Log for #openttdcoop.devzone on 18th August 2011:
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05:08:43  <Brot6> FIRS Industry Replacement Set - Bug #2984 (New): Aluminum plant sprite order (planetmaker) @
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06:00:28  <Brot6> FIRS Industry Replacement Set - Bug #2984 (Closed): Aluminum plant sprite order (planetmaker) @
06:00:28  <Brot6> FIRS Industry Replacement Set - Revision 2460:721612af3d56: Fix #2984: Aluminum plant had snow gr... (planetmaker) @
06:00:28  <Brot6> FIRS Industry Replacement Set - Bug #2984 (Closed): Aluminum plant sprite order (planetmaker) @
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10:27:11  <Brot6> FIRS Industry Replacement Set - Feature #2985 (New): Draw custom groundsprites (nearly) always as... (planetmaker) @
10:45:37  <Brot6> OpenGFX+ Landscape - Revision 78:38a85c5abceb: Feature: Respect snowyness and half-desert in fenc... (planetmaker) @
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12:55:10  <Terkhen> planetmaker: that looks really nice :)
12:55:29  <Terkhen> it is a complicated code but I guess that it could go directly into the templates
12:56:47  <Brot6> FIRS Industry Replacement Set - Feature #2985: Draw custom groundsprites (nearly) always as overlay (planetmaker) @
12:57:20  <planetmaker> see that diff. Yes, it's templated :-)
12:57:53  <planetmaker>
12:58:44  <planetmaker> it basically can be hooked between the spritelayout choice (as now) and the tile graphics switch
12:59:00  <planetmaker> and doesn't break existing code as far as I see, even with the small template modification
12:59:16  <Terkhen> great :)
12:59:54  <Terkhen> I want to finish spritelayout conversion today (except maybe forest and fruit plantation)
13:00:27  <Terkhen> only a few industries use GROUNDSPRITE_NORMAL / GROUNDSPRITE_SNOW, though
13:01:01  <planetmaker> I know. But the same change is easily applied to the other templates, too
13:04:24  <planetmaker> and I always wanted true snow-awareness. It always bugs me that it's a binary decision while the normal ground has a transition
13:04:37  <planetmaker> same with the rainforest-desert transition
13:09:30  <Terkhen> yes, that will look great
13:09:37  <Terkhen> it would be easier to apply in ogfx-industries
13:09:50  <planetmaker> yes :-)
13:09:54  <Terkhen> but I never looked at spritesets/layouts there so I don't know if many industries would be able to make use of the translation or not :)
13:10:02  <planetmaker> I applied it first to the fenced terrain in ogfx-landscape :-)
13:10:06  <planetmaker> that was my test ground
13:10:42  <planetmaker> and now works, too. Thus the fenced ground can now have snow transitions, too ;-)
13:11:06  <planetmaker> btw... <-- works for me. You think it's ok?
13:11:39  <Terkhen> let me compile, it will take a while :)
13:17:02  <Terkhen> about the patch itself... I'd go with something like this:
13:17:06  <Terkhen> that way you don't duplicate the return
13:17:35  <planetmaker> good idea
13:18:20  <Terkhen> it does not crash for me now
13:18:25  <Terkhen> with that patch I mean :)
13:18:46  <Terkhen> are you aware that trying to build two wind turbines next to each other gives a "Land sloped in the wrong direction" error?
13:19:02  <planetmaker> not really aware
13:19:07  <planetmaker> but they need a rework...
13:19:18  <planetmaker> I learnt a lot since. And technique got better, too ;-)
13:19:26  <planetmaker> I'll just disallow steep slopes in the future
13:21:53  <Terkhen> ok :)
13:23:12  <planetmaker> I wonder whether andy will fancy to draw custom ground tiles for many tiles ... :-)
13:24:25  <Brot6> NewGRF Meta Language - Support #2850: PyPI - the Python Package Index (Ammler) @
13:28:29  <Hirundo> Ammler: Is it possible to setup a mail forwarder on the devzone?
13:29:04  <planetmaker> Hirundo: in what sense?
13:29:36  <planetmaker> we do have a mail server there...
13:29:37  <Ammler> planetmaker: ticket 2850
13:29:41  <Hirundo> so mail to is delivered to yxo's and my personal email
13:29:52  <planetmaker> ah
13:30:16  <planetmaker> yes, that's possible easily, if it's an openttdcoop address which is re-directed
13:30:50  <Ammler> it has also a quite clever spamfilter (greylist etc.)
13:32:11  <planetmaker> he... nice. A truck which was 20cm too high drove straight through the Elbe-tunnel in Hamburg. Now all signs and electricity have to be repaired all the way through where it drove
13:32:25  <planetmaker> driver claims to not have noticed it...
13:33:31  <Rubidium> there isn't a half a meter fat metal beam in front of the tunnel to prevent the truck being to high to go through the tunnel?
13:34:05  <planetmaker> there's lots of warnings and stuff. Not sure about the metal beam
13:34:47  <Ammler> :-D
13:36:08  <planetmaker> it was carrying a boat. Not sure how well that survived it ;-)
13:36:44  <Rubidium> I know that the most important tunnels even have barriers a level crossing would have and something like 130 or 150 dB horns to warn someone
13:37:13  <planetmaker> this tunnel does have that, too...
13:37:18  <Rubidium> so if a vehicle is too high the horns and barriers are triggered
13:37:23  <planetmaker> it's probably Germany's most important tunnel
13:37:35  <Rubidium> and if you missed those... well... then the system's broken
13:37:37  <planetmaker> but I'm not sure how they work
13:38:03  <planetmaker> they have a height control, but not sure where that's triggered and what's the result of that
14:24:33  <Brot6> DictatorAI - Revision 145:9442b00fa9af: - Add GetRailStationDepth to find a platform length of a ... (krinn) @
14:24:33  <Brot6> DictatorAI - Revision 146:3f820716960a: - still more work on train station (krinn) @
14:48:34  <planetmaker> Terkhen: what would you think to duplicate all default ground tiles into FIRS to allow using a proper sprite template there, too (and making it easier for the template to use an offset there, too)?
14:48:54  <planetmaker> all default ground tiles = those few which are actually used, like bare brown
14:51:53  <planetmaker> And I wonder whether we should do the same with the few buildings used.
14:53:30  <planetmaker> ground: 2022, GROUNDSPRITE_CONCRETE, GROUNDSPRITE_CLEARED Buildings: 2039, 2036, 2033
15:06:51  <Brot6> DictatorAI - Revision 147:82720e7ebf8e: - quick fix to let it run (krinn) @
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15:23:06  <Terkhen> planetmaker: I don't mind it, but I doubt andy will like OpenGFX sprites mixed with original TTD ones in his games
15:23:42  <planetmaker> well, he'll need to draw us a new copper mine then ;-)
15:23:55  <planetmaker> and a new power plant or at least transformer
15:24:04  <planetmaker> that's about 4 sprites ;-)
15:24:22  <planetmaker> but it's easy to assign work to others :-P
15:25:16  <Terkhen> why?
15:25:37  <Terkhen> it is not possible to keep using ttdsprites with them?
15:25:38  <planetmaker> it's not _me_ who would need to draw those tiles, if andy doesn't like OpenGFX industries
15:25:47  <planetmaker> well, it is
15:26:34  <planetmaker> But just including ground tiles would make it possible to make the templates smaller
15:26:40  <planetmaker> Possibly not a good enough reason
15:26:57  <planetmaker> like then we could use adv. spritelayouts also for the ground sprites
15:27:54  <planetmaker> but it's not necessary nor now or fast
15:28:04  <Terkhen> yes, better to leave that out for now :)
15:28:20  <planetmaker> but in the medium range it would be nice to have specific ground tiles anyway which mirror the houses etc
15:28:35  <planetmaker> I like the black footprint of buildings a lot
15:28:43  <planetmaker> in invisible view
15:28:54  <planetmaker> or like TTRS with text inside even
15:29:04  <planetmaker> instead of just a brown patch
15:29:32  <Terkhen> yes, that could get improved
15:30:23  <planetmaker> and if that's done - then adv. spritelayouts could be used straight away and we'd have no default ground sprites anymore ;-)
15:35:54  <planetmaker> What I really find "troublesome" is that coast tiles are not that easily accessible as all other tiles like the snow levels or desert transition
15:38:19  <Terkhen> planetmaker: why is spriteset_tanks defined separatedly in plastics_plant.pnml?
15:38:54  <planetmaker> it's a separate tile
15:39:15  <planetmaker> I moved it there from basetiles.pnml
15:39:20  <Terkhen> why can't that tile be unified with the general one?
15:39:30  <planetmaker> probably it can.
15:39:49  <Terkhen> it should?
15:39:50  <planetmaker> Do, if you want, probably even easier then. Just add it as dummy tile in basetile.pnml
15:39:55  <planetmaker> I think it should
15:40:13  <Terkhen> will it mess up with savegame compatibility?
15:40:26  <planetmaker> not, if you add that tileID as dummy tile in basetile.pnml
15:40:34  <planetmaker> it will look possibly ugly - but that's ok
15:40:50  <planetmaker> though I'm not 100% sure
15:41:05  <planetmaker> the tile layout will then of course look different
15:41:10  <planetmaker> brickworks have even two tiles
15:41:20  <planetmaker> additionally, thus in total 3
15:41:43  <Terkhen> I'll leave it as is for now
15:42:12  <planetmaker> :-)
15:43:22  <planetmaker> but indeed, can always be refactored
15:43:39  <planetmaker> maybe we should make a note. When we break compatibility, then we should merge that
15:45:40  <Brot6> FIRS Industry Replacement Set - Code Review #2986 (New): Merge tiles of industries with more than... (planetmaker) @
15:46:36  <Terkhen> ok
15:46:54  <planetmaker> Though some common tiles might make in some places sense
15:47:17  <planetmaker> Maybe like the two brickwork tiles with the sand and clay depots / piles (dunno how to name it)
15:47:37  <planetmaker> but it's really of not big importance, I think
15:52:20  <Terkhen> IMO common spritelayouts and a single industry tile per industry is better
15:52:31  <Terkhen> unless they have to be separate because of some other reason
15:53:58  <frosch123> planetmaker: george started to always draw the grass groundsprite under his industries, and add industry specific sprite via childsprites of the groundsprite
15:54:30  <planetmaker> frosch123: that's what my patch queue to FIRS somewhat does, too:
15:54:51  <planetmaker> draw the default ground sprite and draw industry-specific above that
15:55:09  <planetmaker> my grass just takes snow and desert transitions into account ;-)
15:55:48  <planetmaker> <-- frosch123
15:55:48  <frosch123> i guess coding that stuff would be easier if nml would learn functions :)
15:55:58  <planetmaker> not difficult really
15:56:09  <planetmaker> just a bit temp storage usage
15:56:18  <planetmaker> but yes, functions would probably help there even more
15:59:00  <planetmaker> frosch123: how do functions in nfo actually work?
15:59:18  <planetmaker> I always found that a bit obscure...
15:59:24  <frosch123> err... no idea what to answer... they work like functions?
15:59:43  <planetmaker> can I say like tmp_storage_xy = action2_ab
15:59:49  <planetmaker> where action2_ab is the function?
15:59:52  <frosch123> you call some function, it does some computation and returns some value
16:00:01  <planetmaker> sounds awesome :-)
16:00:16  <frosch123> yes, just "10 + 12 * function(a + b)"
16:01:02  <frosch123> temporary storages are "global", i.e. you can return/pass stuff from/to functions with them
16:01:31  <frosch123> but you have only one thing which is returned as "return value" in the formula
16:10:11  <Hirundo> Any takers for #1007 ?
16:10:11  <Brot6> Hirundo: #1007 is "NewGRF Meta Language - Feature #1007: Varaction2 abstraction - #openttdcoop Development Zone"
16:11:48  <Terkhen> wow, that would be great :P
16:12:10  <Yexo> actually I don't think it's that hard to implement
16:12:39  <planetmaker> sounds like "there is a taker" ;-)
16:13:37  <frosch123> <- btw. yexo, did you already had the pleasure to comment on that? esp. airports
16:13:59  <Yexo> not yet, I saw it mentioned somewhere but didn't read the wiki page yet
16:15:16  <frosch123> np, take your time to arrive :)
16:24:10  <Yexo> airports currently don't have a parent scope
16:24:46  <Yexo> "town of airport" is logical, but airports really need access to the vehicle, and since the code is currently limited to one parent scope neither of the two has been implemented yet
16:29:30  <Yexo> what is the last line in that table for? towns/nearest city?
16:29:40  <Yexo> it's not about houses, they're listed more to the top
16:30:55  <planetmaker> Yexo: it's the parent scope of houses
16:31:30  <Yexo> I'm talking about the row with "Towns" as "Feature", which feature is that? It's not "Houses", they have another row
16:32:24  <planetmaker> the last row, right?
16:32:33  <Yexo> yes
16:33:03  <planetmaker> It's the yet-not-existing feature "Towns". Which is the parent scope of houses
16:33:14  <planetmaker> thus it currently only exists as parent scope
16:33:19  <Yexo> ok, so it should be in bold too
16:33:39  <planetmaker> well... it exists as parent scope
16:33:46  <planetmaker> but not as primary feature, yes
16:33:57  <frosch123> yeah, it should be bold italics :)
16:35:43  <frosch123> Yexo: the main idea of the 5th object was to make it callback-specific
16:35:51  <frosch123> so a state machine callback could refer to the vehicle
16:36:03  <frosch123> and some other callback could refer to something else
16:36:20  <Yexo> frosch123: that's fine
16:36:32  <Yexo> I was just explaining why airports don't have a 2nd object currently
16:36:48  <Yexo> proposal looks good, no comments from me
16:36:55  <frosch123> i.e. you cannot tell the meaning of a variable from the varact2 alone, you have to know what callback it is part of
16:37:00  <frosch123> (simliar as cb 28 actually)
16:37:37  <frosch123> ok, then i might try it
16:37:50  <frosch123> ext.act1 is too complicated :p
16:38:07  <planetmaker> :-)
16:38:16  <frosch123> stupid construction stages :)
17:01:41  * planetmaker wonders whether adding fences is a template too much to sprite layouts ;-)
17:10:39  * planetmaker decides 'not yet' is the proper answer ;-)
17:21:29  <Brot6> firs: update from r2451 to r2460 done -
17:24:04  <Brot6> ogfx-landscape: update from r77 to r78 done (1 warnings) -
17:24:30  <Brot6> Following repos didn't need a nightlies update: ogfx-trains (r248), narvs (ERROR r38), bros (r52), ogfx-industries (r122), opengfx (r727), ailib-tile (r16), foobarstramtracks (r23), transrapidtrackset (r28), 2cctrainset (r750), cets (r126), ailib-list (r32), opensfx (r97), ttdviewer (r34), worldairlinersset (r672), heqs (r638), openmsx (r97), basecosts (r25), nutracks (r208), nml (r1624), 32bpp-extra (r40), manindu (r7), newgrf_makefile
17:24:30  <Brot6> (r305), ailib-direction (r17), ailib-common (r21), snowlinemod (r49), dutchtramset (r87), ai-admiralai (r75), swisstowns (r22), metrotrackset (r56), spanishtowns (r10), frenchtowns (r6), grfpack (r279), ogfx-rv (r107), fish (r684), ttrs (r36), ogfx-trees (r51), swedishrails (r205), grfcodec (r833), ai-aroai (r39), german-townnames (r34), smts (r19), chips (r143), belarusiantowns (r8), indonesiantowns (r41), ailib-string (r29),
17:24:32  <Brot6> airportsplus (r107), comic-houses (r71)
17:25:11  <Brot6> narvs: compile of r38 still failed (#2983) -
17:41:16  <planetmaker> <-- they're REALLY security minded with that many fences and gates around ;-)
17:41:17  <Webster> Title: Imagebin - A place to slap up your images. (at
17:49:44  <planetmaker> frosch123: scope of temporary storage: that's valid until the action2 chain is "finished", right?
17:49:56  <planetmaker> so either a sprite decided upon or the CB returned
17:51:01  <frosch123> yes
18:02:24  <planetmaker> hm... is there a variable where I can query whether a tile is auto-sloped or not?
18:02:48  <frosch123> what?
18:02:49  <planetmaker> or rather: uses foundations
18:03:03  <frosch123> how about non-flat?
18:03:04  <planetmaker> in a varaction2 chain... I want to know whether the tile uses foundations
18:03:05  <planetmaker> yes
18:03:31  <frosch123> default foundations are only flat
18:03:46  <frosch123> if you draw custom foundations you have to know yourself what you are drawing
18:04:00  <planetmaker> yes... but can I know whether the foundations callback returns 'yes'?
18:04:03  <frosch123> for default foundations just test whether the slope of the tile is non-flat, right?
18:04:12  <planetmaker> except that I could know it for a tile :-)
18:04:30  <frosch123> you cannot call you own callbacks :)
18:05:14  <planetmaker> hm... then the fence template needs to get a parameter which tells it "uses foundations"
18:05:50  <planetmaker> as I currently get funny fences on the tiles with foundations
18:06:10  <planetmaker> I query the slope - and the fence slope is ok. But... the tile isn't sloped anymore, of course
18:06:20  <frosch123> if you have a foundation, you do not need your template at all, do you?
18:06:31  <frosch123> the tile will always be flat, so the fences are the same
18:06:57  <planetmaker> yes. But the template doesn't know whether the tile it is used in uses the foundations CB or not ;-)
18:07:12  <planetmaker> I should make a separate template for foundations. It's WAY easier
18:09:24  <planetmaker> esp. as I know in the tile definition file what I actually use
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18:21:48  <planetmaker> hi hi andythenorth
18:22:33  <planetmaker> <-- what do you think?
18:24:12  <planetmaker> andythenorth: I need a spriteset of fences
18:24:41  <planetmaker>
18:24:58  <planetmaker> unless you're fine with meadows being fenced by default fences
18:25:04  <planetmaker> which would be ok, I guess
18:26:34  <planetmaker> hm... you already have nice ones for farms and junk yard. But they miss the slope sprites
18:28:40  <planetmaker> hm... should oil pumps be fenced?
18:28:42  <planetmaker> Here they are
18:32:27  <andythenorth> planetmaker: that's a lot of builders yards :
18:32:28  <andythenorth> :o
18:35:46  <planetmaker> of course that are :-)
18:35:54  <planetmaker> but look at their ground tiles :-)
18:39:02  <andythenorth> snow aware?
18:39:12  <andythenorth> partial snow aware :)
18:39:23  * andythenorth has not had the best of days and may be a bit slow
18:40:47  <planetmaker> also partial desert aware
18:41:13  <andythenorth> did you add a tile to opengfx?
18:41:22  <andythenorth> the 'tracks' tile was missing previously
18:41:44  <planetmaker> no, I didn't. The tracks are an overlay to the ground provided by FIRS
18:42:32  <planetmaker> it's the tracks in the ice tile which is already there. On snow that is used (only the track pixels). On non-snow I made a sprite with them re-coloured to brown
18:43:28  <planetmaker> this basically follows the idea "only provide as ground sprite what differs from default ground"
18:43:38  <planetmaker> as it always draws the default ground.
18:43:42  <andythenorth> it's logical
18:43:56  <planetmaker> With that patch this idea applies to all tiles, thus many tiles could be improved by providing different ground tiles
18:44:20  <andythenorth> so by using advanced layout, you can set the correct ground tile, which was formerly near-impossible?
18:44:35  <planetmaker> yes
18:44:44  <andythenorth> advanced layouts win again
18:45:03  <andythenorth> and when we want to overlay 100% of ground tile - we just use a 100% overlay graphic
18:45:08  <planetmaker> yup
18:45:39  <planetmaker> so shall I commit?
18:45:44  <andythenorth> yup
18:45:57  <planetmaker> ok :-)
18:46:02  <andythenorth> I did intend that the builders yard only shows mud or snow
18:46:05  <andythenorth> but this is interesting
18:46:10  <andythenorth> so lets go with it ;)
18:46:40  <planetmaker> I needed something to toy with which was not too complicated ;-)
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18:46:58  <planetmaker> one can still add more mud to the ground. Later though
18:47:27  <andythenorth> ship it ;)
18:47:28  <planetmaker> It's actually a patch queue of 3 patches which provides this function ;-)
18:48:17  <Terkhen> wait, will that make the spritelayout conversion more complicated? :P
18:49:58  <planetmaker> Terkhen: no
18:50:01  <planetmaker> no change for you
18:50:01  <Brot6> FIRS Industry Replacement Set - Revision 2461:9e1e1e247bda: Add: Possibility to use default groun... (planetmaker) @
18:50:01  <Brot6> FIRS Industry Replacement Set - Revision 2462:b7e5d5782899: Feature: Builders yard uses advanced ... (planetmaker) @
18:50:01  <Brot6> FIRS Industry Replacement Set - Revision 2463:a14f12dc21b7: Add: Allow to use the adv. ground awa... (planetmaker) @
18:50:19  <planetmaker> Just the templates are amended, but the interface doesn't change
18:51:45  <Terkhen> ok :)
18:54:36  <planetmaker> The fence template I have also doesn't change the interface :-)
18:55:17  <Brot6> FIRS Industry Replacement Set - Revision 2464:8720b87df6a2: Codechange: Plastics Plant uses advan... (Terkhen) @
18:57:27  <Terkhen> urgh, quarry
18:57:39  <Terkhen> let's see if I can copy all stuff from the clay pit or not
18:58:57  <Ammler> is oberhümer's comment about food processor a bug report or just a dislike?
18:59:05  <Ammler> (opengfx)
19:00:28  <Terkhen> dislike I think
19:02:43  <planetmaker> I think so, too.
19:03:01  <planetmaker> I see no bug at least
19:03:05  <Terkhen> it looks better than the old version
19:03:14  <Terkhen> those shading details are too subtle for me :P
19:03:19  <planetmaker> :-)
19:03:21  <Brot6> clientpatches: compile of r22758 still failed (#2964) -
19:05:59  <Terkhen> nice, it works :)
19:07:38  <andythenorth> it's a bug report
19:07:41  <andythenorth> the shading is defective
19:07:57  <andythenorth> raise it and assign it to me
19:08:33  <Brot6> openttd-vehiclevars: update from r22756 to r22758 done -
19:08:59  <Brot6> FIRS Industry Replacement Set - Revision 2465:f8057caa6fe5: Codechange: Quarry uses advanced spri... (Terkhen) @
19:09:58  <Brot6> serverpatches: compile of r22758 still failed (#2966) -
19:11:39  <Brot6> 32bpp-ez-patches: compile of r22758 still failed (#2446) -
19:12:51  <Brot6> OpenGFX - Bug #2987 (Confirmed): glitch with food processor (Ammler) @
19:12:57  <Ammler> andythenorth: ^
19:13:44  <Brot6> FIRS Industry Replacement Set - Revision 2466:addd65772106: Codechange: Recycling Depot uses adva... (Terkhen) @
19:21:06  <Terkhen> andythenorth: do we want smoke coming from the recycling plant's chimneys?
19:21:26  <andythenorth> maybe
19:21:32  <andythenorth> but recycling plant needs work
19:21:41  <andythenorth> currently 100% unfinished
19:21:53  <andythenorth> I'd leave it
19:22:00  <Terkhen> yes, I was checking... it seems to be missing many sprites
19:22:04  <Terkhen> ok, I'll leave it out :)
19:22:52  <Brot6> FIRS Industry Replacement Set - Revision 2467:562aa0dd1942: Codechange: Recycling Plant uses adva... (Terkhen) @
19:33:38  <Brot6> FIRS Industry Replacement Set - Revision 2468:388eb6f1115f: Codechange: Sheep Farm uses advanced ... (Terkhen) @
19:35:47  <Hirundo> Did you template the templating procedure? ;)
19:36:23  <Rubidium> that'd be pretty meta ;)
19:37:45  <Hirundo> sounds similar to the guy who appears to be writing a NML code generator
19:41:36  <planetmaker> :-)
19:50:12  <frosch123> <- wasn't someone searching for rotated sprites of the small airport?
19:50:13  <Webster> Title: Transport Tycoon Forums View topic - NewGRF (Air)ports - general discussion (at
19:57:58  <planetmaker> <-- template how to implement fences on demand with auto-slope
19:58:46  <planetmaker> <-- this is how it's used
19:59:01  <planetmaker> but I wouldn't want to use it on the dairy farm as-is
20:00:35  <planetmaker> IMHO it doesn't make sense to add complete auto-fencing to the industry tiles as there's too many occasions where that'd not look good
20:03:41  <frosch123> planetmaker: the fences need doors :p
20:03:42  <planetmaker> As such... select where one wants one per spritelayout
20:03:43  <planetmaker> :-)
20:03:43  <planetmaker> That's andy's task :-P
20:03:43  <frosch123> planetmaker: i mean fences should only be around the "backstage area" or around heavy industries which are no playground for children
20:03:44  <frosch123> not around an ordinary food processing plant
20:04:07  <planetmaker> frosch123: yes, I agree :-)
20:04:29  <Rubidium> andythenorth: please open the new rapids.png of water-features.png and spot the broken sprite (or if you're too lazy: third column, seventh row)
20:04:39  <Rubidium> (no, that's not what used to be sprite 225)
20:05:38  <Rubidium> already noted in #2974 though
20:05:56  <planetmaker> the dairy one is a very bad example as-is
20:05:57  <planetmaker> and not to be used... it's missing slopes where it would make sense
20:05:57  <Hirundo> I wonder about the performance impact of calculating that 60+x var a gazillion times
20:06:17  <Brot6> openttd.grf water-features - Revision 39:41eb842770aa: Change: layout the rapid sprites nicely (Rubidium) @
20:06:19  <Brot6> Rubidium: #2974 is "openttd.grf water-features - Bug #2974: Glitches - #openttdcoop Development Zone"
20:08:52  <Ammler> fast brot :-D
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20:42:10  <andythenorth> Ammler: is hg down?  Or just for me?
20:43:34  <Ammler> hmm, dns down?
20:43:39  <andythenorth> maybe
20:43:46  <andythenorth> abort: error: nodename nor servname provided, or not known
20:43:47  <Ammler> I might have played around too much with it :-)
20:44:12  <Rubidium> yup... name resolution fails
20:48:27  <Ammler> andythenorth: fixed
20:48:42  <Ammler> thanks and sorry
20:48:55  <andythenorth> thanks :)
20:49:02  <andythenorth> Rubidium: arctic brown is done
20:49:06  <andythenorth> opinions?
20:49:36  <Brot6> openttd.grf water-features - Revision 40:becdd93ee433: Change: arctic brown sprites shaded (andythenorth) @
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20:54:34  <Rubidium> andythenorth: looks pretty good to me
20:55:19  <andythenorth> some of the shading is off
20:55:21  <andythenorth> but meh
20:55:38  <Rubidium> only 'issue' is the 'bottom' edge at the SW slope
20:55:39  <andythenorth> if I see rivers in game, I might be motivated to improve it
20:55:41  <andythenorth> yes
20:55:59  <andythenorth> SE slope also wrong
20:56:03  <andythenorth> too dark
20:56:11  <Rubidium> but the SW slope looks green
20:56:19  <andythenorth> yes
20:56:26  <andythenorth> it still has lots of green pixels
20:56:29  <andythenorth> I'll replace those
20:56:38  <andythenorth> arctic has more green than I expected :o
20:57:43  <andythenorth> tomorrow or soon I'll do the snow
20:57:50  <andythenorth> what's going to be done with these sprites?
20:58:29  <Rubidium> they'll be included into OpenTTD's 'extra' GRF
20:58:46  <Rubidium> so basically media/extra_grf in a openttd checkout
20:59:43  <Ammler> current sprites there are decoded grfs mostly
21:00:13  <Rubidium> well, it's progressively getting better ;)
21:02:13  <andythenorth> it's about 30 mins per climate, so hopefully be done tomorrow or day after
21:02:29  <Brot6> NewGRF Meta Language - Feature Request #2988 (New): "views" for objects (foobar) @
21:02:35  <Ammler> well, what will you do with this grf?
21:02:50  <Ammler> will you add the source from this repo or decode the grf
21:03:11  <Rubidium> definitely use the source
21:03:26  <Rubidium> just look at the source to see why
21:03:26  <andythenorth> the source is more maintainable
21:06:35  * andythenorth bed
21:06:37  <andythenorth> good night
21:06:37  *** andythenorth has left #openttdcoop.devzone
21:06:45  <Ammler> it will look silly compared to the rest there :-)
21:08:46  <Brot6> FIRS Industry Replacement Set - Feature #2985 (Closed): Draw custom groundsprites (nearly) always... (planetmaker) @
21:08:46  <Brot6> FIRS Industry Replacement Set - Feature #2985 (Closed): Draw custom groundsprites (nearly) always... (planetmaker) @
21:09:13  <Rubidium> so unsilly it ;)
21:16:12  <Brot6> FIRS Industry Replacement Set - Feature #2320 (New): Fences for industries (planetmaker) @
21:27:54  <Brot6> NewGRF Meta Language - Feature Request #2988: "views" for objects (foobar) @
21:42:46  <planetmaker> hm... I just saw the FIRS thread... again the thought of changing supplies? :-(
21:42:53  <planetmaker> or removing...
21:43:00  <planetmaker> BAAAAD choice that would be...
21:55:08  <Brot6> DictatorAI - Revision 148:368e35dc57b6: - Add function to check two rail tiles are connected (krinn) @
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23:28:17  <Brot6> NewGRF Meta Language - Feature Request #2988 (Closed): "views" for objects (foobar) @
23:28:17  <Brot6> NewGRF Meta Language - Revision 1625:9a1969382fec: Feature #2988: Support for object var 48 and p... (Hirundo) @
23:28:17  <Brot6> NewGRF Meta Language - Feature Request #2988 (Closed): "views" for objects (Hirundo) @

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