites of opengfx+ in the way they are now I don't mind it :P 22:09:34 <planetmaker> And... one of the other advantages would then be: the work on opengfx+ could help to clean it for opengfx, too. 22:10:15 <planetmaker> well... organization would probably slightly change... as the many graphics repos need merging *somehow* 22:10:21 <planetmaker> how would you organize the sprites? 22:10:32 <Terkhen> I have no idea :P 22:10:52 <Terkhen> for opengfx+ I like small files with sprites for a single entity 22:10:53 <planetmaker> ok... what do you like about the opengfx+ sprite sorting? 22:11:03 <planetmaker> yes, I like that, too 22:11:09 <Terkhen> but probably that approach would not be good for something as big as opengfx 22:11:17 <planetmaker> well... why not? 22:11:39 <Terkhen> opening that many files probably takes a toll on execution time... but I would be willing to wait :P 22:12:01 <planetmaker> hm, maybe. I never thought about that 22:12:17 <planetmaker> but then, I've always been trying to cut down the large files to smaller ones 22:12:30 <planetmaker> when I touched and changed things 22:13:09 <planetmaker> still... all wagons of one climate in one file. But... that can be big or small. Depending on view ;-) 22:13:15 <planetmaker> both has pros and cons 22:13:28 <Terkhen> the extra time is probably not that big 22:13:28 <planetmaker> but the landscape or infrastructure files... ugly 22:14:17 <planetmaker> and another step then would, of course, be to share the sprite templates. 22:15:07 <planetmaker> thus I wonder whether it should not rather be opengfx-common with templates, graphics and graphics-source 22:15:25 <planetmaker> though... maybe graphics-source should not be separate. Dunno. What do you think? 22:16:09 *** andythenorth has left #openttdcoop.devzone 22:16:47 <Terkhen> what do you mean with graphics-source? 22:18:24 <planetmaker> for example the .xcf files 22:18:40 <planetmaker> or psd 22:20:00 <Terkhen> hmm... I don't know 22:20:34 <Terkhen> graphics for bauxite make little sense in a opengfx repo 22:22:16 <planetmaker> well, they do. OpenGFX+ trains, rv, maybe stations can all use them 22:23:07 <planetmaker> not directly opengfx, but then it will have of course more graphics than every single grf has now 22:23:16 <planetmaker> nothing too bad about that, I think 22:23:35 <Terkhen> that's true, yes 22:24:40 <planetmaker> but more so: all the vehicles you have, they'd not need being in both opengfx and opengfx+rv 22:24:54 <planetmaker> only once for both (and in the better order as found in the rv newgrf ;-) ) 22:25:01 <Terkhen> but then the graphics-source files should follow some naming rules for layers for keeping everything clearly labelled 22:25:34 *** ODM has quit IRC 22:25:53 <planetmaker> yes... that's the responsibility of the people creating the layers. But it's not that easy 22:26:19 <Terkhen> well, we just started, we could write some guidelines before they get messier :) 22:26:24 <planetmaker> i.e. the road / rail infrastructure: I have the rail tracks there, I have the terrain there, I have the grid there 22:26:41 <planetmaker> and the roads 22:27:18 <planetmaker> I gave them the appropriate names what they are. But it doesn't relate directly to any filenames - though I made them verbose, too 22:27:49 <planetmaker> but there's no easy way to know which xcf file to look at... that's IMHO the most interesting thing to know when trying to fix a certain sprite 22:28:19 <planetmaker> same filename stem? 22:28:50 <planetmaker> infra.xcf --> infra_road_temp_grid.png, infra_road_desert_grid.png, infra_road_desert_nogrid.png,... ? 22:29:44 <planetmaker> all in a common graphics 'source' folder? 22:30:01 <Terkhen> I have bulk_truck.xcf -> bulk_truck_1_grain, bulk_truck_3_coal... 22:30:15 <planetmaker> same pattern :-) 22:30:45 <Terkhen> for me "source" means something that is used to compile, but these files are not (or at least not directly) 22:30:45 <planetmaker> but what are 1 or 3? The generation? 22:30:48 <Terkhen> yes 22:31:02 <Terkhen> I keep them all in the same file because they can reuse the cargo layer 22:31:34 <planetmaker> ok, suggest another word than 'source'. :-) I know unfortunately no better and share your resentment, though 22:32:01 <planetmaker> though you could probably script gimpe and ... :-P 22:32:03 <planetmaker> -e 22:34:49 <Terkhen> would it be worth the effort? 22:35:17 <planetmaker> the scripting? 22:35:30 <Terkhen> http://www.gimp.org/tutorials/Basic_Perl/ 22:35:31 <Webster> Title: GIMP - Basic Perl (at www.gimp.org) 22:35:33 <Terkhen> looks like it exists 22:35:35 <planetmaker> I've no idea about the effort needed 22:35:48 <planetmaker> only that it's most probably possible 22:36:26 <Terkhen> hmm... no, this page looks more like something to create plugins 22:38:32 <planetmaker> http://www.gimp.org/tutorials/Basic_Batch/ 22:38:33 <Webster> Title: GIMP - Batch Mode (at www.gimp.org) 22:38:48 <Terkhen> I just found it too :) 22:39:24 <planetmaker> :-) 22:39:33 <Terkhen> so in principle it is possible to do it 22:41:39 <Terkhen> the problem is that it will need rules tailored to each xcf file to generate the pngs 22:41:58 <Terkhen> no generic approach, tedious rule editing 22:43:22 <Terkhen> anyways, it is already too late :) 22:43:24 <Terkhen> good night 22:46:52 <planetmaker> good night you, too. I'll probably be back only late(r) Sunday 23:46:02 *** KenjiE20 has quit IRC