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04:32:39 <Brot6> OpenGFX+ Trains - Revision 250:97b6f7c7ff39: Codechange: Use modern style callbacks for bulk wagons (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-trains/repository/revisions/97b6f7c7ff39 04:51:03 <Brot6> OpenGFX+ Trains - Revision 251:256f3b5164e6: Codechange: Use modern style callbacks for flatbed w... (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-trains/repository/revisions/256f3b5164e6 05:05:26 <Rubidium> moin pm 05:13:25 <planetmaker> moin 05:14:22 <Rubidium> do I see an Apple binary in that daylength thread? ;) 05:15:07 <planetmaker> :-P 05:15:31 <planetmaker> was time again for that lession ;-) 05:16:36 <planetmaker> but I was friendly... it's even statically linked 05:17:54 <planetmaker> better would have been probably a FreeBSD or solaris binary... - but well ;-) 05:18:17 <Rubidium> DOS ;) 05:18:30 <Rubidium> oh no... OS/2 ;) 05:19:17 <planetmaker> that'd have been a good choice, too, yes 06:24:47 *** andythenorth has joined #openttdcoop.devzone 07:00:46 <Brot6> openttd.grf water-features - Revision 44:7990fd4089d3: Change: tropic green sprites shaded (andythenorth) @ http://dev.openttdcoop.org/projects/water-features/repository/revisions/7990fd4089d3 07:13:43 <Rubidium> woohoo ;) 07:17:29 <Brot6> openttd.grf water-features - Revision 45:551484881591: Change: work in progress on tropic desert ... (andythenorth) @ http://dev.openttdcoop.org/projects/water-features/repository/revisions/551484881591 07:19:16 *** JVassie has joined #openttdcoop.devzone 07:36:37 <andythenorth> Rubidium: the desert sprites are a bit crappy :P 07:38:10 <Brot6> OpenGFX+ Airports - Revision 109:4efb329b9cdc: Fix: Concrete groundsprite for commuter airport tower (dnicholls) @ http://dev.openttdcoop.org/projects/airportsplus/repository/revisions/4efb329b9cdc 07:38:10 <Brot6> OpenGFX+ Airports - Revision 110:90c173153312: Codechange: Replace ne_sw runways with sw_ne runwa... (dnicholls) @ http://dev.openttdcoop.org/projects/airportsplus/repository/revisions/90c173153312 07:38:10 <Brot6> OpenGFX+ Airports - Revision 111:aa0bc20c9f0f: Fix: Runway lights did not flash in sequence (dnicholls) @ http://dev.openttdcoop.org/projects/airportsplus/repository/revisions/aa0bc20c9f0f 07:38:13 <Brot6> OpenGFX+ Airports - Revision 112:d13ef61eb7e0: Feature: New NE->SW runway sprites for hub airports (dnicholls) @ http://dev.openttdcoop.org/projects/airportsplus/repository/revisions/d13ef61eb7e0 07:43:23 <andythenorth> Rubidium: all climates are done, assuming: 07:43:33 <andythenorth> - you are happy with temperate for toyland 07:43:50 <andythenorth> - I will redraw desert sprites when I get the motivation up :P 07:44:00 <andythenorth> - there's a glitch to fix somewhere with rapids 07:44:14 <Rubidium> andythenorth: the glitch with rapids is easy 07:44:17 <Rubidium> open rapids.png 07:44:41 <Rubidium> 3rd column 07:44:49 <Rubidium> 7th row 07:45:47 <Rubidium> I think I even made a bug report for that sprite 07:46:27 *** Zuu has joined #openttdcoop.devzone 07:46:40 <andythenorth> you did 07:48:09 <Brot6> openttd.grf water-features - Revision 46:705bab8b2eba: Fix: glitch with rapids (andythenorth) @ http://dev.openttdcoop.org/projects/water-features/repository/revisions/705bab8b2eba 07:50:47 <andythenorth> Rubidium: the sprite 13 issue? Where do I see that? 07:52:07 <andythenorth> I see this one: http://tt-foundry.com/misc/rivers_glitch_2.png 07:54:06 <Rubidium> yes, that's what I meant 07:54:22 <andythenorth> hmm 07:54:24 <andythenorth> what causes that? 07:54:29 <andythenorth> wrong code or wrong sprite? 07:54:31 <Rubidium> the sprite 07:55:14 <Rubidium> second row, second sprite 07:55:27 <andythenorth> found it 07:55:35 <andythenorth> it's a fill f*ckup 07:55:42 <andythenorth> I'll fix it 08:01:08 <Brot6> openttd.grf water-features - Revision 47:3f65f9b49e01: Fix: glitch with NW coast shore (temperate) (andythenorth) @ http://dev.openttdcoop.org/projects/water-features/repository/revisions/3f65f9b49e01 08:01:08 <Brot6> openttd.grf water-features - Revision 48:36b93805545e: Fix: glitch with NW coast shore (toyland) (andythenorth) @ http://dev.openttdcoop.org/projects/water-features/repository/revisions/36b93805545e 08:01:08 <Brot6> openttd.grf water-features - Revision 49:5429a9ff7d12: Fix: glitch with NW coast shore (tropic) (andythenorth) @ http://dev.openttdcoop.org/projects/water-features/repository/revisions/5429a9ff7d12 08:01:10 <Brot6> openttd.grf water-features - Revision 50:a85aa9823f74: Fix: glitch with NW coast shore (arctic) (andythenorth) @ http://dev.openttdcoop.org/projects/water-features/repository/revisions/a85aa9823f74 08:03:11 <andythenorth> Rubidium: sorted 08:03:17 <andythenorth> can we tag it 0.1 :P 08:03:24 <Brot6> openttd.grf water-features - Bug #2974 (Closed): Glitches (andythenorth) @ http://dev.openttdcoop.org/issues/2974#change-7522 08:04:02 <andythenorth> I'll improve desert when either (a) I play a tropic game with rivers and it annoys me (b) someone else asks enough times 08:14:24 *** frosch123 has joined #openttdcoop.devzone 08:25:28 *** JVassie has quit IRC 08:31:50 <Brot6> HEQS "Heavy Equipment" Set - Revision 639:e17d75d74f69: Change: loads for helicopters (for Pikka) (andythenorth) @ http://dev.openttdcoop.org/projects/heqs/repository/revisions/e17d75d74f69 08:47:31 *** andythenorth has quit IRC 09:03:29 *** Zuu has quit IRC 10:04:25 <Brot6> OpenGFX+ Airports - Feature #2992 (New): Commuter, move depot for better throughput (Alberth) @ http://dev.openttdcoop.org/issues/2992 10:41:10 *** andythenorth has joined #openttdcoop.devzone 10:48:14 <Hirundo> frosch123: Does this ttdpatch-patch look OK to you? http://pastebin.com/FhH6NNyk 10:48:24 <andythenorth> hola 10:49:32 * andythenorth wonders what's left to do on FIRS 10:51:02 <frosch123> Hirundo: what's that for? 10:51:07 <frosch123> that looks wrong 10:51:17 <Hirundo> Map the FF -> 00 for procedure calls also 10:51:24 <frosch123> why would you want to do that? 10:51:57 <Hirundo> Because it is done for normal CB results as well 10:52:13 <frosch123> there is no use to do that 10:52:24 <frosch123> and grfv8 even removes it for the normal cb result 10:52:36 <Hirundo> true 10:52:50 <frosch123> calculated results don't do it either 10:53:08 <andythenorth> #2913 10:53:08 <Brot6> andythenorth: #2913 is http://dev.openttdcoop.org/issues/show/2913 "FIRS Industry Replacement Set - Bug #2913: Sheep farm uses 7E procedure calls - #openttdcoop Development Zone" 10:53:13 <andythenorth> planetmaker: can that be closed yet? ^ 10:53:14 <Hirundo> I know, TTDP even does special magic for that (bit 16) 10:53:44 <Hirundo> Ah well, I'll just leave it as-is, saves me the work of typing a reply :) 10:54:19 <Hirundo> I'll bug you with OpenTTD patches instead ;) 10:55:29 <frosch123> the procedure already does the old->new conversion 10:55:36 <frosch123> if it results in an old callback result 10:55:41 <frosch123> so your diff would only do that twice 10:55:48 <frosch123> and break it for computed results 10:55:55 <Rubidium> andythenorth: http://rbijker.net/openttd/poc.diff ;) 10:56:11 <andythenorth> ooh 10:56:16 * andythenorth compiles 10:56:40 <andythenorth> with 4 threads, should i be using -j4 or -j8 :P 10:56:41 <andythenorth> ? 10:57:18 <Rubidium> go for -j6 ;) 10:57:29 <andythenorth> compromise :P 10:57:33 <andythenorth> compromising is lame 10:57:38 <andythenorth> extremes are better 10:58:05 <Ammler> you should release it anyway (.devzone), or will Rubi backport it? 10:58:13 <Rubidium> actually... 10:58:17 <frosch123> andythenorth: the usual recommendation is (num_cores + 1) 10:58:26 <frosch123> so one task can wait for the disk 10:58:42 <andythenorth> -j6 seems pretty good :P 10:58:47 <Rubidium> I wonder whether that recommendation is starting to get outdated 10:58:57 <andythenorth> all my threads are maxed at 100%, but I can still use the rest of the OS without lag 10:59:20 <Rubidium> as with small files you might need more disk accesses 10:59:20 <Ammler> the first recommendation I got was 2*num_cores+1 10:59:30 <andythenorth> woah 10:59:32 <andythenorth> rivers in game :o 10:59:37 <andythenorth> wtf etc 10:59:40 <Ammler> from SmatZ iirc 11:00:22 <Rubidium> Ammler: but that's cores, and cores != threads ;) 11:00:43 <Rubidium> threads as in hyperthreads 11:00:47 <andythenorth> I have 2 cores, both capable of running two threads 11:00:50 <andythenorth> i7 or such 11:01:09 <andythenorth> the effect on performance is more than just marketing fluff 11:01:15 <Ammler> also we had to limit devzone building to 1, since the makefile (with nml) is not multi thread capable 11:01:32 <Rubidium> Ammler: then the dependencies of the makefile are incorrect 11:01:41 <andythenorth> Rubidium: I should draw diagonal river sprites :| 11:01:51 <andythenorth> 90' turns is a bit weird 11:02:11 <andythenorth> it's kind of cute, but sweeping turns would be nicer 11:02:16 <Ammler> hmm, I should change that back, maybe that is fixed in the meantime 11:02:50 <Ammler> andythenorth: using .devzone is not just for making release, it does also check, if you published the complete source 11:03:06 <andythenorth> Ammler: you mean I should tag? 11:03:09 <andythenorth> or which? 11:03:10 <Ammler> missing files is a common issue 11:03:15 <Ammler> or nightly 11:03:29 <andythenorth> what are we talking about? :o 11:03:30 <Ammler> I just meant, you should always enable .devzone 11:03:37 <andythenorth> how do I do that? 11:03:52 <andythenorth> is it a redmine setting? 11:03:54 <Ammler> mkdir -p .devzone/build/nightlies 11:04:16 <Ammler> touch .devzone/build/nightlies/enable 11:04:28 <andythenorth> in my repo? and then add + push? 11:04:33 <Ammler> yep 11:04:36 <Hirundo> frosch123: afaik the conversion is done at the (other) call site of getrandomorvariational, but nevermind 11:04:58 <Ammler> similar if you want to enable it for releases (tags) 11:05:27 <Ammler> (do not copy .devzone from other repos) :-) 11:05:48 <Ammler> except from makefile framework 11:05:57 <Brot6> openttd.grf water-features - Revision 51:df7abed48438: Change: enable .devzone (andythenorth) @ http://dev.openttdcoop.org/projects/water-features/repository/revisions/df7abed48438 11:07:14 <andythenorth> so 11:07:22 <andythenorth> rivers are never navigable by default 11:07:34 <andythenorth> that might be logical for some, but isn't good for gameplay 11:09:31 <andythenorth> also griefing rivers is ridiculously easy 11:09:45 <Terkhen> griefing how? 11:10:02 <andythenorth> just bulldoze a tile 11:10:07 <andythenorth> cost is £10k 11:10:16 <andythenorth> cost for other player to rebuild as canal will be £20k 11:10:36 <andythenorth> so griefing in MP is trivial 11:10:45 <andythenorth> currently rivers are of relatively limited use as routes 11:10:55 <andythenorth> but that is fixable... 11:11:09 <andythenorth> hmm. Will towns overbuild rivers? 11:12:10 <andythenorth> Rubidium: the actual river generator seems pretty good 11:12:13 <andythenorth> the rivers look fine 11:12:23 <Terkhen> true 11:12:41 * andythenorth looks for one running through middle of a town 11:12:51 <Terkhen> rivers have a different demolish cost or are they sharing cost with canals? 11:12:54 * Terkhen checks 11:13:01 * andythenorth looks for one that gets wider near to sea 11:13:18 <andythenorth> RiverTypes! 11:13:20 <andythenorth> small, large 11:13:45 <Terkhen> http://newgrf-specs.tt-wiki.net/wiki/BaseCosts <--- rivers are not mentioned at all here, so I suppose I missed them when I splitted the different water features :) 11:13:46 <Webster> Title: BaseCosts - GRFSpecs (at newgrf-specs.tt-wiki.net) 11:14:06 <andythenorth> this map has some awesome rivers 11:16:01 <Rubidium> yeah, the algorithm is very realistical ;) 11:16:33 <andythenorth> you start at a spring? 11:16:42 <andythenorth> and build a lake if you can't find sea? 11:17:10 <Rubidium> yep 11:17:40 <andythenorth> well it works 11:18:00 <andythenorth> so do we have enough tile bits to make some rapids navigable? 11:18:26 <andythenorth> I have no wish to turn every river into canal just to move boats around 11:18:31 <Rubidium> get a random tile that has some higher tiles in the neighbourhood, from there look for the closest lower tile (going only over flat or inclined slopes). Repeat this till you can't go lower or reach the ocean; this gives you a few 'waypoints'. Then between these waypoints the pathfinder runs with random costs for the bits 11:19:23 <Rubidium> can't you just place a lock? 11:20:01 <andythenorth> try it :P 11:20:08 <andythenorth> locks are expensive and take up three tiles 11:20:34 <Rubidium> maybe that needs to be balanced 11:20:56 <andythenorth> I'd remove the rapids 11:21:27 <andythenorth> they gain little 11:22:00 <Rubidium> but getting up the a steep hill doesn't seem right to me 11:22:11 <Rubidium> so maybe something in between 11:22:29 <Rubidium> in flatlands they could be navigable, and when it's hilly-ish they're not 11:22:30 <andythenorth> why is a lock three tiles? 11:23:32 <Terkhen> to avoid chaining many locks I guess 11:23:34 <andythenorth> I guess it's to do with boat length 11:23:53 <andythenorth> in (superior realism) ttdp the boats actually go up and down - or so I'm told 11:24:10 <Terkhen> sounds complicated to code 11:24:41 <Rubidium> I have no clue; for me it's just a bunch of raisons 11:24:58 <Rubidium> (the hysterical kind) 11:25:39 * andythenorth suggests to eliminate it 11:25:47 <andythenorth> it's not like there's many grfs to worry about 11:25:53 <andythenorth> epic savegame break :P 11:26:05 <andythenorth> 1 tile dock is perfectly valid 11:26:12 <andythenorth> dock / lock /s 11:28:45 <andythenorth> ooh 11:28:52 <andythenorth> another easy griefing opportunity 11:28:58 <andythenorth> just build a dock: cost £350 11:29:22 <andythenorth> blocks the river 11:37:52 <Terkhen> hmm... 11:38:09 <Terkhen> it says "site unsuitable" for me if you try to place them in a single tile width river 11:38:35 <Terkhen> you can build the dock after you place a canal 11:38:39 <Terkhen> but later you can demolish the canal 11:40:36 <andythenorth> some locations are suitable....http://tt-foundry.com/misc/rivers_docks.png 11:41:11 *** ODM has joined #openttdcoop.devzone 11:41:26 * andythenorth ponders list of river ponies 11:41:45 *** FooBar has joined #openttdcoop.devzone 11:41:48 <andythenorth> Terkhen: MP game, latest trunk, rivers patch, FIRS trunk? 11:42:26 <Terkhen> we don't need the rivers patch, just generate a map with it and upload to a normal server 11:42:28 <Terkhen> and ok :P 11:42:39 <Terkhen> http://devs.openttd.org/~terkhen/screenshots/ship_bug.png <--- ship 1 cannot find a way (using YAPF) 11:42:51 <Terkhen> is that to be expected or it is a bug? 11:42:54 <andythenorth> yeah, that happens 11:43:30 <andythenorth> time to change docks? 11:43:37 <andythenorth> to be flat tiles? 11:43:50 <Terkhen> sounds complicated 11:43:51 <Terkhen> :P 11:44:16 <andythenorth> NewSomething 11:46:44 <Terkhen> wait for airport state machines, and later for their application in other station types 11:46:46 <Terkhen> :) 11:49:11 <planetmaker> frosch123, so, temp. storage has to be initialized? I thought that's done automatically ;-) 11:49:34 <planetmaker> I wonder though why it doesn't occur with every industry then where it isn't initialized 11:50:10 <Rubidium> order of execution? 11:52:21 <Terkhen> planetmaker: http://newgrf-specs.tt-wiki.net/wiki/Storages#Temporary_storage <--- values when starting a chain are undefined 11:52:22 <Webster> Title: Storages - GRFSpecs (at newgrf-specs.tt-wiki.net) 11:52:43 <frosch123> planetmaker: what should it be supposed to contain? 11:52:44 <frosch123> zero? 11:52:50 <planetmaker> yes 11:53:09 <frosch123> nope, we do not zero the stuff all the time :) 11:53:50 <planetmaker> a pity :-) 11:54:10 <Yexo> <planetmaker> I wonder though why it doesn't occur with every industry then where it isn't initialized <- are you sure you're not mixing up temporary and permanent storage? 11:54:19 <planetmaker> quite sure, Yexo 11:54:25 <Yexo> ok :) 11:54:28 <frosch123> i think we zero them once every gameloop 11:54:29 <planetmaker> as for fences all I use is temp. storage 11:54:39 <frosch123> to avoid desyncs, when gui callbacks use registers 11:54:43 <frosch123> but the rest is the grf's fault 11:54:56 <planetmaker> game loop is how many ticks? 11:55:03 <frosch123> every tick 11:55:04 <Hirundo> 1 11:55:07 <planetmaker> ok :-) 11:55:30 <planetmaker> hm... yes, that explains it :-) 11:55:36 <andythenorth> Terkhen: any idea how we start an MP game? 11:55:55 <planetmaker> thanks for the explanation. I'll have to zero registers 0...~10 of each industry then every tick :-P 11:56:18 <Terkhen> it is not possible to use openttdcoop.dev server? 11:56:20 <Hirundo> NML might do stuff under the hood (in the future) that breaks the assumed 0 11:56:27 <frosch123> planetmaker: why do you need those registers then? 11:56:29 <andythenorth> Terkhen: should be possible :) 11:56:32 <frosch123> makes no sense to me :) 11:56:38 <planetmaker> frosch123, they contain "draw fence yes/no" 11:56:45 <planetmaker> and drive the value of hide_sprite 11:56:57 <Hirundo> For example, to make callbacks with multiple bitstuffed return values appear as multiple callbacks 11:57:06 <Terkhen> why can't you store the value when you calculate it? no need to initialize everything to 0 first 11:57:08 <frosch123> yes, but why do they need to be initialised? 11:57:19 <planetmaker> Terkhen, where can I store it? 11:57:21 <frosch123> that makes no sense, you always have to compute the stuff, don't you? 11:57:40 <Terkhen> at the same temporary registers you are using now 11:57:40 <planetmaker> tiles have no perm. registers 11:57:53 <Hirundo> they can access industry perm registers 11:58:03 <planetmaker> they're all taken except one or two 11:58:15 <planetmaker> and for an industry with 10 tiles or so... that'd be 40 states 11:58:33 <frosch123> planetmaker: tiles have animation state 11:58:40 <frosch123> that is effectively a persistent register 11:58:48 <planetmaker> true 11:58:54 <andythenorth> what if it's being used for animation? 11:59:12 <frosch123> anyway, how does that relate to initialising them? 11:59:21 <planetmaker> not :-) I can initialse them 11:59:31 <frosch123> i still don't get it? 11:59:35 <planetmaker> I just did not do in the cases where no fences should be drawn at all 11:59:43 <frosch123> why are you reading the register if you have not assigned it yet? 11:59:55 <planetmaker> template-lazyness 12:00:04 <planetmaker> and the assumption that they *are* zeroed 12:00:11 <planetmaker> mostly the latter 12:00:19 <planetmaker> so it's a non-issue now that I know :-) 12:00:19 <andythenorth> how many registers are you using? 12:00:43 <frosch123> do you optionally pass stuff to the template? 12:00:48 <planetmaker> andythenorth, 4 for yes/no, 4 for sprite, 4 for offsets 12:00:52 <planetmaker> per tile 12:01:07 <andythenorth> you can't bit stuff? 12:01:11 <planetmaker> frosch123, the template always assumes all those parameters being valid. mostly the 4 yes/no 12:01:16 <planetmaker> andythenorth, what's the gain? 12:01:25 <andythenorth> you look smarter? 12:01:26 <andythenorth> :P 12:01:31 <planetmaker> I don't care :-P 12:01:33 <andythenorth> and it's harder to work with? 12:01:35 <planetmaker> ops is the same 12:03:26 <planetmaker> <Terkhen> why can't you store the value when you calculate it? no need to initialize everything to 0 first <-- I do that. But in the case I do not want fences, I need to communicate that to the template, too. Which requires an initialization with 0 12:03:48 <Terkhen> can't you use an alternative switch chain? 12:04:05 <planetmaker> I can use alternative templates 12:04:13 <planetmaker> but that'd duplicate the templates somewhat 12:04:19 <planetmaker> hm... 12:04:21 <planetmaker> maybe not 12:04:40 <andythenorth> in my newgrf experience, duplication doesn't kill kittens 12:04:47 <planetmaker> that'd be better than initialise registers always 12:04:54 <andythenorth> and duplication often makes for simpler code overall 12:17:50 <Brot6> FIRS Industry Replacement Set - Bug #2507 (Rejected): Production at Sugar Refinery when small amo... (andythenorth) @ http://dev.openttdcoop.org/issues/2507#change-7528 12:20:13 <Brot6> FIRS Industry Replacement Set - Bug #2913 (Closed): Sheep farm uses 7E procedure calls (andythenorth) @ http://dev.openttdcoop.org/issues/2913#change-7529 12:23:01 <Brot6> FIRS Industry Replacement Set - Code Review #2902 (Closed): Check production template for sugar r... (planetmaker) @ http://dev.openttdcoop.org/issues/2902#change-7530 12:29:38 <andythenorth> planetmaker: #2986 ? 12:29:38 <Brot6> andythenorth: planetmaker: #2986 is http://dev.openttdcoop.org/issues/show/2986 "FIRS Industry Replacement Set - Code Review #2986: Merge tiles of industries with more than one tile(?) - #openttdcoop Development Zone" 12:29:58 <andythenorth> I think that's the only non-drawing ticket left 12:30:15 <planetmaker> maybe... 12:30:30 <andythenorth> most everything else for 0.7 involves me drawing stuff 12:30:35 <planetmaker> But did I mis-understand yesterday that prior to 0.7 many other things should be done an shipped than those few tickets? 12:30:56 <andythenorth> we could pull in new stuff 12:31:12 <andythenorth> but I was going to finish these and ship: 12:31:22 <andythenorth> http://dev.openttdcoop.org/projects/firs/versions/145 12:32:33 <Terkhen> snow sprites, nice :) 12:32:34 <planetmaker> hm... add "water mill graphics for grain mill" please :-) 12:32:42 <andythenorth> we have rivers.... 12:33:07 <andythenorth> add the ticket ;) 12:33:11 <andythenorth> I know how to draw it 12:33:18 <andythenorth> it will need limited location 12:33:22 <planetmaker> new ticket or amend ticket? 12:33:27 <andythenorth> new 12:33:31 <planetmaker> andythenorth, the location limitation is very easy 12:33:35 <planetmaker> I'll add it then 12:33:50 <planetmaker> might be even possible with current templates, I don't exactly recall 12:34:02 <planetmaker> hm.. not possible. No river checks :-) 12:34:19 <michi_cc> Terkhen: There's Action 3, Feature 5, ID 4 which we don't support right now for docks. 12:34:24 <andythenorth> #2497 12:34:24 <Brot6> andythenorth: #2497 is http://dev.openttdcoop.org/issues/show/2497 "FIRS Industry Replacement Set - Bug #2497: Duplicate custom station names - #openttdcoop Development Zone" 12:34:28 <andythenorth> worth fixing ? ^ 12:34:43 <planetmaker> yes 12:34:49 <michi_cc> Translation: ID 4 are flat dock tiles. 12:35:15 <andythenorth> :o 12:35:40 <Terkhen> hmm... but it does not mention normal docks 12:35:53 <planetmaker> hm... never seen that 12:36:30 <Brot6> FIRS Industry Replacement Set - Feature #2993 (New): Water mill graphics for grain mill (planetmaker) @ http://dev.openttdcoop.org/issues/2993 12:37:39 <michi_cc> Normal docks are just Action A I suppose. CB 147 is not available for ID 4 according to the docs either. 12:37:48 <andythenorth> Terkhen: planetmaker I moved a few more code tickets to 0.7 :) "in case you get bored" 12:38:13 <planetmaker> lol :-) 12:39:00 <Terkhen> http://dev.openttdcoop.org/projects/firs/versions/145 <--- except #2986 they all look like sprite magic... I can't help you much there 12:39:00 <Brot6> Terkhen: http: #2986 is http://dev.openttdcoop.org/issues/show/2986 "FIRS Industry Replacement Set - Code Review #2986: Merge tiles of industries with more than one tile(?) - #openttdcoop Development Zone" 12:39:46 <andythenorth> Terkhen: #2358 ? 12:39:46 <Brot6> andythenorth: Terkhen: #2358 is http://dev.openttdcoop.org/issues/show/2358 "FIRS Industry Replacement Set - Bug #2358: Fishing Harbour ramp tile flickering - #openttdcoop Development Zone" 12:40:15 <planetmaker> #2726 is also code 12:40:15 <Brot6> planetmaker: #2726 is http://dev.openttdcoop.org/issues/show/2726 "FIRS Industry Replacement Set - Feature #2726: Control CC for Recycling Plant, Sugar Refinery - #openttdcoop Development Zone" 12:40:29 <andythenorth> yes 12:40:34 <Terkhen> I have no idea on how to solve that flickering thing besides removing stuff :P 12:40:47 <andythenorth> 2726 depends on me finishing those industries first 12:40:50 <andythenorth> Terkhen: me neither :P 12:40:59 <andythenorth> it exceeds a bounding box somewhere 12:52:49 *** LordAro has joined #openttdcoop.devzone 13:09:19 <Brot6> FIRS Industry Replacement Set - Revision 2477:a4158fbb516c: Change: no need for custom build spec... (Ammler) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/a4158fbb516c 13:10:19 <Ammler> the default build script does now check for scripts/check_language and then runs the script to all files 13:10:35 <Terkhen> nice :) 13:10:40 <Ammler> example: http://bundles.openttdcoop.org/firs.clone/nightlies/r2477/log/ 13:11:23 <Terkhen> that thing is telling me that I have a lot of work to do, though :P 13:12:55 <planetmaker> sweet, thanks, Ammler :-) 13:13:06 <Brot6> FIRS Industry Replacement Set - Revision 2478:10b3ebc27393: Change: snow in psd for Bakery (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/10b3ebc27393 13:13:47 <planetmaker> Ammler, can you add a new line between "missing" and "need update"? 13:16:23 <andythenorth> anyone want to slice this? http://tt-foundry.com/misc/bakery_snow.png 13:16:28 <andythenorth> (I can export layers for snow) 13:16:28 <Ammler> planetmaker: such requests go to Terkhen :-P 13:16:42 <andythenorth> I think it needs the sprite sheet re-arranging 13:17:01 <Ammler> well, and also the credits :-P 13:17:02 <andythenorth> I could draw some more snow instead of fooling with sprites 13:19:04 <Brot6> DevZone Help Center - Revision 150:5b5c1ab0f9d1: [Compiler] Fix: let build fail, if patches don't... (Ammler) @ http://dev.openttdcoop.org/projects/home/repository/revisions/5b5c1ab0f9d1 13:19:04 <Brot6> DevZone Help Center - Revision 151:ea3d69c978ea: [Compiler] Feature: optional support for check_l... (Ammler) @ http://dev.openttdcoop.org/projects/home/repository/revisions/ea3d69c978ea 13:22:21 <Terkhen> planetmaker: http://paste.openttdcoop.org/show/495/ <--- something like this? 13:23:32 <planetmaker> andythenorth, it'd be preferential, if the ground snow and building snow could be separate 13:23:41 <andythenorth> they can be 13:23:41 <planetmaker> And ground snow should only show the difference to a default snow tile 13:23:59 <planetmaker> makes it better blend in :-) 13:24:00 <andythenorth> there are two snow layers for that building currently 13:24:04 <planetmaker> ok 13:24:28 <andythenorth> you can open layered psd? 13:24:46 <planetmaker> mostly I think the snow on the ground could be left out and only the icy rim of the flower beed(?) would suffice 13:24:49 <planetmaker> yes, I have it open 13:25:13 <planetmaker> like, consider you draw already on a snowy ground 13:25:41 <planetmaker> (instead of the concrete in summer) 13:27:51 <planetmaker> andy, did you ever consider to create a TTD-grid overlay? 13:28:00 <andythenorth> ? 13:28:07 <planetmaker> as separate layer it'd help a lot in cutting sprites :-) 13:28:21 <andythenorth> there is one of sorts used in my site 13:41:05 *** DJNekkid has quit IRC 13:41:05 *** avdg has quit IRC 13:41:05 *** V453000 has quit IRC 13:41:05 <andythenorth> hg is veeeeeeery slow on devzone right now :o 13:41:15 <Rubidium> I doubt they'll hear you 13:41:26 <Rubidium> I expect more to ping timeout soon 13:41:29 <andythenorth> me too 13:41:32 <andythenorth> :P 13:42:15 <Brot6> Unable to connect to http://dev.openttdcoop.org/sys/: execution expired 13:42:46 <planetmaker> we do 13:42:58 <planetmaker> at least I still do :-) 13:43:21 <Brot6> FIRS Industry Replacement Set - Revision 2479:df8da1a80de6: Change: remove a slice in source file (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/df8da1a80de6 13:43:21 <Brot6> FIRS Industry Replacement Set - Revision 2480:073a4422e4d0: Change: work in progress on snow for ... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/073a4422e4d0 13:44:05 *** avdg has joined #openttdcoop.devzone 13:44:05 *** V453000 has joined #openttdcoop.devzone 13:44:19 <Brot6> FIRS Industry Replacement Set - Bug #2994 (New): Glassworks or textile mill not respecting spacin... (andythenorth) @ http://dev.openttdcoop.org/issues/2994 13:44:35 *** DJNekkid has joined #openttdcoop.devzone 13:45:11 <planetmaker> andythenorth, ALL industries? 13:45:18 <andythenorth> checking... 13:45:28 <andythenorth> yes, all industries iirc 13:45:32 <andythenorth> it was templated in nfo 13:45:36 <planetmaker> no, I mean *should* ALL industries? 13:45:41 <andythenorth> :) 13:45:50 <andythenorth> that would need a check of the nfo 13:45:52 <planetmaker> I somehow replicated what I found and I'm sure not all had that switch 13:46:03 <planetmaker> I know that I didn't add it to all 13:46:05 <andythenorth> some industries don't implement it as they are still using TTD original industry layout etc 13:46:11 <andythenorth> all others should use it 13:46:28 <planetmaker> it's an industry thing... so they could probably use that, too... But I'll need to check 13:47:05 <planetmaker> hm, no it's tile. So yes, only new ones 13:47:36 <andythenorth> I / we can reimplement default layouts for 0.8 13:47:42 <andythenorth> you have them from opengfx+ ? 13:47:57 <planetmaker> well, all graphics are there, yes 13:49:13 <planetmaker> also builder's yard? 13:49:24 <planetmaker> nvm... it has it 13:49:41 <andythenorth> I can't think of any that shouldn't do it 13:50:23 * planetmaker thinks of farms and forests and plantations 13:50:49 <andythenorth> should still space 13:52:04 <Terkhen> planetmaker: http://paste.openttdcoop.org/show/495/ <-- is this what you asked for? 13:54:22 <planetmaker> yes :-) 13:54:30 <planetmaker> makes it clearer what is wrong by section 13:55:09 <Terkhen> ok :) 13:55:26 <planetmaker> thank you :-) 13:58:21 <Brot6> FIRS Industry Replacement Set - Revision 2481:31115c48b295: Change: Add spacer lines to the langu... (Terkhen) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/31115c48b295 13:59:36 <planetmaker> andythenorth, dredging sites? 13:59:43 <andythenorth> spacing? 13:59:48 <planetmaker> yup 13:59:51 <andythenorth> hmm 14:00:01 <andythenorth> a cluster of them will block ship routes 14:00:03 <andythenorth> no harm to space them 14:01:34 <planetmaker> fishing grounds cannot, though ;-) 14:01:36 <Brot6> FIRS Industry Replacement Set - Revision 2482:e1247369fcb9: Change: work in progress on snow for ... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/e1247369fcb9 14:01:39 <planetmaker> so I'll leave it out there 14:04:39 *** Lakie has joined #openttdcoop.devzone 14:11:02 <Brot6> FIRS Industry Replacement Set - Revision 2483:0d87d0742cbe: Change: snow complete in source psd f... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/0d87d0742cbe 14:12:11 <Brot6> FIRS Industry Replacement Set - Feature #2755: Grain Mill snow sprites need finishing (andythenorth) @ http://dev.openttdcoop.org/issues/2755#change-7534 14:12:11 <Brot6> FIRS Industry Replacement Set - Feature #2821: Snow graphics for Glass Works (andythenorth) @ http://dev.openttdcoop.org/issues/2821#change-7535 14:12:50 <andythenorth> planetmaker: Terkhen #476 is also a code ticket 14:12:50 <Brot6> andythenorth: planetmaker: #476 is http://dev.openttdcoop.org/issues/show/476 "FIRS Industry Replacement Set - Feature #476: Windmill graphics for Grain Mill - #openttdcoop Development Zone" 14:13:00 <andythenorth> it was mislabelled 14:13:27 <Terkhen> so the sprites are already in the repo? 14:13:35 <planetmaker> food market, fishing harbour, hardware store, hotel, petrol pump now have no industry proximity check 14:13:40 <planetmaker> and I think those don't need it 14:13:51 <andythenorth> they're probably fine 14:14:01 <andythenorth> and they're controlled mostly by the special flag anyway 14:14:08 <andythenorth> adding cb28 / 2f to that is messy 14:14:29 <andythenorth> I'd leave them unless we see problems in test games :) 14:15:07 <andythenorth> Terkhen: the windmill sprites are already in the repo + used in game 14:15:44 <Terkhen> I don't understand the task then 14:15:59 <Terkhen> it only needs date limits then? 14:16:07 <andythenorth> date limits only 14:16:11 <andythenorth> but they're a pita 14:16:24 <andythenorth> hence not doing it yet :P 14:16:36 <Terkhen> I'd need to know the date limits, I'm not good at figuring those myself 14:16:45 <Terkhen> but I can code it once I'm done watching series for today 14:16:52 <planetmaker> date limits for building an industry? 14:16:55 <andythenorth> yes 14:17:02 <planetmaker> Just define MIN_YEAR and MAX_YEAR in the file. Done 14:17:08 <planetmaker> :-) 14:17:11 <Terkhen> for the industry or for certain layouts of the industry? 14:17:11 <andythenorth> but using cb28 to control layouts by date 14:17:18 <andythenorth> not cb22 14:17:19 <planetmaker> oh. 14:17:21 <andythenorth> :) 14:17:47 *** LordAro has quit IRC 14:17:57 <Terkhen> I don't know about callback numbers, just tell me what needs to be done :P 14:19:18 <andythenorth> prevent construction of brick grain mill before 1870 14:19:29 <andythenorth> prevent construction of windmill after 1900 14:19:38 <Terkhen> those are different layouts of the grain mill? 14:19:39 <andythenorth> but when generating map, allow both 14:19:45 <andythenorth> yes different layouts 14:19:50 <Terkhen> ok, I'll look into it :) 14:20:15 <andythenorth> the aim is even if you generate map in 1970, you get a windmill or so - for 'hysterical raisins' 14:20:34 <andythenorth> if you feel really clever, you could limit the amount of windmills on the map after 1900 14:20:39 <planetmaker> it's basically a placement check for the industry is it? 14:20:42 <Brot6> FIRS Industry Replacement Set - Feature #476: Windmill variation for Grain Mill (Terkhen) @ http://dev.openttdcoop.org/issues/476#change-7539 14:20:43 <andythenorth> by using cb67 or such with a layout number 14:20:48 <planetmaker> like location_check callback? 14:20:48 <andythenorth> yes, it's a placement check 14:20:51 <Terkhen> limit the amount why? 14:21:02 <andythenorth> Terkhen: too many windmills in 1970 would be silly? 14:21:06 <andythenorth> most got demolished 14:21:24 <andythenorth> detail :P 14:21:26 <Terkhen> hmm... I see 14:21:30 <andythenorth> not essential 14:21:35 <planetmaker> andythenorth, just close down :-P 14:21:39 <Terkhen> I'll look into it too 14:21:43 <andythenorth> planetmaker: no closure :P 14:21:47 <planetmaker> :-) 14:22:54 <planetmaker> Terkhen, I suggest to add a macro along the lines of CHECK_LAYOUT(switchname, layout, min_year, max_year, switch_in_range, switch_out_range) 14:23:06 <planetmaker> that'd be consistent with other location_check macros :-) 14:23:15 <Terkhen> first the code, later the macro :P 14:23:27 <Terkhen> but yes, a code like this should be templated 14:23:35 <Terkhen> it might make sense to use it in similar cases 14:23:41 <andythenorth> there will be similar cases 14:23:47 <andythenorth> e.g. store / supermarket 14:25:00 <planetmaker> actually CHECK_LAYOUT_YEARS might be the better name ;-) 14:28:30 <Brot6> FIRS Industry Replacement Set - Bug #2994 (Closed): Glassworks or textile mill not respecting spa... (andythenorth) @ http://dev.openttdcoop.org/issues/2994 14:28:30 <Brot6> FIRS Industry Replacement Set - Revision 2484:4d7e1451553a: Fix #2994: Add spacing restriction to... (planetmaker) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/4d7e1451553a 14:28:30 <Brot6> FIRS Industry Replacement Set - Bug #2994 (Closed): Glassworks or textile mill not respecting spa... (planetmaker) @ http://dev.openttdcoop.org/issues/2994#change-7540 14:28:40 <andythenorth> \o/ 14:29:20 <Terkhen> :P 14:29:49 <planetmaker> textile mill respected spacing ;-9 14:30:00 <planetmaker> glass work just came latter for a cozy get-together 14:35:59 <andythenorth> based on remaining work, I think we can release 0.7 in next 10 days or so 14:36:17 <andythenorth> I have two big chunks of work to do - Sugar Refinery + Recycling Plant 14:36:23 <planetmaker> don't expect significant work from me in the next 7 days ;-) 14:37:26 <andythenorth> np 14:37:32 <andythenorth> I am in no rush to release 14:37:42 <andythenorth> I would like to make sure we don't piss off translators too much as well 14:37:55 <planetmaker> then ask for translations now... 14:37:59 <andythenorth> maybe we point translators to a stable nightly? 14:38:20 <planetmaker> what is a stable nightly? 14:38:31 <andythenorth> candidate release then? 14:38:39 <andythenorth> we're probably not save-game safe yet. The recycling plant + sugar refinery layouts will change 14:40:50 <planetmaker> will they? :-) 14:41:03 <planetmaker> Why not just add? 14:42:58 <planetmaker> hm... that calls for the template DISALLOW_LAYOUT(switchname, layoutname, next_switch_name) ;-) 14:47:23 <andythenorth> need to remove old layouts (or ban them from construction with cb28) 14:47:27 <andythenorth> leaving them is cruft 14:47:31 <andythenorth> we break savegame anyway 14:47:33 <andythenorth> bbl 14:47:47 *** andythenorth has quit IRC 14:59:58 <Brot6> DictatorAI - Revision 150:2a8b0adf4cef: - Add new function to handle specific trains route (see r... (krinn) @ http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/2a8b0adf4cef 14:59:58 <Brot6> DictatorAI - Revision 151:e013fd772057: - ... (krinn) @ http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/e013fd772057 15:00:19 <FooBar> planetmaker: these NML specs on the newgrf-specs wiki, is this intended to eventually replace the documentation that is shipped with NML? 15:01:23 <planetmaker> yes, eventually 15:01:44 <planetmaker> after some discussion it was decidec that NML pages should all go into the NML namespace there 15:01:52 <FooBar> cool, maybe I can help fill it whenever I feel bored :) 15:02:04 <planetmaker> sweet :-) 15:02:15 <planetmaker> please, feel free :-) 15:02:23 <planetmaker> The main index is there, but nothing else 15:02:24 <FooBar> that is not right now, but I just saw the link in the wiki 15:02:47 <FooBar> I thought it was better to ask if it will become something official 15:03:11 <FooBar> since it is, it is worth the effort and put some time into it 15:03:12 <planetmaker> yep. We considered a separate one as we were not sure to mix it with the official nfo specs 15:03:31 <planetmaker> but the final decision was to put all developer info in that wiki 15:03:36 <planetmaker> just in separate namespaces 15:03:47 <FooBar> well, it's called newgrf-specs and not nfo-specs wiki. So I think it's a good idea to have both in the same thing 15:04:17 <planetmaker> well, technically, nml is just a compiler and doesn't specify newgrfs ;-) 15:04:37 <planetmaker> but yes... 15:04:40 <FooBar> yes, I guess that's true 15:05:00 <FooBar> but from a user pov, it's logical to have both in the same place 15:05:35 <FooBar> also easier to reference some things in the NFO specs, like railtype label, cargo label pages 15:06:16 <Ammler> maybe get ride of "-specs" in the domain 15:06:44 <planetmaker> yes... the nfo specs are special, though. They're the definition of how the TTD programme(s) itself should work 15:07:33 * FooBar ponders html2wiki http://search.cpan.org/dist/HTML-WikiConverter/bin/html2wiki 15:07:58 <planetmaker> hm... 15:08:18 <planetmaker> if that works, I sh/could use my bot account for that 15:08:34 <planetmaker> or anotherone could use a bot ;-) 15:08:42 <FooBar> heh :) 15:08:42 <planetmaker> there's a nice bot API for the wiki 15:08:58 <planetmaker> I did much of the tikiwiki -> mediawiki fixes via bot script 15:09:12 <planetmaker> you'll find pmbot often in the (early) history 15:10:01 <planetmaker> http://svn.wikimedia.org/svnroot/pywikipedia/trunk/pywikipedia 15:10:02 <Webster> Title: pywikipedia - Revision 9440: /trunk/pywikipedia (at svn.wikimedia.org) 15:10:33 <planetmaker> and http://devs.openttd.org/~planetmaker/patches/index.php?folder=bot/ 15:10:50 <planetmaker> the two family .py files might be especially interesting for usage 15:12:39 <FooBar> this appears to be something that needs to be installed on the webserver 15:14:40 <FooBar> might be quicker to just install it locally, convert all files and then do some copy-pasting 15:41:10 <planetmaker> FooBar: nope, it runs locally on your machine 15:41:21 <planetmaker> it accesses the wiki via api 15:41:31 <planetmaker> and can download and upload things through that 15:42:03 <planetmaker> it's like a script doing the editing for your 15:42:05 <planetmaker> -r 15:42:39 <planetmaker> or whatever other work needs doing. 15:42:45 <planetmaker> still from your machine 15:42:54 <planetmaker> and under your name ;-) 15:43:41 <planetmaker> for testing it's ok to use the normal account. If you want to do many automated edits or uploads, a special bot account is better as it has less restrictions on edits per time ;-) 15:43:51 <planetmaker> *special approved bot account 15:44:04 <planetmaker> that's the only reason for the account pmbot to exist 15:54:02 <Ammler> Rubidium: now your excuse with missing river graphs is obsolete for ingame rivers ;-) 15:54:27 <planetmaker> Ammler: that's why they're added to map generation ;-) 15:54:37 <Ammler> that was already possible before 15:54:49 <planetmaker> eh? 15:54:51 <Ammler> sceanrio editor 15:55:00 <Ammler> but the big issue is missing rivers ingame 15:55:01 <planetmaker> autogeneration 15:55:43 <Ammler> and the excuse was that there are no graphics for 15:56:11 <planetmaker> that was the excuse for river generation in auto-map-generation 15:56:35 <Ammler> well, anyway, would be nice if that would be possible 15:59:49 *** andythenorth has joined #openttdcoop.devzone 16:03:52 <frosch123> lol 16:04:24 <andythenorth> lol? 16:32:44 * andythenorth spots the dumbass mistake with glassworks snow 16:32:51 <andythenorth> snow *under* the roof of a shed 16:33:21 <planetmaker> :-) special wind conditions, I guess 16:34:23 <Brot6> FIRS Industry Replacement Set - Revision 2485:2eb0200bb990: Fix: stupid mistake with snow being d... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/2eb0200bb990 16:39:28 <Ammler> :-) 16:39:38 <Brot6> OpenGFX - Bug #2987: glitch with food processor (oberhuemer) @ http://dev.openttdcoop.org/issues/2987#change-7542 16:44:54 *** JVassie has joined #openttdcoop.devzone 16:49:42 *** FooBar has quit IRC 17:02:32 <andythenorth> hmm 17:02:37 <andythenorth> aluminium plant is broken 17:02:44 * andythenorth investigates 17:09:11 <Brot6> FIRS Industry Replacement Set - Revision 2486:cf915cbfd9c6: Change: improve appearance of stockpi... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/cf915cbfd9c6 17:11:11 <Rubidium> andythenorth: it's just making transparent aluminium 17:14:44 <planetmaker> hm... recycling plant is also somewhat broken. Flat tiles. But at different heights ;-) 17:14:48 <planetmaker> looks very funny 17:16:54 <andythenorth> ho 17:16:58 <andythenorth> I should look at that later 17:19:23 <Brot6> ogfx-trains: update from r249 to r251 done - http://bundles.openttdcoop.org/ogfx-trains/nightlies/r251 17:21:17 <Brot6> firs: update from r2476 to r2486 done - http://bundles.openttdcoop.org/firs/nightlies/r2486 17:22:43 <Brot6> heqs: update from r638 to r639 done - http://bundles.openttdcoop.org/heqs/nightlies/r639 17:23:28 <Brot6> water-features: update from to r51 done - http://bundles.openttdcoop.org/water-features/nightlies/r51 17:25:24 <Brot6> airportsplus: update from r107 to r112 done (2 warnings) - http://bundles.openttdcoop.org/airportsplus/nightlies/r112 17:25:25 <Brot6> Following repos didn't need a nightlies update: 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), openmsx (r97), basecosts (r25), nutracks (r208), nml (r1625), 32bpp-extra (r40), manindu (r7), newgrf_makefile (r305), ailib-direction (r17), 17:25:25 <Brot6> ailib-common (r21), snowlinemod (r49), dutchtramset (r87), ai-admiralai (r75), swisstowns (r22), metrotrackset (r56), dutchroadfurniture (r12), spanishtowns (r10), frenchtowns (r6), grfpack (r279), ogfx-rv (r109), fish (r684), ogfx-landscape (r78), 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 17:25:29 <Brot6> (r29), comic-houses (r71) 17:26:07 <Brot6> narvs: compile of r38 still failed (#2983) - http://bundles.openttdcoop.org/narvs/nightlies/ERROR/r38 17:35:31 <planetmaker> hm, is there a property I miss which enforces and industry to be built on all the same level? 17:35:40 <planetmaker> there must be... 17:39:06 <Hirundo> land shape flags property / slope check CB 17:39:24 <planetmaker> for the industry as a whole? 17:39:54 <planetmaker> I'm faced with the problem that the tiles themselves are flat - due to foundations. But... they must not be with height offset 17:40:07 <Hirundo> I don't think there is such a property 17:40:20 <andythenorth> just don't allow any corners to be higher than others 17:40:22 <andythenorth> for every tile 17:40:29 <andythenorth> there was a template for that in nfo 17:40:33 <andythenorth> somewhere... 17:40:41 <andythenorth> in the *many* cb2f templates 17:40:45 <Hirundo> " don't allow any corners to be higher than others" <- that is completely flat land 17:41:21 <andythenorth> planetmaker: you have some garbled industry due to height offsets? 17:41:24 <planetmaker> I don't mind if if they use foundations as long as the result is one hight level 17:41:28 * andythenorth has been there, done that :P 17:41:29 <planetmaker> andythenorth: yes 17:41:38 <andythenorth> it was painful to fix for n industries 17:41:53 <andythenorth> I discovered the issue quite a long way into FIRS development 17:42:20 <planetmaker> meh 17:44:02 <planetmaker> http://imagebin.org/168878 17:44:03 <Webster> Title: Imagebin - A place to slap up your images. (at imagebin.org) 17:44:06 <planetmaker> ^^ not good :S 17:45:39 <andythenorth> heh 17:45:57 <andythenorth> planetmaker: possibly the recycling plant was missing the 'level this industry' code from the nfo version 17:46:05 <andythenorth> as it got removed then re-added after n years 17:46:35 <andythenorth> but the fences look good :) 17:46:38 <planetmaker> I don't remember implementing any 'level this industry code'... nor actually having seen it 17:46:44 <andythenorth> so you can treat yourself to a cookie 17:46:48 <planetmaker> :D 17:46:51 * andythenorth digs in nfo 17:47:03 <planetmaker> don't bother. I believe you 17:47:10 <andythenorth> probably cb2f_no_slopes.pnfo 17:47:37 <andythenorth> I knew you'd get shafted by the cb 2f stuff 17:47:44 <planetmaker> it would need checking those tiles which are part of the industry... 17:47:45 <andythenorth> there are 9 nfo templates for it, plus custom code 17:48:00 <andythenorth> something was bound to be missing / missed 17:48:04 <planetmaker> :-) 17:48:45 <planetmaker> problem will be solved, if we disallow foundations, I guess 17:50:15 <planetmaker> hm... peculiar... 17:50:32 <planetmaker> it has landshape flag "only on flat land" but no autoslope callback... 17:51:41 <planetmaker> so... adding a slope check will do the trick - just as you suggested 17:52:32 <planetmaker> though I like the more complicated version better... which would check for the resulting height to be all the same... but... difficult to template, if at all 17:53:33 <andythenorth> overkill 17:53:59 <andythenorth> although would work 17:54:04 <andythenorth> check neighbouring tiles :P 17:54:38 <planetmaker> hm... good idea. Will do. 17:54:58 <planetmaker> that's easy 18:06:19 <frosch123> planetmaker: speaking of slope restrictions... if you enable callback 2f it will disable ottd to try terraforming flat land for the industry 18:06:39 <frosch123> so, do not activate that cb in a templated fashion unless it is needed :) 18:07:09 <andythenorth> frosch123: that might explain something :P 18:07:22 <andythenorth> and that might be a rock and a hard place scenario :P 18:07:51 <planetmaker> frosch123: each CB is activated specifically. That's not templated 18:08:14 <planetmaker> but... it's probably used in most (all?) industries 18:08:15 <frosch123> no idea, just want to make you aware of it :) 18:09:16 <planetmaker> it's needed to require the minimum industry separation of one tile which andy wants :-) 18:09:17 <andythenorth> that might explain why FIRS has location issues for large flat industries :P 18:09:53 <planetmaker> yup :-) 18:10:54 <planetmaker> hm... can be helped, I guess... more templating :-P 18:12:36 <Brot6> FIRS Industry Replacement Set - Feature #476: Windmill variation for Grain Mill (Terkhen) @ http://dev.openttdcoop.org/issues/476#change-7543 18:12:40 <planetmaker> hm... iirc there are a number of industries which only have this distance check, andythenorth 18:12:54 <andythenorth> you mean that's the only use of cb 2f? 18:13:51 <planetmaker> in some cases: yes 18:14:14 <planetmaker> like builder's yard 18:14:26 <planetmaker> or recycling plant ;-) 18:14:30 <planetmaker> those where it failed now 18:14:46 <Terkhen> I messed up with glassworks template? :P 18:14:49 <planetmaker> probably I broke it with the patch to restrict placement near other industries... that's where I added it 18:15:23 <planetmaker> I should have possibly added TILE_DISSALLOW_SLOPE, too 18:15:31 <planetmaker> which the other industries often have 18:15:40 <planetmaker> Now I know why ;-) 18:16:49 <Brot6> FIRS Industry Replacement Set - Revision 2487:9aaff8a971d4: Change: most of the snow for Aluminiu... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/9aaff8a971d4 18:17:10 <andythenorth> planetmaker: I've modified the aluminium plant snow to cut off the bits that should be provided by ground tile 18:17:11 <planetmaker> so, andythenorth: should I require flatness for them? Or not? Or allow building near other industries? 18:17:18 <planetmaker> cool :-) 18:17:20 * planetmaker checks 18:17:34 <andythenorth> build it in game would be fastest way to see 18:17:46 <planetmaker> that's what I'll do :-) 18:18:01 <andythenorth> which industries have the tile flat / gap issues? 18:18:17 <planetmaker> gap? 18:18:24 <planetmaker> you mean height offset? 18:18:34 <planetmaker> builder's yard and recycling plant at least 18:19:52 <andythenorth> builders yard probably needs gap check 18:19:58 <planetmaker> check out the others which I "fixed" in the last commit wrt placement 18:20:08 <andythenorth> there is a case where it can build in the spaces left within some industries 18:20:17 <andythenorth> this looks....wrong :P 18:20:32 <andythenorth> but builders yard *is* allowed to build on slopes, including steep slopes iirc 18:20:51 <andythenorth> (gap = 1 tile distance) 18:21:03 <andythenorth> recycling plant needs gap check + disallow all slopes 18:22:24 <planetmaker> yeah 18:22:46 <planetmaker> hm... aluminum plant shows normal arctic. might need a slight change of which ground sprites are used 18:22:53 <planetmaker> of the two sprite layouts 18:22:53 <Brot6> FIRS Industry Replacement Set - Feature #1782: Aluminium Plant needs snow graphics (andythenorth) @ http://dev.openttdcoop.org/issues/1782#change-7544 18:23:28 <andythenorth> planetmaker: yes, it misses snow ground currently 18:23:31 <andythenorth> I leave that to you? 18:24:00 <planetmaker> ok 18:26:45 * andythenorth ponders what next 18:29:03 <planetmaker> andythenorth: it seems the snow on the ground is also part of the building. 18:29:06 <planetmaker> IMHO that is wrong 18:29:12 <andythenorth> can be cut 18:29:20 <andythenorth> but it means adding further pngs 18:29:29 <andythenorth> oh maybe not 18:29:29 <planetmaker> it needs a separate sprite. yes 18:29:38 <andythenorth> we can change the schema 18:29:44 <andythenorth> hmm 18:29:50 * andythenorth ponders 18:30:23 <andythenorth> it's important to have very maintainable graphics layouts 18:32:12 <planetmaker> it is. 18:32:32 <andythenorth> you want the snow as an overlay with no building pixels? 18:32:55 <planetmaker> I want a snow-overlay for the ground and one for the building. for each tile preferably 18:33:05 <andythenorth> hmm 18:33:24 <planetmaker> it was easy for the builder's yard as it uses the same snow-overlay for both tiles 18:33:29 <planetmaker> the tracks. 18:33:32 * andythenorth wonders how to do this 18:33:35 <planetmaker> it can be used in many cases 18:33:48 <planetmaker> but not in the case of the aluminum plant's bigbuilding, I think 18:33:57 <planetmaker> could. But would look wrong 18:34:17 <andythenorth> what's the advantage - other than correctness? 18:35:05 <planetmaker> the adv. of using a specific ground sprite over the snow tracks? Yes, it's mostly correctness 18:35:33 <planetmaker> currently the industries look IMHO very bad when transparent. 18:35:37 <planetmaker> Much worse than base sets 18:36:17 <planetmaker> proper ground-overlay sprites, both normal and snow with building imprints would make it look so much nicer :-) 18:36:22 <andythenorth> could be a valid concern 18:36:46 <andythenorth> although many of original industries don't feature snow anyway :P 18:36:49 <planetmaker> TTRS for example is excellent in that category and offers extra info in transparent view 18:37:00 <planetmaker> it's not only snow :-) 18:37:15 <andythenorth> I can't think of a way to do it for the snow overlays that isn't a significant headache 18:37:15 <planetmaker> it's at best a patch of cobble stone, at worst nothing visible at all 18:37:31 <planetmaker> where's the headache from your POV? 18:37:50 <andythenorth> workflow to make pngs 18:38:06 <andythenorth> it's a headache anyway 18:38:16 <andythenorth> this will make it 1.8x worse 18:38:21 <andythenorth> approximately :P 18:38:31 <planetmaker> don't you draw ground on a separate layer? 18:38:40 <andythenorth> yes 18:38:48 <andythenorth> that's one reason why it's a headache 18:38:53 <planetmaker> uhm... ? 18:39:02 <planetmaker> I don't understand then 18:39:12 <andythenorth> it won't be easily explainable by irc 18:39:13 <planetmaker> the ground sprite just needs the ground 18:39:23 <andythenorth> it needs it correctly positioned 18:39:29 <planetmaker> yes? 18:39:44 <andythenorth> that is very hard 18:39:45 <planetmaker> what I do in these cases ususally is actually this: 18:40:08 <planetmaker> I draw the whole thing. ground: one layer. Building another. original ground tile the lowest one 18:40:26 <planetmaker> then I can export the ground layer and the building layer separately into separate files. done 18:40:37 <planetmaker> same thing again with snow cover. Another two layers 18:40:54 <planetmaker> maybe I'm naive, though :-) 18:42:02 <planetmaker> the original ground tile layer is just there so that I have it for reference and only need to draw the difference but see the final result 18:43:10 <andythenorth> hmm 18:43:23 <andythenorth> I have brain fail about that 18:43:28 <andythenorth> where does the slicing come in? 18:43:43 <planetmaker> a big building into different sprites? 18:43:46 <andythenorth> yes 18:44:08 <planetmaker> nowhere, I guess. But the same slicing would apply to all layers, wouldn't it? 18:44:16 <andythenorth> yes 18:44:38 <planetmaker> is that different from what you do now? 18:44:53 <andythenorth> currently what I do is a PITA 18:45:02 <planetmaker> :-) 18:45:10 <andythenorth> basically the workflow sucks 18:45:11 <planetmaker> slicing is a PITA, yes. I do that manually 18:45:28 <andythenorth> we should have just figured out a long time ago how to use crops instead of slicing the graphics 18:45:41 <andythenorth> slicing should be 100% unnecessary for any given building 18:45:50 <andythenorth> but we are where we are 18:45:54 <planetmaker> meaning what? 18:46:27 <planetmaker> In principle you can cut it in 64px width, that's all 18:46:48 <planetmaker> don't worry much about the hidden tiles except for the ground 18:47:16 <planetmaker> where you can probably in photoshop use an action to cut it in the tiles 18:49:09 <andythenorth> this should be resolvable better 18:49:12 <andythenorth> but I suspect it's not 18:49:14 <planetmaker> how do you do the slicing now? 18:49:34 <andythenorth> depends 18:49:47 <andythenorth> typically: 18:50:03 <andythenorth> - merge linked layers to get one composite building sprite 18:50:07 <andythenorth> - copy layer 18:50:30 <andythenorth> - go back 2 steps in history in photoshop to prevent accidentally saving with composited sprite 18:50:33 <andythenorth> - open png 18:50:36 <andythenorth> - convert to rgb 18:50:40 <andythenorth> - paste 18:50:49 <andythenorth> - cut slices with marquee 18:50:55 <andythenorth> - move slices to right place 18:51:03 <andythenorth> - convert to indexed mode 18:51:09 <andythenorth> - save 18:51:12 <andythenorth> - test 18:51:28 <andythenorth> - if converting to indexed mode screwed palette, re-export using save to web 18:51:33 <planetmaker> :-) 18:51:43 <andythenorth> then 18:51:48 <andythenorth> - open snow version of png 18:52:05 <andythenorth> - copy buildings from non-snow version to snow version (to ensure position is 100% identical) 18:52:13 <andythenorth> - go to psd with layers, copy snow layer 18:52:18 <andythenorth> - convert snow version to rgb 18:52:22 <andythenorth> - paste snow 18:52:27 <andythenorth> - slice / arrange 18:52:29 <andythenorth> - index 18:52:30 <andythenorth> - save 18:52:34 <andythenorth> test 18:53:13 <andythenorth> it's very easy to get off-by-few-pixels errors between snow / non snow if not done very rigourously 18:53:44 <andythenorth> ability to parse layered files would ease the pain a little :P 18:54:18 <andythenorth> to try and place the snow without the building as a guide is guaranteed to introduce errors 18:54:29 <andythenorth> and splitting snow to 2 pngs is extra work 18:55:24 <andythenorth> I did ponder an intermediate sliced psd, from which pngs could be exported by turning layers on / off 18:56:43 <planetmaker> hm... that sounds all quite complicated 18:57:24 <planetmaker> tbh, I'd have drawn the snow probably on top of the sliced building. Or I make slicing easy... 18:57:36 <planetmaker> let's give you an example 18:58:05 <planetmaker> (though your stuff is more complicated than the one I did so far, I think. Though re-doing and re-slicing the factory was a PITA; too... 19:01:08 <planetmaker> ah... maybe... Take the factory of OpenGFX indeed 19:02:02 <planetmaker> though I re-arranged the sprites afterwards... 19:02:17 <planetmaker> can you read xcf ? 19:02:37 <andythenorth> not sure 19:02:54 <andythenorth> I can try 19:03:10 <planetmaker> http://dev.openttdcoop.org/projects/opengfx/repository/changes/sprites/source/industries/factory.xcf 19:03:34 <Brot6> clientpatches: compile of r22772 still failed (#2964) - http://bundles.openttdcoop.org/clientpatches/testing/ERROR/r22772 19:03:38 <andythenorth> I can't open xcf :) 19:03:40 <planetmaker> what I did was take the building as a whole. And what one can do for the sake of simplicity, is just take vertical slices 19:06:10 * andythenorth finds an xcf app for the mac 19:07:17 <andythenorth> planetmaker: you have the png showing that? 19:07:26 <planetmaker> http://imagebin.org/168887 <-- something like that could in principle be done 19:07:27 <Webster> Title: Imagebin - A place to slap up your images. (at imagebin.org) 19:07:37 <planetmaker> andythenorth: gimp is the xcf app for mac ;-) 19:07:46 <andythenorth> so is something called seashore as well 19:07:51 <andythenorth> I had gimp 19:07:56 <andythenorth> must have lost it when migrating :P 19:08:12 <andythenorth> don't take the advise of a linux user when you have 10 years of mac migration experience to draw on 19:08:14 <planetmaker> the middle slice is 64px for the centre tile. 19:08:24 <andythenorth> planetmaker: that could be done without the 1 px gaps 19:08:37 <andythenorth> the crops in nml/nfo can be completely arbitrary and overlap 19:08:38 <Brot6> openttd-vehiclevars: update from r22759 to r22772 done - http://bundles.openttdcoop.org/openttd-vehiclevars/testing/r22772 19:08:39 <planetmaker> yes. It's mostly for illustration purposes 19:08:47 <andythenorth> maybe we've been doing it all wrong for years 19:08:50 <planetmaker> though the gap is an alignment sanity check, too 19:09:00 <planetmaker> white pixels ;-) 19:09:09 <andythenorth> probably, because vehicles have 8 sprites, we've applied same thinking to industries 19:09:16 <planetmaker> but what one will have to do is adjust the building on the tile 19:09:27 <andythenorth> but mostly I do anyway 19:09:41 <andythenorth> the positioning wrt blue background is often a guess 19:09:45 <andythenorth> then sort it out in code 19:10:09 <Brot6> serverpatches: compile of r22772 still failed (#2966) - http://bundles.openttdcoop.org/serverpatches/testing/ERROR/r22772 19:10:44 <planetmaker> yes, that's what I do, too. x-y adjustment is for code 19:10:55 <andythenorth> hmm 19:11:01 <andythenorth> it's too late now to abandon the slices 19:11:08 <andythenorth> or is it? 19:11:08 <planetmaker> except ground tiles, of course 19:11:14 <planetmaker> they're ... more challanging 19:11:42 <planetmaker> I don't have a shortcut for that. Though their size is known and it most likely can be scripted 19:11:54 <Brot6> 32bpp-ez-patches: compile of r22772 still failed (#2446) - http://bundles.openttdcoop.org/32bpp-ez-patches/testing/ERROR/r22772 19:12:02 <planetmaker> maybe just make them different layers... hm :-) 19:12:06 <planetmaker> that solves it immediately 19:12:18 <planetmaker> each of the 4 ground tiles a separate layer... 19:12:22 <planetmaker> and done 19:12:54 <andythenorth> shame we can't educate the encoders about layers 19:13:00 <andythenorth> e.g. grfcodec 19:13:19 <planetmaker> my makefile can... 19:13:23 <andythenorth> so I recall 19:13:44 <andythenorth> means you have to reference directly a layer in a file? 19:13:48 <planetmaker> though it's not yet quite ripe, I think 19:14:00 <planetmaker> yes, that's what it means. I can export each layer separately 19:14:08 <planetmaker> by name. At least in gimp files 19:14:16 <planetmaker> psd works at least by number, not sure by name 19:15:02 <andythenorth> how did we get into this? 19:15:03 <andythenorth> oh 19:15:06 <andythenorth> aluminium plant 19:15:10 <planetmaker> :-) 19:15:27 <planetmaker> I can give it also a transparent overlay ground tile. no issue either 19:15:49 <planetmaker> but yes, aluminum plant is a good example imho for all this 19:23:08 *** andythenorth has quit IRC 19:24:20 *** tneo- is now known as tneo 19:24:29 *** andythenorth has joined #openttdcoop.devzone 19:25:31 <andythenorth> planetmaker: I wouldn't worry too much about the transparent mode effect 19:25:33 <Ammler> planetmaker: imagemagick could do it too, did you check? 19:25:41 <andythenorth> the default game doesn't handle it well in many cases either 19:26:19 <Ammler> http://www.rubblewebs.co.uk/imagemagick/psd.php 19:26:20 <Webster> Title: Imagemagick photoshop notes (at www.rubblewebs.co.uk) 19:26:21 <planetmaker> well... I use it a lot. And a bad example is also an example. But not one should follow 19:27:50 <andythenorth> if it shows default terrain sprites (land / snow) it will be harder to see industry locations in transparent mode 19:28:27 * andythenorth ponders the black shapes used by ttd original houses 19:28:30 <planetmaker> not with good overlay sprites 19:28:45 <planetmaker> I'm quite fond of those black shapes 19:29:17 <planetmaker> could alternatively be used to show ground within the factories ;-) 19:29:24 <planetmaker> like a table... or stuff ;-) 19:29:37 <planetmaker> or to advertize. Or to show an industry symbol 19:29:42 <planetmaker> which is great about ECS 19:32:08 <planetmaker> for now, though, a good night everyone... helping a friend move makes probably for a good and sound sleep :-) 19:33:46 <andythenorth> good night 19:39:01 <Terkhen> good night planetmaker 19:48:11 <Terkhen> I know how to do #476, but I have no idea on how to do it nicely :P 19:48:12 <Brot6> Terkhen: #476 is http://dev.openttdcoop.org/issues/show/476 "FIRS Industry Replacement Set - Feature #476: Windmill variation for Grain Mill - #openttdcoop Development Zone" 19:48:23 * Terkhen will do dirty code first and clean up later 19:49:45 <Terkhen> andythenorth: regarding translations, do you think that 0.7.0 is missing any tickets that will create new strings? 20:01:13 <Brot6> Unable to connect to http://dev.openttdcoop.org/sys/: execution expired 20:34:04 <andythenorth> Terkhen: not sure about new strings yet 20:36:04 <Terkhen> ok :) 20:36:42 <Terkhen> I was thinking that we should do stuff requiring new strings first, and later give the translators a promise of not touching stuff until release :P 20:40:50 <andythenorth> I agree 20:45:41 <Terkhen> :) 20:56:22 <Ammler> but you kinda need to release to get translations 20:56:46 <andythenorth> we can point them at the nightly 20:57:15 <andythenorth> ach, let's figure it out when all other 0.7 tickets are closed 20:57:48 <Ammler> or you make real release branches and add only bugfixes and translations to minor version changes 20:57:52 <Terkhen> we can get translations before a release 20:58:03 <Terkhen> as long as we don't change them near release date, we can point them to a nightly, yes 20:59:12 <Ammler> then you should set due date for release :-) 20:59:55 <andythenorth> yeah 20:59:55 <andythenorth> no 20:59:59 <andythenorth> it's done when it's done 21:00:04 <Ammler> but minor releases is easier, imo... 21:00:13 <Rubidium> 06:07:08 09-10-11+12 ? 21:00:26 <andythenorth> could be 21:00:33 <Ammler> well, what will you do, if someone on forum tells, he is going to make translation for X, will you wait? 21:00:35 <andythenorth> there's also a lot of 11s coming up soon 21:00:54 <andythenorth> Ammler: good point actually 21:01:11 <andythenorth> so release would be something like "it's done when it's done + 10 days" 21:01:11 <Ammler> I would not let translators rule your releases 21:01:41 <Ammler> just be flexible with bugfixes+translation releases 21:02:24 <andythenorth> we'll get to 0 tickets outstanding, then say 10 days 21:09:24 <Terkhen> 0 tickets with string changes I'd say 21:09:34 <Terkhen> that way we are not bored and no one gets the temptation to hit the release button :P 21:11:12 <andythenorth> they must not! 21:11:22 *** Lakie has quit IRC 21:11:27 * andythenorth puts a lock on the release button 21:12:08 <andythenorth> we could do an RC or such via forums 21:12:16 <andythenorth> same as for 0.6.5-Beta 21:12:31 <Terkhen> sounds fine to me 21:12:40 <andythenorth> this would get us some bug reports + translations, without the danger of a bananas release 21:12:54 <Terkhen> and we can spend that time with a test game :) 21:13:05 <Terkhen> so we get real bug reports too :P 21:19:47 <andythenorth> good night 21:19:47 *** andythenorth has left #openttdcoop.devzone 21:51:24 *** ODM has quit IRC 22:03:06 <Brot6> DictatorAI - Revision 152:4ef56c11401a: - minor change (krinn) @ http://dev.openttdcoop.org/projects/ai-dictator/repository/revisions/4ef56c11401a 22:07:58 *** JVassie has quit IRC 23:32:43 *** frosch123 has quit IRC