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00:46:14 *** Brot6 has quit IRC 00:48:00 *** Brot6 has joined #openttdcoop.devzone 05:08:43 <Brot6> FIRS Industry Replacement Set - Bug #2984 (New): Aluminum plant sprite order (planetmaker) @ http://dev.openttdcoop.org/issues/2984 05:34:21 *** andythenorth has joined #openttdcoop.devzone 05:45:07 *** andythenorth has quit IRC 06:00:28 <Brot6> FIRS Industry Replacement Set - Bug #2984 (Closed): Aluminum plant sprite order (planetmaker) @ http://dev.openttdcoop.org/issues/2984 06:00:28 <Brot6> FIRS Industry Replacement Set - Revision 2460:721612af3d56: Fix #2984: Aluminum plant had snow gr... (planetmaker) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/721612af3d56 06:00:28 <Brot6> FIRS Industry Replacement Set - Bug #2984 (Closed): Aluminum plant sprite order (planetmaker) @ http://dev.openttdcoop.org/issues/2984#change-7486 06:04:14 *** andythenorth has joined #openttdcoop.devzone 06:40:40 *** andythenorth has quit IRC 07:24:13 *** ODM has joined #openttdcoop.devzone 10:27:11 <Brot6> FIRS Industry Replacement Set - Feature #2985 (New): Draw custom groundsprites (nearly) always as... (planetmaker) @ http://dev.openttdcoop.org/issues/2985 10:45:37 <Brot6> OpenGFX+ Landscape - Revision 78:38a85c5abceb: Feature: Respect snowyness and half-desert in fenc... (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-landscape/repository/revisions/38a85c5abceb 11:47:55 *** Brot6 has quit IRC 11:49:26 *** Brot6 has joined #openttdcoop.devzone 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) @ http://dev.openttdcoop.org/issues/2985#change-7488 12:57:20 <planetmaker> see that diff. Yes, it's templated :-) 12:57:53 <planetmaker> http://dev.openttdcoop.org/attachments/1756/Tentbourne_Transport__2001-03-06.png 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... http://bugs.openttd.org/task/4730 <-- 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: http://paste.openttdcoop.org/show/480/ 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) @ http://dev.openttdcoop.org/issues/2850#change-7489 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 nml-team@openttdcoop.org 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) @ http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/9442b00fa9af 14:24:33 <Brot6> DictatorAI - Revision 146:3f820716960a: - still more work on train station (krinn) @ http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/3f820716960a 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) @ http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/82720e7ebf8e 15:07:41 *** frosch123 has joined #openttdcoop.devzone 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) @ http://dev.openttdcoop.org/issues/2986 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> http://dev.openttdcoop.org/attachments/1756/Tentbourne_Transport__2001-03-06.png <-- 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 http://dev.openttdcoop.org/issues/show/1007 "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> http://wiki.openttd.org/Frosch/Secondary_Related_Objects <- 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 - http://bundles.openttdcoop.org/firs/nightlies/r2460 17:24:04 <Brot6> ogfx-landscape: update from r77 to r78 done (1 warnings) - http://bundles.openttdcoop.org/ogfx-landscape/nightlies/r78 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) - http://bundles.openttdcoop.org/narvs/nightlies/ERROR/r38 17:41:16 <planetmaker> http://imagebin.org/168562 <-- 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 imagebin.org) 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 18:17:20 *** andythenorth has joined #openttdcoop.devzone 18:21:48 <planetmaker> hi hi andythenorth 18:22:33 <planetmaker> http://dev.openttdcoop.org/attachments/1756/Tentbourne_Transport__2001-03-06.png <-- what do you think? 18:24:12 <planetmaker> andythenorth: I need a spriteset of fences 18:24:41 <planetmaker> http://mz.openttdcoop.org/opengfx/newgrf.php?1=1301:1308 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 ;-) 18:46:57 *** Zuu has joined #openttdcoop.devzone 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) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/9e1e1e247bda 18:50:01 <Brot6> FIRS Industry Replacement Set - Revision 2462:b7e5d5782899: Feature: Builders yard uses advanced ... (planetmaker) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/b7e5d5782899 18:50:01 <Brot6> FIRS Industry Replacement Set - Revision 2463:a14f12dc21b7: Add: Allow to use the adv. ground awa... (planetmaker) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/a14f12dc21b7 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) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/8720b87df6a2 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) - http://bundles.openttdcoop.org/clientpatches/testing/ERROR/r22758 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 - http://bundles.openttdcoop.org/openttd-vehiclevars/testing/r22758 19:08:59 <Brot6> FIRS Industry Replacement Set - Revision 2465:f8057caa6fe5: Codechange: Quarry uses advanced spri... (Terkhen) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/f8057caa6fe5 19:09:58 <Brot6> serverpatches: compile of r22758 still failed (#2966) - http://bundles.openttdcoop.org/serverpatches/testing/ERROR/r22758 19:11:39 <Brot6> 32bpp-ez-patches: compile of r22758 still failed (#2446) - http://bundles.openttdcoop.org/32bpp-ez-patches/testing/ERROR/r22758 19:12:51 <Brot6> OpenGFX - Bug #2987 (Confirmed): glitch with food processor (Ammler) @ http://dev.openttdcoop.org/issues/2987 19:12:57 <Ammler> andythenorth: ^ 19:13:44 <Brot6> FIRS Industry Replacement Set - Revision 2466:addd65772106: Codechange: Recycling Depot uses adva... (Terkhen) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/addd65772106 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) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/562aa0dd1942 19:33:38 <Brot6> FIRS Industry Replacement Set - Revision 2468:388eb6f1115f: Codechange: Sheep Farm uses advanced ... (Terkhen) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/388eb6f1115f 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> http://www.tt-forums.net/viewtopic.php?p=695162#p695162 <- 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 www.tt-forums.net) 19:57:58 <planetmaker> http://devs.openttd.org/~planetmaker/patches/index.php?source=fence_template.diff <-- template how to implement fences on demand with auto-slope 19:58:46 <planetmaker> http://devs.openttd.org/~planetmaker/patches/index.php?source=fences_dairy_farm.diff <-- 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) @ http://dev.openttdcoop.org/projects/water-features/repository/revisions/41eb842770aa 20:06:19 <Brot6> Rubidium: #2974 is http://dev.openttdcoop.org/issues/show/2974 "openttd.grf water-features - Bug #2974: Glitches - #openttdcoop Development Zone" 20:08:52 <Ammler> fast brot :-D 20:18:13 *** JVassie has joined #openttdcoop.devzone 20:31:34 *** JVassie has quit IRC 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) @ http://dev.openttdcoop.org/projects/water-features/repository/revisions/becdd93ee433 20:50:49 *** frosch123 has quit IRC 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) @ http://dev.openttdcoop.org/issues/2988 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) @ http://dev.openttdcoop.org/issues/2985 21:08:46 <Brot6> FIRS Industry Replacement Set - Feature #2985 (Closed): Draw custom groundsprites (nearly) always... (planetmaker) @ http://dev.openttdcoop.org/issues/2985#change-7494 21:09:13 <Rubidium> so unsilly it ;) 21:16:12 <Brot6> FIRS Industry Replacement Set - Feature #2320 (New): Fences for industries (planetmaker) @ http://dev.openttdcoop.org/issues/2320#change-7495 21:27:54 <Brot6> NewGRF Meta Language - Feature Request #2988: "views" for objects (foobar) @ http://dev.openttdcoop.org/issues/2988#change-7496 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) @ http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/368e35dc57b6 22:08:08 *** ODM has quit IRC 22:56:27 *** Zuu_ has joined #openttdcoop.devzone 23:03:13 *** Zuu has quit IRC 23:06:25 *** Zuu_ has quit IRC 23:28:17 <Brot6> NewGRF Meta Language - Feature Request #2988 (Closed): "views" for objects (foobar) @ http://dev.openttdcoop.org/issues/2988 23:28:17 <Brot6> NewGRF Meta Language - Revision 1625:9a1969382fec: Feature #2988: Support for object var 48 and p... (Hirundo) @ http://dev.openttdcoop.org/projects/nml/repository/revisions/9a1969382fec 23:28:17 <Brot6> NewGRF Meta Language - Feature Request #2988 (Closed): "views" for objects (Hirundo) @ http://dev.openttdcoop.org/issues/2988#change-7497