Log for #openttdcoop.devzone on 21st May 2011:
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07:14:28  <Brot6> FISH - Bug #2641 (New): Buy menu positions are wrong (andythenorth) @
07:27:11  <Brot6> HEQS "Heavy Equipment" Set - Bug #2642 (New): Buy menu positions are wrong (andythenorth) @
07:29:44  <Brot6> FISH - Revision 634:35e27bd8fa98: Change: hide some unfinished vehicles prior to release (andythenorth) @
07:38:16  <Brot6> FISH - Revision 635:73518b369dc4: Change: update changelog prior to release (andythenorth) @
07:41:04  <Brot6> FISH - Revision 636:345c1986854d: Added tag 0.9.1 for changeset 73518b369dc4 (andythenorth) @
07:41:58  <Brot6> fish: update from 0.9.0 to 0.9.1 done -
07:58:20  <andythenorth> done done onto the next one
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08:24:06  <Brot6> FISH - Bug #2623 (Rejected): DevZone compile failed (andythenorth) @
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08:39:11  <andythenorth_> bbl
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13:39:01  <planetmaker> Yexo: I guess there's no further (easy) solution to the "out of action2" problem, right? Because if I now add some animation stages... it gets into the same problem... hm...
13:39:21  <planetmaker>
13:40:18  <planetmaker> hm...
13:40:25  <planetmaker> @calc 12 * 9 * 3
13:40:25  <Webster> planetmaker: 324
13:40:38  <planetmaker> that intrinsically cannot work :S
13:40:45  <planetmaker> damn
13:40:57  <planetmaker> I need word-sized action2 IDs :-P
13:41:09  <Terkhen> wow, and I complained because industry animations were tedious :)
13:41:25  <planetmaker> 12 animation frames * 9 fence options * 3 terrain types
13:41:47  <planetmaker> :-)
13:41:54  <planetmaker> All templated. Just a few lines :-P
13:42:28  <planetmaker> so... what do I kick out?
13:42:38  <planetmaker> auto-fence? that'd be sad.
13:42:49  <planetmaker> Dropping animation is not really an option
13:42:55  <planetmaker> And terrain awareness... is needed, too
13:43:07  <planetmaker> drat
13:43:17  <Hirundo> start bugging about inclusion of extended tilelayouts in trunk, I'd say
13:43:23  <planetmaker> :-)
13:43:30  <Terkhen> do you need 9 different fence options?
13:43:36  <planetmaker> yes.
13:43:40  <Terkhen> ok :P
13:43:59  <planetmaker> 4 sides and 4 corners
13:44:05  <planetmaker> and none
13:44:14  <Terkhen> ah, I understood it wrong then
13:44:27  <planetmaker> this fence template is applied to all airport tiles. Thus the airport gets always fenced in
13:44:42  <planetmaker> without further worry on my part for other airports etc
13:45:13  <Hirundo> can't you reorder the real and variational action2s somewhat
13:45:32  <planetmaker> NML would need to do that, I guess
13:45:50  * Hirundo ponders...
13:46:23  <planetmaker> I bugged Y3xo about that already last night. It solved the problem then what he did. But then I didn't have this part of the patch written yet ;-)
13:46:45  <Hirundo> In principle it's possible, since all action2 stuff can't be skipped anyway we can output nfo in arbitrary order
13:47:44  <Hirundo> The same is already partly done for action1 stuff, that doesn't get written in nml order either
13:47:45  <planetmaker> hm...
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13:49:24  <planetmaker> I still wonder... would it solve this problem? Would it bring down the used action2 IDs to 9 + 1 + 1 = 11?
13:49:37  <planetmaker> *concurrently used
13:49:45  <planetmaker> hm... maybe rather 9 + 12 + 3
13:51:20  <Hirundo> What happens, if you place the NORMAL_FENCE_SWITCH after each group of 9?
13:52:08  <planetmaker> you mean as last decision switch?
13:52:25  <planetmaker> err... wait. 9 IS the fence switch
13:53:31  <Hirundo> Something like this:
13:53:52  <Hirundo> Note that I have looked at the code only superficially, I don't really understand how it works yet
13:54:32  <planetmaker> ah. Let's see.
13:55:57  <planetmaker> no effect
13:57:08  <Hirundo> hmm....
13:57:55  <planetmaker> but you seemed to have understood it right: terrain switch gives desert / snow / normal. The follow-up is the normal_fence_switch with its 9 options which each links to a specific tile layout
13:58:29  <planetmaker> and the radar tile has prior to this decision process a branch into 12 animation frames
13:58:42  <planetmaker> thus this branch is done for each animation frame
14:00:36  <Hirundo> When reordering action2s.. there is also the relationship with action1 to consider....
14:02:12  <planetmaker> I'm just testing that
14:02:35  <planetmaker> hm, neither
14:02:57  <planetmaker> spriteset(spr_radar_anim12, "sprites/pcx/airports.png") { [466, 344, 15, 25,  -7, -21] }
14:02:59  <planetmaker> spriteset(spr_radar_anim12_snow, "sprites/pcx/airports.png") { [466, 344, 15, 25,  -7, -21] }
14:03:01  <planetmaker> LAYOUT_SIMPLE_BUILDING(large_airport_radar_anim12, radar_anim12, empty)
14:03:09  <planetmaker> ^ that order brings them closer together, but to no avail
14:03:57  <planetmaker> but whether in nfo... dunno (yet)
14:04:14  <Hirundo> spriteset is just an action1, it doesn't use any action2 ID
14:04:56  <planetmaker> yes, sure. But... :-)
14:05:19  <Hirundo> most likely, all spritesets are grouped into one action1, since all sprites in a single layout need to be combined
14:05:58  <Hirundo> Circumventing this could be possible using GRM-allocated sprites
14:06:37  <planetmaker> hm?
14:06:57  <planetmaker> I know what grm does in principle. But... why would I need that here?
14:07:12  <planetmaker> let's say, I *think* I know ;-)
14:07:25  <planetmaker> and how would I use that here?
14:07:30  <planetmaker> that I do *not* know
14:08:30  <Hirundo> In princple it should not be needed for users to know such things
14:10:04  <Hirundo> The documentation about reserve_sprites(...) mentions it
14:13:07  <planetmaker> that only talks about recolour sprites
14:14:42  <Hirundo> It works for real sprites just as well
14:14:58  <Hirundo> AFAIK it's used by CHIPS (albeit in nfo)
14:17:58  <Hirundo> Currently NML groups spritesets quite aggressively into action1s, to avoid duplicating real sprites
14:19:12  <Hirundo> This grouping causes lots of real action2s to be written in one go, apparently exhausting the action2 id pool
14:21:00  <planetmaker> well... avoiding duplicate real sprites certainly is a good thing :-)
14:21:29  <planetmaker> hm... ah. THAT might be the issue.
14:21:51  <planetmaker> There's one or two real sprites which are often used: an empty one and the concrete one
14:22:04  <planetmaker> hm...
14:25:32  <Hirundo> It would be nice, if NML would detect that and allocate those sprites as actionA sprites via GRM
14:26:44  <planetmaker> hm...
14:27:01  <planetmaker> that'd mean to partially re-write code ;-)
14:27:17  <planetmaker> -O2 flag like for gcc ;-)
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16:38:24  <planetmaker> hm, any reason variable 0x60 for objects is not defined in NML?
16:52:18  <Brot6> OpenGFX Trees - Revision 43:6c45e4a9d8fb: Feature: Added and Edited a few trees. (Me@Froix.domain) @
16:52:18  <Brot6> OpenGFX Trees - Revision 44:877ee29617f4: Change: Renamed to OpenGFX Trees. (no more '+') (Me@Froix.domain) @
17:01:14  * Rubidium thinks planetmaker doesn't want to hear the reason I came up with
17:02:13  <planetmaker> sorry, came up with what?
17:02:54  <planetmaker> oh. hm. :-)
17:03:01  <planetmaker> nvm. I'm slow and out of tea ;-)
17:03:17  <planetmaker> I fear the reason "pm didn't do it" might be true indeed ;-)
17:09:35  <Brot6> FISH - Revision 637:7e387787e42a: Change: minor change to readme (andythenorth) @
17:09:35  <Brot6> FISH - Revision 638:6369515921a7: Change: fix lighting on small river boat (andythenorth) @
17:09:48  <andythenorth> another one done, another one down, another one bites the dust
17:09:56  <Brot6> nml: update from r1337 to r1349 done -
17:10:06  <Rubidium> oh, I just thought things like "nobody cares", or "nml objects" ;)
17:10:41  <Brot6> fish: update from r633 to r638 done -
17:11:13  <planetmaker> well... :-)
17:18:40  <Brot6> firs: update from r1990 to r1994 done -
17:19:27  <Brot6> nutracks: update from r186 to r190 done -
17:19:42  <Brot6> ogfx-trees: update from r42 to r44 done (5 errors) -
17:19:48  <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 (r75), basecosts (r25), belarusiantowns (r8), bros (r52), chips (r141), comic-houses (r71), fish (r638), frenchtowns (r6), german-townnames (r33), grfcodec (r829), grfpack (r279), heqs (r605),
17:19:48  <Brot6> indonesiantowns (r41), manindu (r7), metrotrackset (r56), narvs (r37), newgrf_makefile (r289), nml (r1349), ogfx-industries (r105), ogfx-landscape (r68), ogfx-rv (r107), ogfx-rv.clone (r103), ogfx-trains (r241), opengfx (r669), 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
17:19:50  <Brot6> (r34), ttrs (r36), worldairlinersset (r671)
17:26:10  <Brot6> sub-landscape: compile of r66 still failed (#2616) -
17:26:58  <Brot6> sub-opengfx: compile of r666 still failed (#2586) -
17:27:41  <Brot6> Following repos rebuilds successful without any difference to earlier nightlies builds: airportsplus (Diffsize: 12), belarusiantowns (Diffsize: 30), frenchtowns, german-townnames, indonesiantowns (1 errors) (Diffsize: 1), manindu (Diffsize: 1), narvs, newgrf_makefile, ogfx-industries (Diffsize: 7950), ogfx-landscape (Diffsize: 1096), ogfx-rv, ogfx-rv.clone (Diffsize: 1), ogfx-trains (Diffsize: 813), spanishtowns (Diffsize: 1),
17:27:41  <Brot6> swedishrails (Diffsize: 259), swisstowns (Diffsize: 156)
17:31:28  <Brot6> OpenGFX Trees - Feature #2643 (New): additional trees (planetmaker) @
18:49:10  <Brot6> FISH - Revision 639:53a50dc3e5a2: Change: fix lighting on large river boat (andythenorth) @
18:56:16  <Brot6> FISH - Bug #2592 (Closed): Lighting wrong on river boats (andythenorth) @
19:24:07  <Brot6> FISH - Revision 640:44809d7bb118: Change: fix lighting on small utility tug (andythenorth) @
19:24:07  <Brot6> FISH - Bug #2591 (Closed): Lighting wrong on small tug (andythenorth) @
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19:29:50  <Brot6> FISH - Revision 641:4961e56b5d2e: Change: fix lighting on log raft (andythenorth) @
19:51:16  <planetmaker> @calc 18 * (4+4+4+2+1)
19:51:16  <Webster> planetmaker: 270
19:51:20  <planetmaker> hm
19:52:19  <planetmaker> fences on company owned land are not easily possible ;-)
19:55:41  <Brot6> FISH - Revision 642:d77e52a917e6: Change: fix lighting for medium freight hovercraft, switch to png (andythenorth) @
19:56:45  <Brot6> FISH - Bug #2590 (Closed): Lighting wrong on Porcupine hovercraft (andythenorth) @
19:59:00  <Brot6> German town names - Revision 34:97d9ccf0566c: Change: Add 'stein' as town name part and sort town... (planetmaker) @
19:59:23  <Yexo> planetmaker: there is a good solution to the out-of-action2-ids problem
19:59:48  <Yexo> it just depends on the order of assignment of those action2's
20:00:03  <Yexo> it's just hard to fix that
20:03:49  <planetmaker> that's not good news :-(
20:10:17  <Yexo> imo it is, it means you nml code is in principle valid
20:45:37  <Brot6> FISH - Revision 643:c818b16db075: Feature: centre vehicles in buy menu for better consistency wit... (andythenorth) @
20:46:59  <Brot6> FISH - Bug #2641 (Closed): Buy menu positions are wrong (andythenorth) @
21:03:30  <Yexo> Hirundo: what you mentioned earlier is not the real problem
21:03:58  <Yexo> nml/actions/ reorders also the real action2's
21:04:07  <Yexo> and it doesn't reorder them in a good way
21:04:29  <Yexo> there is the real problem, if that is solved I think planetmakers problem goes away'
21:04:43  <Yexo> unfortunately sorting the action2's in the "correct" way is hard
21:05:06  <Yexo> "correct" being in a way where action2 IDs can be reused optimally
21:05:48  <Yexo> I'm still not sure how to do that. I think it's something like a topological sort with a few extra rules
21:12:18  <Yexo> good night
21:12:23  <andythenorth> bye Yexo
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22:27:38  <Brot6> Nutracks - Revision 191:90dd2e991e22: Updated third rail tracks; removed parameter setting to sel... (oberhuemer) @
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22:28:47  <Brot6> nutracks: update from r190 to r191 done -
22:28:56  <Brot6> nutracks: compile of r191 still failed (#2510) -
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22:30:43  <Brot6> Nutracks - Feature #2639 (Closed): Better transitions between track types (oberhuemer) @
22:52:16  <Brot6> Nutracks - Revision 192:72b1a7fa1ab6: removed what was supposed to be compatibility to (oberhuemer) @
22:52:16  <Brot6> Nutracks - Revision 193:31f77d367cfd: Added tag 1.1.0 for changeset 72b1a7fa1ab6 (oberhuemer) @
22:52:50  <Brot6> nutracks: update from 1.0.0 to 1.1.0 done -
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