Log for #openttdcoop.devzone on 14th May 2011:
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09:17:54  <V453000> is it just me or does TTRS glitch so badly with the tall buildings? I think it always did but it seems to me like it increased
09:18:54  <Terkhen> it has always glitched to me, I have no idea if it glitched more or less in the past
09:20:05  <V453000> sucks :( I guess there is no way to prevent that
09:21:03  <Terkhen> IIRC the sprite size was greater than the supported size
09:21:29  <V453000> hm :(
09:30:33  <V453000> so openttd would need to support larger sprites to fix it?
09:32:29  <V453000> hm, I was trying it in scenario editor and there it seems to glitch a lot more :D in normal game it actually isnt _that_ bad
09:33:09  <Terkhen> I don't know what if needed, sorry
09:33:18  <Terkhen> I remember reading about this issue somewhere but I can't find it
09:57:36  <SmatZ> I have only example here
09:57:53  <SmatZ> it glitches in TTDP too
09:58:22  <Terkhen> yes, in big towns with enough skyscraper and a regular bus service you get glitches everywhere
09:58:36  <SmatZ> yeah
09:58:39  <planetmaker> iirc it's related to the sprite size and the area which is subject to a re-draw check
09:58:41  <Ammler> I guess, 180 is the max high without glitch
09:58:53  <SmatZ> yup, planetmaker
09:59:03  <planetmaker> increasing that area would fix it - but slow down the whole game in all cases
09:59:10  <Terkhen> maybe the sprite size is limited by the specs themselves, therefore you get problems in both OpenTTD and TTDP
09:59:21  <Terkhen> if that is the cost I prefer the glitches :P
09:59:48  <planetmaker> hm... it *could* certainly read the height of all sprites and make it a dynamic thing
10:00:46  <Terkhen> maybe the cost of checking the height and checking a variable area is greater than the cost of just scanning a greater area always
10:01:11  <planetmaker> I meant not per sprite, but per newgrf selection
10:01:35  <planetmaker> i.e. only have TTRS games slow down. All other games keeping the normal pace ;-)
10:01:58  <Terkhen> so... scan height = max(all sprite heights)
10:02:04  <planetmaker> like that, yes
10:03:06  <planetmaker> and ydistance = max_height / 16 + small_const
10:03:41  <planetmaker> ydistance in tiles, small_const, too. max_height in px
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10:26:30  <SmatZ> I think TTDP allows changing the scan area size
10:29:10  <SmatZ> maybe not... I think there was something about that somewhere
10:29:19  <SmatZ> maybe in a discussion about the scan area size
10:29:35  <SmatZ> that TTDP would need just changing one constant somewhere in the code
10:30:08  <SmatZ> would it be possible to compute height of the highest building?
10:30:25  <SmatZ> including stations, industries, objects?
10:30:29  <SmatZ> *highest = tallest
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10:33:09  <frosch123> ttdp supplies some variables for that, though they are said to only change one value where two values need changing
10:33:20  <planetmaker> yes. There's GetSpriteSize(sprite#)
10:33:30  <planetmaker> but it'd need iterating over all sprites, of course
10:33:45  <frosch123> planetmaker: you would also need to iterator over all spritelayouts to get the z position
10:33:58  <planetmaker> true
10:33:59  <frosch123> which won't work if they have some dynamic factor
10:34:19  <frosch123> only option is to check while drawing and remember the biggest height ever drawn
10:38:01  <planetmaker> sucks :S. Still, the sprite height might be a good indicator of what can be expected
10:42:49  <frosch123> i guess it is not too inviable to check the stuff while drawing
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12:21:33  <Terkhen> heh, I managed to crash nml :P
12:21:57  * Terkhen prepares a test grf and a bug report
12:36:24  <Terkhen> given the assertion it triggers this is probably to be expected
12:38:17  <Terkhen> I was trying STORE_TEMP(..., 0x100) to store string parameters into register 0x100, but it seems it does not allow values > 0xFF
13:44:27  <Brot6> OpenGFX+ Road Vehicles - Revision 87:7aac8f5807e6: Feature #1880: Sprite support for Sand. (Terkhen) @
13:47:16  <Terkhen> hmm...
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17:18:15  <Brot6> ogfx-industries: update from r95 to r96 done -
17:18:28  <Brot6> ogfx-rv: update from r85 to r87 done -
17:18:35  <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), firs (r1990), fish (r626), frenchtowns (r6), german-townnames (r33), grfcodec (r829), grfpack (r279), heqs
17:18:35  <Brot6> (r605), indonesiantowns (r41), manindu (r7), metrotrackset (r56), narvs (r37), newgrf_makefile (r285), nml (r1334), nutracks (r186), ogfx-landscape (r67), ogfx-trains (r241), 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),
17:18:37  <Brot6> worldairlinersset (r671)
17:19:39  <Brot6> sub-opengfx: compile of r666 still failed (#2586) -
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17:48:02  <Brot6> NewGRF Meta Language - Bug #2629 (New): Not possible to access registers > 0xFF (Terkhen) @
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17:50:48  <Yexo> Terkhen: nmlc: "input", line 13: 'industry_town_count' is not defined as a function.
17:51:11  <Yexo> nvm, forgot to pull
17:53:47  <Brot6> NewGRF Meta Language - Bug #2629: Not possible to access registers > 0xFF (yexo) @
17:55:41  <Brot6> NewGRF Meta Language - Bug #2629 (Closed): Not possible to access registers > 0xFF (Terkhen) @
17:55:41  <Brot6> NewGRF Meta Language - Revision 1335:e58a0870d613: Fix #2629: don't crash but give a descriptive ... (yexo) @
17:55:41  <Brot6> NewGRF Meta Language - Bug #2629 (Closed): Not possible to access registers > 0xFF (yexo) @
17:57:02  <Terkhen> Yexo: thanks for checking it, I'll check how to code around this problem :)
17:57:42  <andythenorth> planetmaker: Yexo any updates on FIRS -> nml ?
17:57:44  <Yexo> store in both register 0x100 and in 0xFF and load the latter
17:57:54  <Yexo> andythenorth: didn't have time to work on it the last few days
17:57:57  <andythenorth> np
17:57:59  * andythenorth is wondering whether to make some FIRS changes
17:58:02  <andythenorth> or wait
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17:58:07  <Yexo> just go ahead
17:58:14  <Yexo> since I'm converting 0.6.4 anyway
17:58:25  <Yexo> so you can change trunk as much as you like without hindering the conversion
17:58:29  <andythenorth> ok
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17:59:01  <andythenorth> some of them might be better left I guess, e.g. the 'economies' feature depends on some awk scripts and text files
17:59:19  * andythenorth does other stuff instead
18:00:44  <Terkhen> andythenorth: the changes to var 0x68 were backported, they will appear in the next stable
18:00:51  <andythenorth> how handy :)
18:01:05  <andythenorth> that's better than I expected
18:02:05  <Terkhen> I have a working template in opengfx+ industries for "single industry per town", but pm and I decided that for stuff like the water tower it would be better to do "one industry of this type for every x houses", to prevent having a water tower in the center of a huge town
18:04:39  <andythenorth> makes sense
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18:41:20  <Brot6> 2cc train set - Bug #2174: Blinking flag (yag) @
18:42:01  <Terkhen> heh, I already forgot about that report
18:52:26  <Brot6> FISH - Revision 627:27add8884d5e: Fix: running cost was wrong for small utility tug (andythenorth) @
19:08:09  <Brot6> OpenGFX+ Road Vehicles - Revision 88:3a9e17ce464d: Add: xcf files for all bulk truck models. (Terkhen) @
19:08:09  <Brot6> OpenGFX+ Road Vehicles - Revision 89:7d85477db83b: Fix: Use better model sprites for the bulk tru... (Terkhen) @
19:10:20  <Terkhen> <--- does this mean that I can give oil seeds whatever colour I want?
19:13:41  <V453000> blue!
19:13:55  <Terkhen> :D
19:14:10  <Terkhen> they are going to look suspiciously similar to coal for now :)
19:22:13  <Brot6> 2cc train set - Bug #2630 (New): Mamma mia! ETR 300? (yag) @
19:24:58  <Brot6> 2cc train set - Bug #2631 (New): Various graphics glitches (yag) @
19:26:28  <Terkhen> <--- does this look like fibre crops?
19:38:11  <frosch123> white?
19:38:18  <frosch123> i would expect them to be green
19:38:57  <Terkhen> from checking in FIRS I was supposing that they are something like cotton
19:39:42  <frosch123> light yellow might also work
19:39:49  <frosch123> but white looks like paper :)
19:40:03  <frosch123> salt or suggar :)
19:41:43  <Terkhen> or a huge pillow
19:42:11  <Terkhen> andythenorth: what plant are "plant fibres" in FIRS?
19:44:02  <Terkhen> in ECS cargoset for standard TTD vehicles, Fibre crops are yellow
19:44:30  <Brot6> 2cc train set - Bug #2630: Mamma mia! ETR 300? (yag) @
19:46:10  <Brot6> 2cc train set - Bug #2631: Various graphics glitches (yag) @
19:54:44  <andythenorth> Terkhen: cotton, flax, jute, coir, hemp etc
19:56:43  <Terkhen> hmmm... what do you think, should I use white or light yellow? I think that light yellow might look better than the white example I pasted
19:56:47  <Terkhen>
19:56:55  <andythenorth> they should travel in sacks or bags or bales
19:57:12  <andythenorth> I don't know why we set bulk on them :P
19:57:36  <Terkhen> and grain should travel covered too but it does not :P
19:58:03  <andythenorth> Terkhen: you can be the designer then in this case :)
19:58:23  <andythenorth> I don't mind
20:27:57  <Terkhen> I think I'm going to leave it white, because I can't set it to a light yellow combination that I like
20:30:49  <Brot6> OpenGFX+ Road Vehicles - Revision 90:b8baca76c28e: Feature #1880: Sprite support for Fibre Crops. (Terkhen) @
20:47:48  <Brot6> OpenGFX+ Road Vehicles - Revision 91:32c8d1154cf9: Feature #1880: Sprite support for Sugar beet /... (Terkhen) @
21:02:14  <Brot6> FISH - Revision 628:3ba74ec01d1d: Change: refactor some string IDs; set some properties for small... (andythenorth) @
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21:11:23  <Brot6> OpenGFX+ Road Vehicles - Revision 92:8b2698db8167: Feature #1880: Sprite support for Cement. (Terkhen) @
21:31:27  <Brot6> 2cc train set - Bug #2630: Mamma mia! ETR 300? (yag) @
21:36:44  <Brot6> OpenGFX+ Road Vehicles - Revision 93:c75a7c5411c6: Feature #1880: Sprite support for Limestone. (Terkhen) @
21:40:48  <Brot6> OpenGFX+ Trains - Bug #2632 (New): Limestone missing from cargo table (Terkhen) @
21:55:00  <Brot6> OpenGFX+ Road Vehicles - Revision 94:b1bece60013e: Add: xcf files for all flatbed truck models. (Terkhen) @
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22:17:07  <Brot6> OpenGFX+ Road Vehicles - Revision 95:0be92a31a951: Feature #1880: Sprite support for Copper. (Terkhen) @
22:23:05  <Brot6> OpenGFX+ Road Vehicles - Revision 96:ae77a02cd701: Doc: Update credits. (Terkhen) @
22:39:52  <Brot6> 2cc train set - Bug #2533: r750 missing engines (yag) @
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22:53:08  <Brot6> 2cc train set - Bug #2533: r750 missing engines (yag) @
23:05:59  <Brot6> OpenGFX+ Road Vehicles - Revision 97:f5d1bf19ae6e: Fix (r95): Add missing copper sprites. (Terkhen) @
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