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05:07:44 <Brot6> OpenGFX+ Road Vehicles - Feature #2991: Use cargo_age_period with refrigerated trucks (Terkhen) @ http://dev.openttdcoop.org/issues/2991#change-7730 05:34:01 <Terkhen> planetmaker: who did the chemicals sprite for ogfx-trains? 05:36:24 <Terkhen> hmm... it seems to be unused in the code 05:38:34 <Terkhen> planetmaker: ogfx-trains has railwagon_chemicals.png, but for chemicals it uses rail_refineryproducts_temperate instead, which is a copy of the oil sprites 05:44:34 <Brot6> OpenGFX+ Road Vehicles - Revision 112:dc9f8b5a047e: Feature #1880: Sprite support for Chemicals. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/dc9f8b5a047e 06:12:47 <Brot6> OpenGFX+ Road Vehicles - Revision 113:74489f109fb5: Feature #1880: Sprite support for Scrap Metal. (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/74489f109fb5 07:04:23 <planetmaker> Terkhen: which wagon do you talk of? 07:04:31 <planetmaker> tank or flatbed? 07:04:46 <Terkhen> sorry, tank :) 07:05:10 <planetmaker> iirc they're by molace 07:05:35 <planetmaker> maybe I should add a list of detailed credits :-) 07:06:19 <Terkhen> I have also stolen scrap metal, and now I'm borrowing petrol for the flatbed :P 07:06:48 <Terkhen> I have checked the task / commit log but I couldn't find who did what 07:08:07 <planetmaker> I don't mind at all... on the contrary :-) 07:10:32 <Terkhen> I'll probably finish cargo support for ogfx-rv today 07:11:41 <planetmaker> I'm impressed :-) 07:12:09 <planetmaker> that'll be really great to have all cargos specifically supported 07:12:42 <Terkhen> right now it is just missing a lot of flatbed cargos and oil seeds 07:12:59 <Terkhen> oh, and cement / plastic for the tanker 07:13:04 <planetmaker> hm... :-) 07:13:30 <Terkhen> I'll probably leave the tank truck alone, and I'll do as many flatbed cargos as I can 07:13:35 <Terkhen> after that... generic sprites for all :P 07:14:11 <planetmaker> :-) 07:14:29 <planetmaker> flatbed is the most tricky cargo type 07:14:54 <planetmaker> except green containers, yellow containers, blue containers with a 1px logo,... :-P 07:15:31 <Terkhen> I'll try to see if supplies / vehicles from trains fit in the trucks, otherwise boxes too :P 07:15:38 <planetmaker> though... hm... if the logo is not in CC or 2CC it could even be re-coloured wagons with logo... 07:15:43 *** ODM has joined #openttdcoop.devzone 07:15:57 <planetmaker> there are many more vehicle carrying wagons than used ingame 07:16:08 <planetmaker> some small ones should fit a not-too-small truck, too 07:16:32 <planetmaker> I've like 8 or 16 types 07:16:44 <planetmaker> they're by zephyris 07:17:58 <Terkhen> nice :) 07:18:04 <Terkhen> are they at the ogfx-trains repo? 07:18:07 <planetmaker> yes 07:18:16 <planetmaker> gfx/flatbed/ensp/ 07:18:16 <Terkhen> great, I'll check them once I'm done with petrol 07:18:29 <planetmaker> there is one with a vehicle axis only 07:20:11 <planetmaker> it's 8 only. The wagons are different ;-) 07:23:23 <planetmaker> btw, Terkhen: oil seeds: http://www.google.com/search?q=raps&hl=en&client=firefox-a&hs=oms&rls=org.mozilla:de:official&prmd=ivns&source=lnms&tbm=isch&ei=yRtnTua3Csvrsga2hP3fCg&sa=X&oi=mode_link&ct=mode&cd=2&ved=0CBQQ_AUoAQ&biw=1223&bih=619#hl=en&client=firefox-a&hs=tms&rls=org.mozilla:de%3Aofficial&tbm=isch&sa=1&q=rapssamen&pbx=1&oq=rapssamen&aq=f&aqi=&aql=&gs_sm=e&gs_upl=13185l13835l0l14082l5l5l0l3l0l1l282l493 07:23:23 <planetmaker> l2-2l2l0&bav=on.2,or.r_gc.r_pw.&fp=6ab59871abf1c9c&biw=1223&bih=619 07:23:24 <Webster> Title: raps - Google Search (at www.google.com) 07:23:29 <planetmaker> uh... 07:26:02 <planetmaker> so for temperate I wonder whether pink is good... 07:26:23 <planetmaker> dunno which plant counts as oil seeds in tropic climate 07:26:47 <planetmaker> well... image search of 'oil seeds' :-) 07:27:18 <planetmaker> http://www.tradinorganic.com/organic_oilseeds.htm 07:27:19 <Webster> Title: Tradin Organic Agriculture BV - Organic Oilseeds - Organic products (at www.tradinorganic.com) 07:28:43 <planetmaker> hm, the posting by MB about the colour indices is interesting 07:30:53 <planetmaker> I wonder, Terkhen... should we consider using a recolour sprite for some bulk stuff? 07:31:01 <planetmaker> Also just for the sake of exercise? 07:32:00 <planetmaker> I also wonder how well a custom recolour map would work with CC and 2CC. 07:32:02 <planetmaker> Probably not 07:43:41 <Terkhen> sorry, I'm back now :) 07:43:59 <Terkhen> regarding oil seeds: I was thinking on black too 07:44:18 <Terkhen> but he should know better than anybody the supposed colour for his cargos :P 07:44:37 <Terkhen> are those recolour sprites described anywhere? 07:44:42 <Terkhen> I don't know anything about them 07:45:47 <planetmaker> http://newgrf-specs.tt-wiki.net/wiki/NML:Recolour_sprites 07:46:22 <Terkhen> thanks 07:46:24 <planetmaker> and he gave in the linked posting the colours 07:46:58 <Terkhen> so it just moves colours around? 07:48:07 <Terkhen> then it's the same than what I'm already doing, but it is easier to do it visually :P 07:48:18 <planetmaker> mostly yes, I think 07:48:40 <planetmaker> Not, if you want to do it for a number of generational vehicles with several cargos ;-) 07:48:55 <Terkhen> xcf layers :P 07:49:10 <planetmaker> yes, but you still have to define each colour 07:49:20 <planetmaker> for each generation somewhat 07:49:26 <planetmaker> or vehicle type 07:49:29 <planetmaker> but yes :-) 07:50:19 <planetmaker> Btw... I yesterday discovered that I need X11 running or the gimp script doesn't work 07:50:40 <planetmaker> Dunno how it works on windows 07:51:49 <Terkhen> hmm 07:51:50 <Terkhen> strange 07:52:02 <Terkhen> right now I'm adding the flatbeds to the script 07:52:13 <Terkhen> maybe I should add the generated png files to the repository? 07:52:20 <planetmaker> might be the way gimp works on osx 07:52:32 <planetmaker> I don't think the newgrfs need that 07:52:44 <planetmaker> I'll keep it for opengfx itself, though 07:53:18 <Terkhen> but keeping the png would make compilation faster; they would only be updated when the xcf file is modified 07:53:21 <planetmaker> newgrfs are not built by distributions. Thus doing it the easy way is good 07:53:44 <planetmaker> Terkhen: what about differing clean and maintainer clean? 07:53:52 <planetmaker> would be better than storing all png IMHO 07:54:02 <Terkhen> what would that do? 07:54:09 <Terkhen> clean keeps png files? 07:54:13 <planetmaker> and currently pngs are not re-created either 07:54:25 <planetmaker> unless the xcf / psd changed 07:54:39 <planetmaker> thus I don't see the speed argument really 07:55:19 <planetmaker> but one could have a normal clean not clean the pngs 07:55:24 <Terkhen> I think they have been recompiled after changes to pnml files only, I'll keep an eye just in case it happens again 07:55:40 <Terkhen> I have not been paying much attention, so I might have used make clean 07:56:45 <planetmaker> hm. strange 07:56:56 <planetmaker> now it seems to work without x11 running 07:57:21 <Terkhen> :P 07:59:18 <planetmaker> and wrt unneeded re-generation... I cannot follow that. 07:59:33 <planetmaker> the xcf is easily changed, though. Even if nothing visually changes 07:59:44 <planetmaker> gimp marks a file changed also when you changed selection 08:00:40 <planetmaker> And I think we had this conversation identical a few weeks / months back ;-) 08:02:50 <planetmaker> btw... add *.scm and *.scr to the .hgignore? 08:03:09 <planetmaker> I might change the script extension... I think it currently doesn't use gimp default 08:03:20 <planetmaker> one is the 'correct' one 08:04:02 <planetmaker> or should I just commit the .hgignore change? 08:10:29 <Terkhen> I don't mind, either is fine :) 08:10:29 *** EmperorJake has joined #openttdcoop.devzone 08:10:48 <Terkhen> hi EmperorJake 08:11:00 <EmperorJake> hello 08:13:14 <planetmaker> good, then I pushed the .hgignore change 08:13:19 <planetmaker> I had it done anyway 08:13:22 <Brot6> OpenGFX+ Road Vehicles - Revision 114:1f30d65a3c96: Change: ignore gimp script files (planetmaker) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/1f30d65a3c96 08:14:14 <EmperorJake> planetmaker: have you looked at my problem yet? 08:15:08 <planetmaker> hi EmperorJake 08:15:17 <planetmaker> yes, I did. But I didn't yet find the cause 08:20:58 <Terkhen> what problem? 08:26:37 <planetmaker> the makefile framwork somewhat not working for his vactrains setup 08:27:18 <Terkhen> hmm... because of the placement of files? 08:28:22 <planetmaker> maybe. I really don't know yet 08:28:43 <planetmaker> it was nothing which sprang to my eye and I only could devote like half an hour to it yesterday 08:48:30 <planetmaker> EmperorJake, it is a directory issue... 08:48:46 <planetmaker> It works, if everything uses the default directories which I always use... 08:49:26 <planetmaker> it's intended to work differently, too, but I don't have the time today to track down where anything needs changing to that end 08:50:16 <EmperorJake> okay thanks 08:50:36 <planetmaker> i.e. what I changed: move all graphics files to src/gfx 08:51:47 <planetmaker> hm... there's still an issue then... 08:52:10 <EmperorJake> yes I've just done that 08:53:15 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/patches/index.php?source=flatbed_gimp.diff <--- fails with this error: http://paste.openttdcoop.org/show/562/ 08:53:25 <Terkhen> it seems correct to me... 08:54:12 <planetmaker> space in filename? 08:54:59 <planetmaker> from that I don't know what goes wrong, Terkhen 08:55:06 <planetmaker> this morning ogfx+rv built for me 08:55:22 <Terkhen> yes, that's a patch that enables gimp generation for flatbeds too 08:55:29 <Terkhen> the xcf files where there, but I never enabled them 08:55:32 <Terkhen> but it fails :P 08:55:48 <planetmaker> oh, I only saw the 2nd link ;-) 08:56:40 <Terkhen> it seems that I messed up with batteries in the pnml 08:57:08 <Terkhen> I was only looking at the png_source_list file :P 08:58:28 <planetmaker> EmperorJake, in you Makefile.config: Put the grfID into quotes 08:58:41 <planetmaker> that solves the last error 09:00:16 <planetmaker> Terkhen, thus... problem solved? 09:00:22 *** hanf has joined #openttdcoop.devzone 09:00:24 <Terkhen> yes, thanks :) 09:00:32 <planetmaker> ok :-) I'm relieved 09:00:52 <planetmaker> btw... did you try to use named layers instead of numbers? 09:00:58 <Terkhen> no 09:01:01 <planetmaker> I'm not sure it works with that version. But if, it is much nicer 09:01:06 <planetmaker> and you don't need to keep layer order 09:01:11 <planetmaker> just name them without spaces in the name 09:01:26 <planetmaker> before you change all, try with one :-) 09:01:27 <Terkhen> I have 2.6.10 09:01:36 <planetmaker> I don't mean gimp. I mean makefile ;-) 09:01:45 <Terkhen> oh, ok 09:01:52 <Terkhen> I'll try it after this commit 09:01:59 <Terkhen> if it does not work, I'll update the makefile 09:02:06 <planetmaker> I've done that already. But I don't quite recall whether I propagated that to repos 09:02:30 <planetmaker> test also with the newgrf makefile's repo 09:02:36 <planetmaker> I'm not sure... I just wondered 09:02:57 <planetmaker> and currently the newgrf makefile repo broke in my attempt to make it cleaner. The packages have somewhat wrong dir order :S 09:03:10 <planetmaker> and I only noticed of course due to the CF... 09:03:50 <Brot6> OpenGFX+ Road Vehicles - Revision 115:5529ab79c46f: Codechange: Generate flatbed truck sprites fr... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/5529ab79c46f 09:03:58 <EmperorJake> planetmaker: I tried that, it did solve the last error, but it still isn't working 09:04:12 <Terkhen> what error are you getting? 09:04:38 <EmperorJake> no errors, but there is no resulting grf file 09:04:58 <Terkhen> :O 09:05:00 <Terkhen> strange 09:05:08 <Terkhen> make clean sometimes helps 09:05:34 <EmperorJake> actually it says: md5sum: vactrain.grf: No such file or directory 09:06:09 <EmperorJake> I tried make clean, still same error 09:06:25 <Brot6> Unrealistic Trainset - Feature #3002: Maglev Strong Series (V453000) @ http://dev.openttdcoop.org/issues/3002#change-7731 09:06:49 <planetmaker> http://devs.openttd.org/~planetmaker/patches/vactrain-r0M-source.tar.gz <-- works for me 09:10:45 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/patches/index.php?source=named_layers_test.diff <--- with this diff, scr files are generated but I get no .gimp.png files for coal 09:10:50 <Terkhen> should I update the makefile framework then? 09:12:48 <planetmaker> Try by replacing the gimpscript with a new one 09:13:12 <EmperorJake> planetmaker: I get 403 forbidden 09:13:25 <planetmaker> I can't promise. If it works: good. If not: I shall look at that while fixing the makefile framework 09:14:03 <Terkhen> I get 403 too 09:14:22 <Terkhen> hmm... where is that new script? 09:14:31 <Terkhen> anyways, using named layers is not a big priority for me 09:14:35 <Terkhen> I don't mind the numbers :P 09:14:47 <planetmaker> try again 09:15:16 <Terkhen> yes, now it works 09:16:01 <planetmaker> I hope it packed everything... 09:18:02 <planetmaker> hm, it might have forgotten vactrain.pnml 09:18:49 <Terkhen> :P 09:19:10 <EmperorJake> IT WORKED! 09:19:21 <EmperorJake> Thank you so much everyone :) 09:19:31 <planetmaker> glad it helped :-) 09:19:46 <Terkhen> :) 09:24:44 <Terkhen> planetmaker: after I copied the new gimpscript, no images at all are generated :P 09:24:48 <Terkhen> I'll leave named layers for now 09:25:46 <planetmaker> ok :-) 09:26:33 <Brot6> Vactrain Set - Revision 0:4fd37aa04455: Initial upload of source (EmperorJake) @ http://dev.openttdcoop.org/projects/vactrainset/repository/revisions/4fd37aa04455 09:27:07 <Terkhen> nice :) 09:27:32 <EmperorJake> hooray! 09:27:53 <planetmaker> sweet 09:34:53 <Brot6> Vactrain Set - Revision 1:1d7c66536f1e: Added devzone build files (EmperorJake) @ http://dev.openttdcoop.org/projects/vactrainset/repository/revisions/1d7c66536f1e 09:39:53 <Terkhen> planetmaker: when placed over jungle, FIRS oil wells use desert ground sprites 09:41:46 <Brot6> Dutch Road Furniture - Feature Request #3038 (New): hard shoulder check adjacent tile to decide s... (foobar) @ http://dev.openttdcoop.org/issues/3038 09:43:09 <Brot6> OpenGFX+ Road Vehicles - Revision 116:acea142bca52: Feature #1880: Sprite support for Petrol (fla... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/acea142bca52 10:16:14 <planetmaker> Terkhen, they also don't yet use proper snow afaik 10:16:22 <Terkhen> ok :) 10:16:32 <planetmaker> they can learn from ogfx+industries ;-) 10:19:18 <Terkhen> http://devs.openttd.org/~terkhen/screenshots/wood_truck_bug.png <--- the top one is inverted, the other isn't 10:19:43 <Terkhen> it is really a bug? 10:20:57 <planetmaker> what is inverted? 10:21:26 <planetmaker> the cabin's colours? 10:22:10 <planetmaker> I guess the upper one is somewhat better, but I'd not consider either one buggy 10:22:24 <planetmaker> it's a matter of how you envision the cabin to lok like 10:22:26 <planetmaker> *look 10:22:31 <Terkhen> sorry, image horizontally flipped 10:22:52 <Terkhen> the steel things on the back of the truck are not evenly separated in one of them 10:23:40 <planetmaker> hm... they should be equal for driving directions reversed 10:23:48 <Terkhen> then it is a bug 10:23:50 <planetmaker> as we look at the vehicle edge-on 10:24:01 <Terkhen> I'll solve it locally in ogfx-rv and make a bug report in opengfx 10:26:16 <Terkhen> meh, the same happens for steel 10:30:34 <planetmaker> I guess on closer inspection you might find more than this one bug :-) 10:32:53 <Terkhen> I hope not :P 10:33:27 <Terkhen> the next commit of ogfx-rv will have lumber and the wood fix (too messy right now to split it in two commits) 10:33:31 <Terkhen> and after that I'll fix steel 10:33:46 <Terkhen> I guess that the same sprites generated by opengfx+ rv can be backported to opengfx 10:35:11 <Terkhen> I only noticed this because the same lumber sprite didn't fit in both views 10:38:06 <planetmaker> :-) 10:38:29 <Terkhen> yet another similar bug with other views 10:39:06 <planetmaker> well... with other views it might be less relevant 10:57:35 <Terkhen> http://paste.openttdcoop.org/show/563/ <--- sometimes this happens for me, that's why I got accustomed to hg purge instead 11:01:02 <planetmaker> I've never seen that 11:04:26 <Brot6> OpenGFX+ Road Vehicles - Revision 117:1a4e76b0c904: Feature #1880: Sprite support for Lumber (fla... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/1a4e76b0c904 11:06:23 <Ammler> planetmaker (or whoever), maybe nml (pil) is able to read layer images too? 11:06:56 <Yexo> yes, PIL is able to do that 11:08:52 <Ammler> so instead this "workaround" with gimp, it could be possible to combine those images with nml directly 11:10:08 <Terkhen> it only works with psd files 11:10:52 <Terkhen> http://www.pythonware.com/library/pil/handbook/ 11:10:53 <Webster> Title: Python Imaging Library Handbook (at www.pythonware.com) 11:11:04 <Brot6> Vactrain Set - Code Review #3039 (Assigned): Cleanup of code (EmperorJake) @ http://dev.openttdcoop.org/issues/3039 11:11:59 <Ammler> Terkhen: no big deal to save gimp files as psd, is it? 11:13:24 <Ammler> the question is rather, is pil able to select layers 11:13:27 <Terkhen> I don't see the reason to use xcf when we have psd :) 11:13:35 <Terkhen> to use psd when we have xcf* 11:14:16 <Brot6> Vactrain Set - Feature #3040 (New): Generation 2 of vactrains (EmperorJake) @ http://dev.openttdcoop.org/issues/3040 11:14:46 <Ammler> Terkhen: gimp as build dependency is enormous, would be nice if you could do the same without, wouldn't? 11:15:27 <Terkhen> as soon as someone bothers with coding that application, yes 11:15:45 <Terkhen> I don't think that feature should be included in nml 11:15:57 <Ammler> it's not about someone coding it, it is about if it already exists 11:16:22 <Yexo> Ammler: PIL can read layers, but it'll need special syntax for nml 11:16:25 <Terkhen> we searched a lot before deciding on using gimp, we didn't find any alternative 11:16:39 <Terkhen> if such alternative exists, we can consider it 11:16:42 <Yexo> if you want to get rid of gimp you can write a small python program that uses PIL to do the same 11:16:43 <Ammler> Terkhen: did you think about PIL 11:16:47 <Brot6> Vactrain Set - Feature #3041 (New): Redraw Rail Graphics (EmperorJake) @ http://dev.openttdcoop.org/issues/3041 11:16:50 <Terkhen> PIL is a library, not a program :P 11:16:52 <Yexo> however as Terkhen said currently PIL only supports PSD files, not gimp files 11:17:03 <Ammler> Terkhen: so you didn't 11:17:17 <Yexo> Ammler: we did 11:17:26 <Terkhen> PIL is a library, hardly updated and only reads PSD -> let's use gimp instead 11:17:26 <Ammler> hmm 11:17:33 <Yexo> gimp is ready, we'd need to spend time writing a program in python and even than it doesn't read gimp files 11:17:51 <Terkhen> and we already had this discussion months ago :) 11:18:01 <Ammler> Yexo: the idea would be to use the psd file directly with nml 11:18:24 <Ammler> to get ride of the additional image source list 11:18:24 <Yexo> Ammler: but for that nml would need special syntax to select which layers are to be included 11:18:31 <Yexo> and even than it'd need support code in nml 11:18:42 <Ammler> and in pil, does pil support it? 11:18:44 <Yexo> it has been discussed and dismissed months ago 11:18:55 <Yexo> Ammler: PIL is a library, it does support it but it needs code calling that support 11:19:09 <Yexo> like nml has to say: read layer 1, read layer 2, merge both layers, etc. 11:19:11 <Ammler> oh well, never mind... :-P 11:20:50 <Terkhen> EmperorJake: once I'm done with opengfx+ road vehicles I can add those cost parameters to the repository if you want 11:20:51 <Ammler> Yexo: you think, it is more complicated as the current solution? 11:21:09 <Yexo> Ammler: from the current situation: yes. 11:21:14 <Yexo> current solution is already implemented 11:21:20 <Yexo> hence every change is more complicated 11:21:23 <Ammler> the gimp script isn't that short 11:21:30 <Yexo> but it's already written 11:21:53 <Ammler> ok, that is no reason to decline the idea already, but well... 11:22:08 <EmperorJake> Terkhen: I've already applied them 11:22:12 <Terkhen> oh, nice :) 11:22:15 <Yexo> I'm not declining the idea 11:22:40 <Yexo> the only thing I'm declining is to spend a lot of time on it when we already have something that works. NML has more than enough open issues already that need work and are more important 11:23:55 *** EmperorJake has quit IRC 11:25:42 <Brot6> OpenGFX+ Road Vehicles - Revision 118:d0d022b8e3a6: Fix: Flatbed trucks of the "steel" model were... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/d0d022b8e3a6 11:31:19 <planetmaker> Ammler, it's a big deal. Gimp can't write psd 11:31:33 <planetmaker> or I missed that so far 11:31:55 <planetmaker> but would be good 11:32:24 <Ammler> yes, you missed that 11:32:37 <Ammler> ps can't write xcf 11:33:08 <Ammler> that is why we once decided to save files as psd on opengfx, but the decision got lost :-) 11:33:46 <planetmaker> Ammler, the gimp script is not long... it's about two, three dozen lines of code 11:33:53 <planetmaker> indeed, I can't recall that decision :-) 11:34:15 <Ammler> I guess, during the absense of foobar, it wasn't important anymore 11:34:54 <Ammler> and in the meantime, psd might be able to read xcf 11:34:59 <Ammler> ps* 11:35:07 <Brot6> Unrealistic Trainset - Feature #3025: Monorail ICE Series (V453000) @ http://dev.openttdcoop.org/issues/3025#change-7735 11:39:11 <Brot6> OpenGFX+ Road Vehicles - Revision 119:c357a4392334: Fix #1676: Colour difference in paper truck s... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/c357a4392334 11:42:16 <Brot6> OpenGFX - Bug #3042 (New): Difference between symmetric views of flatbed trucks (Terkhen) @ http://dev.openttdcoop.org/issues/3042 11:58:19 <Brot6> OpenGFX+ Road Vehicles - Revision 120:30842f3759c7: Feature #1880: Sprite support for Chemicals (... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/30842f3759c7 12:19:51 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/screenshots/flatbed_truck_1_plastics.gimp.png <--- does this look good for PBI plastic? (I just changed chemicals to red) 12:19:52 <Terkhen> bbl 12:20:40 <planetmaker> looks nice. But I (currently) have no idea about how PBI cargos look like or should look like 12:34:09 *** FooBar has joined #openttdcoop.devzone 12:42:37 *** Lakie has joined #openttdcoop.devzone 13:00:27 <Brot6> Dutch Road Furniture - Feature Request #3038: hard shoulder check adjacent tile to decide slope o... (foobar) @ http://dev.openttdcoop.org/issues/3038#change-7736 13:01:38 <Brot6> Dutch Road Furniture - Revision 25:1a050b9c6a48: Fix (r20): outside corners couldn't connect dire... (foobar) @ http://dev.openttdcoop.org/projects/dutchroadfurniture/repository/revisions/1a050b9c6a48 13:01:38 <Brot6> Dutch Road Furniture - Revision 26:4a2abafd5cfa: Codechange: higher bounding boxes may or may not... (foobar) @ http://dev.openttdcoop.org/projects/dutchroadfurniture/repository/revisions/4a2abafd5cfa 13:01:38 <Brot6> Dutch Road Furniture - Revision 27:817641ff85c8: Fix: improve appearance of east/west inside corners (foobar) @ http://dev.openttdcoop.org/projects/dutchroadfurniture/repository/revisions/817641ff85c8 13:01:40 <Brot6> Dutch Road Furniture - Revision 28:abd144875142: Doc: prepare for release (foobar) @ http://dev.openttdcoop.org/projects/dutchroadfurniture/repository/revisions/abd144875142 13:01:44 <Brot6> Dutch Road Furniture - Revision 29:df6b891d05b6: Release: 0.2.1 (foobar) @ http://dev.openttdcoop.org/projects/dutchroadfurniture/repository/revisions/df6b891d05b6 13:04:44 <Brot6> dutchroadfurniture: update from 0.2.0 to 0.2.1 done - http://bundles.openttdcoop.org/dutchroadfurniture/releases/0.2.1 13:29:43 <Terkhen> well, plastic is a liquid / piece goods so small containers seem like a good solution :P 13:29:52 <Terkhen> I'll commit those then 13:30:32 <planetmaker> hm, looked like barrels 13:37:07 <Terkhen> yes, sorry, that's what I mean :) 13:39:02 <Terkhen> wow, that's a lot of ENSP sprites :) 13:39:41 <Terkhen> do they use the train's company colour or a random one? 13:39:58 <Terkhen> or maybe they all are yellow :P 13:41:27 <planetmaker> they're all yellow ;-) 13:41:43 <planetmaker> hm.. there's somewhere green FMSP, but I didn't quite find it this morning 13:41:56 <Terkhen> random recolour would be nice, but very low priority :P 13:42:29 <Terkhen> I think that most of those vehicles can fit in the flatbed truck, but maybe they would look "out of scale" in a truck 14:00:44 <Brot6> Belarusian Town Names - Bug #3000 (Closed): DevZone compile failed (Ammler) @ http://dev.openttdcoop.org/issues/3000#change-7737 14:03:29 <Ammler> hmm, #2892 is assigned to me, but I can't do anything with, planetmaker any idea? 14:03:29 <Brot6> Ammler: hmm: #2892 is http://dev.openttdcoop.org/issues/show/2892 "sub-landscape - Bug #2892: DevZone compile failed - #openttdcoop Development Zone" 14:04:09 <planetmaker> boah... this Simons Smith is an arrogant piece of something 14:07:33 <Brot6> Central European Train Set - Bug #3043 (New): freight wagons (Eddi) @ http://dev.openttdcoop.org/issues/3043 14:10:17 <planetmaker> un-assign it, Ammler 14:10:58 <Terkhen> planetmaker: ignore him 14:11:25 <Ammler> planetmaker: I can't, that is the strange thing, but I have no clue why 14:11:42 <Terkhen> think of it as a healthy habit, good for your state of mind :P 14:11:49 <Brot6> Central European Train Set - Bug #3043: freight wagons (Eddi) @ http://dev.openttdcoop.org/issues/3043#change-7741 14:13:41 <Ammler> maybe because non-members can't edit issues 14:15:22 <Ammler> yes, added the permission 14:15:47 <Ammler> hmm, not good :-( 14:16:04 <Ammler> now, I can also edit unrelated tickets... 14:16:19 <Ammler> I guess, it is a redmine bug... 14:17:47 <Yexo> not really, you've just been cheating by committing to a project you're not a member of 14:19:09 <Ammler> Yexo: yes, that might be the issue 14:19:37 <Ammler> via webui, you couldn't assign non-members 15:30:42 *** LordAro has joined #openttdcoop.devzone 15:32:02 <LordAro> planetmaker: any chance you could fix 'newgrf_makefile'? i'm thinking of using it for 32bpp-extra 15:33:40 <Yexo> LordAro: in what way is it broken? 15:33:41 <planetmaker> yes, there's a chance. 15:33:50 <planetmaker> I broke it while re-structuring it, Yexo 15:34:03 <Yexo> oh, was that the problem with vactrains yesterday? 15:34:08 <planetmaker> though the last release should work 15:34:11 <planetmaker> no, that's different 15:34:20 <planetmaker> it was *some* path issue 15:34:30 <planetmaker> seems I somewhere implicitly assume graphics to be in src/gfx 15:34:35 <planetmaker> dunno where, though 15:34:45 <LordAro> planetmaker: i want the 're-structuring' :) 15:34:59 <planetmaker> LordAro: for a project it doesn't matter really 15:35:12 <planetmaker> you can just use the latest "stable" release 15:35:19 <planetmaker> and update later. It won't change much 15:35:25 <planetmaker> it's mostly for how I can maintain it 15:35:34 <LordAro> meh, i like being OCD :3 15:35:36 <planetmaker> and it can be updated anytime 15:41:15 *** Lakie has quit IRC 15:43:41 <hanf> planetmaker: where are the coords for the templates for the engines in opengfx+ trains? can't seem to find them 15:44:38 <Terkhen> probably in a file called sprite_templates.pnml 15:45:04 <Terkhen> since all sprites of the same type use the same template, they also use the same coords in nml 15:45:13 <hanf> ah yeah I see it. 15:45:25 <hanf> thanks 15:45:31 <Terkhen> planetmaker: http://www.digipedia.pl/man/doc/view/xcf2png.1/ 15:45:32 <Webster> Title: man - xcf2png (1) - convert from GIMP xcf files to png format (at www.digipedia.pl) 15:45:49 <Terkhen> it seems to deal with layers too, I could swear this did not appear in my previous google searches 15:46:05 <Terkhen> http://henning.makholm.net/software <--- although the homepage is vaguely familiar to me 15:46:06 <Webster> Title: Henning Makholm's software (at henning.makholm.net) 15:47:48 <Terkhen> I'll experiment with it once all sprites are done 15:48:58 <planetmaker> ok 15:49:08 <planetmaker> problem is: how portable is it? 15:49:33 <planetmaker> but it looks like it should be easy to compile 15:50:34 <Terkhen> ah 15:50:38 <Terkhen> I start to remember 15:50:41 <Terkhen> it failed on mingw :) 15:50:48 * Terkhen gives it another try 15:57:41 <Terkhen> yeah, compilation fails almost immediately on mingw 16:00:02 <planetmaker> fails with libiconv symbols here 16:01:04 <Terkhen> on debian it compiled after installing gettext 16:01:26 <Terkhen> mingw issue seems to be caused by something on the configure 16:01:31 <Terkhen> there is a enums.h file that is empty 16:01:41 <Terkhen> but on debian it isn't 16:01:49 <Terkhen> so it's probably not being generated correctly 16:03:38 <Terkhen> /bin/perl mkenumsh.pl gimp/base-enums.h gimp/gimpbaseenums.h gimp/xcf-private.h > enums.h <--- indeed 16:07:13 <Terkhen> so there is probably something wrong with msys' perl 16:11:56 <Terkhen> strange, after a second try it was generated correctly... 16:12:18 <Terkhen> but now it fails on sys/wait.h, which is one of the unix files that mingw/msys does not use/port 16:12:42 *** Lakie has joined #openttdcoop.devzone 16:24:32 <Terkhen> planetmaker: http://devs.openttd.org/~terkhen/patches/index.php?source=engineering_supplies_random.diff <--- with random switches like those (identical to the ones used in ogfx-trains), the sprite sometimes changes if a fully loaded vehicle stops in a station and tries to load cargo 16:24:58 <planetmaker> not good :-) 16:25:00 <Terkhen> given the description of the trigger, this behavior is quite confusing :) 16:25:29 <Terkhen> The consist has unloaded all cargo (use with type 'SELF') <--- which is not true in this case, but still some randomization happens 16:25:34 <Terkhen> maybe something else that is not the trigger causes it? 16:28:15 <Hirundo> can random triggers be monitored via the newgrf debug gui? 16:28:23 * Terkhen checks 16:29:21 <Hirundo> if not, patch it :) 16:32:32 <Terkhen> http://devs.openttd.org/~terkhen/screenshots/callbacks.png <--- it only shows callbacks 16:32:42 <Terkhen> that 32day callback looks fishy 16:33:06 <Terkhen> I'm not using TRIGGER_VEHICLE_32_CALLBACK 16:36:59 <Hirundo> what's fishy about it? 16:38:21 <Terkhen> why is it enabled if I'm not using it? 16:38:46 <Hirundo> it's not masked, so always enabled 16:39:08 <Terkhen> hm, ok 16:39:21 <Hirundo> it might not be enabled in NML, but OpenTTD can't tell that 16:39:53 <Terkhen> I can try to add random triggers to the debug GUI, but a patch of that size will take a while 16:59:13 *** frosch123 has joined #openttdcoop.devzone 17:00:33 *** Zuu has joined #openttdcoop.devzone 17:04:25 <Terkhen> the random animation trigger code is pure magic :O 17:07:41 <V453000> hi guys, I have a normal blue sprite and it says at [x: 65, y: 0]: 22 of 440 pixels (5%) are pure white" which is exactly the first line of the sprite, but all of the pixels there are blue ... any ideas what the issue might be? 17:11:54 <Brot6> Unrealistic Trainset - Feature #3025: Monorail ICE Series (V453000) @ http://dev.openttdcoop.org/issues/3025#change-7744 17:12:03 <V453000> ok the issue was that there was a white line in the bottom of the sprite :) 17:20:34 <Brot6> Vactrain Set - Bug #3044 (New): DevZone compile failed (compiler) @ http://dev.openttdcoop.org/issues/3044 17:21:40 <Brot6> dutchroadfurniture: update from r12 to r29 done - http://bundles.openttdcoop.org/dutchroadfurniture/nightlies/r29 17:24:27 <Brot6> ogfx-rv: update from r111 to r120 done - http://bundles.openttdcoop.org/ogfx-rv/nightlies/r120 17:24:57 <Brot6> Following repos didn't need a nightlies update: ogfx-trains (r252), narvs (r52), bros (r52), ogfx-industries (r123), firs (r2582), opengfx (r733), ailib-tile (r16), foobarstramtracks (r23), transrapidtrackset (r28), 2cctrainset (r750), cets (r145), ailib-list (r32), opensfx (r97), ttdviewer (r34), worldairlinersset (r672), heqs (r640), openmsx (r97), basecosts (r25), nutracks (r208), nml (r1663), water-features (r51), 32bpp-extra (r40), 17:24:57 <Brot6> manindu (r7), newgrf_makefile (ERROR r313), ailib-direction (r17), ailib-common (r21), snowlinemod (r49), dutchtramset (r87), ai-admiralai (r75), swisstowns (r22), metrotrackset (r56), spanishtowns (r10), frenchtowns (r6), grfpack (r279), fish (r684), ogfx-landscape (r85), ttrs (r36), ogfx-trees (r51), swedishrails (r206), grfcodec (r833), ai-aroai (r49), german-townnames (r34), smts (r19), chips (r143), belarusiantowns (r8), 17:24:59 <Brot6> indonesiantowns (r41), ailib-string (r29), airportsplus (r145), comic-houses (r71) 17:26:21 <Brot6> newgrf_makefile: compile of r313 still failed (#3037) - http://bundles.openttdcoop.org/newgrf_makefile/nightlies/ERROR/r313 17:27:07 <Brot6> vactrainset: compile of r1 still failed (#3044) - http://bundles.openttdcoop.org/vactrainset/nightlies/ERROR/r1 17:41:42 <Brot6> Central European Train Set - Feature #2924: Prussian steam engines - sprites (oberhuemer) @ http://dev.openttdcoop.org/issues/2924#change-7747 17:51:16 <Terkhen> hmm 17:51:29 <Terkhen> I was approaching random triggers in a wrong way 17:52:08 <Terkhen> they are not enabled/disabled like callbacks, they are activated when certain situations happen 17:52:11 <Terkhen> so it is not something static 17:52:24 <Terkhen> I don't know a nice way to show when they happen in the gui :) 17:56:58 <frosch123> hmm, should ottd print a warning if someone uses a vehicle random trigger and not usnig SELF scope? 17:58:26 <frosch123> hmm, could nml warn about that? 18:02:35 <planetmaker> are those bad? 18:02:48 <frosch123> they make no sense :p 18:02:51 *** andythenorth has joined #openttdcoop.devzone 18:09:33 * Terkhen fails to understand random triggers 18:09:49 <Terkhen> so no nice debug thingie for them 18:14:24 <Brot6> Unrealistic Trainset - Feature #3025: Monorail ICE Series (V453000) @ http://dev.openttdcoop.org/issues/3025#change-7750 18:30:49 <andythenorth> ho 18:30:57 <andythenorth> FIRS has gained tickets :P 18:31:02 <andythenorth> that's not correct behaviour 18:41:58 *** JVassie has joined #openttdcoop.devzone 18:59:39 <andythenorth> anything to code? 18:59:50 <andythenorth> or shall I do blogging for my day job? 19:02:07 * planetmaker is coding... but not openttd-related 19:03:44 <Brot6> clientpatches: compile of r22903 still failed (#2964) - http://bundles.openttdcoop.org/clientpatches/testing/ERROR/r22903 19:09:02 <andythenorth> Terkhen: is today a good day to revisit FIRS templates? 19:09:53 <Brot6> openttd-vehiclevars: update from r22901 to r22903 done - http://bundles.openttdcoop.org/openttd-vehiclevars/testing/r22903 19:13:02 <Brot6> serverpatches: compile of r22903 still failed (#2966) - http://bundles.openttdcoop.org/serverpatches/testing/ERROR/r22903 19:13:56 *** Lakie has quit IRC 19:14:55 <Brot6> 32bpp-ez-patches: compile of r22903 still failed (#2446) - http://bundles.openttdcoop.org/32bpp-ez-patches/testing/ERROR/r22903 19:25:10 <Terkhen> andythenorth: http://dev.openttdcoop.org/projects/firs/repository/revisions/1b9354c790f2 19:25:23 <Terkhen> it is the only industry using them right now 19:25:36 <Terkhen> IMO we should only convert them when we need to change something 19:26:00 <Terkhen> the new format is more flexible and clear at the cost of taking up more space :) 19:28:20 <planetmaker> it's imho better readable :-) 19:30:24 <Terkhen> yup 19:35:42 <andythenorth> oh cool 19:35:49 <andythenorth> so grain mill could be converted? 19:36:13 <Brot6> Unrealistic Trainset - Feature #3025: Monorail ICE Series (V453000) @ http://dev.openttdcoop.org/issues/3025#change-7751 19:37:26 * andythenorth attempts conversion 19:38:08 <planetmaker> if you're happy: convert all industries. 19:38:17 <planetmaker> with new ground tiles that makes even sense 19:39:01 * andythenorth ponders 19:39:55 <Terkhen> I checked grain mill but it wasn't clear what was needed 19:41:01 <Terkhen> I don't know where to place each thing :P 19:41:05 <andythenorth> he 19:41:19 <andythenorth> I organised the sprite layout so they're in a nice sequence 19:41:28 <andythenorth> but I should learn how to do this 19:41:46 <andythenorth> so far I broke my build :P 19:42:47 <Terkhen> did you keep a backup? :P 19:42:58 <andythenorth> might be able to type 'revert' :P 19:43:05 <andythenorth> hmm 19:43:16 <andythenorth> I was always a lazy coder, but recently I got lazier 19:43:23 <planetmaker> andythenorth: I usually keep a diff before I revert :-) 19:43:29 <planetmaker> then I can paste back single parts 19:43:33 <Terkhen> yup 19:45:52 <andythenorth> http://paste.openttdcoop.org/show/564/ 19:46:25 <V453000> andythenorth: one can always get more lazy :p 19:47:23 <planetmaker> andythenorth: spritelayout5 should also get the templates 19:47:39 <planetmaker> instead of one of the middle one you can keep the animated building thingy 19:47:40 <planetmaker> as is 19:47:54 <Terkhen> spriteset_ground_overlay_normal / spriteset_ground_overlay_snow <--- in the builders yard, every tile used the same overlay 19:48:04 <Terkhen> but those are not defined in the grain mill 19:48:17 <Terkhen> from the layout of the sprite file, I suspect that every building tile has an associated ground layout, right? 19:48:59 <planetmaker> switch(FEAT_INDUSTRYTILES, PARENT, THIS_ID(layout), layout_num) { <-- the default case looks wrong 19:49:27 *** LordAro has quit IRC 19:50:00 <andythenorth> Terkhen: yes 19:50:19 <andythenorth> top row: ground layout. Next row: associated building sprite 19:50:27 <andythenorth> I need to convert every spritesheet to that format 19:50:35 <Terkhen> I'd go with something like spriteset_ground_overlay_normal_1, spriteset_building_1 19:50:41 <Terkhen> and it seems like a nice format :) 19:52:34 <andythenorth> spriteset_ground_overlay_snow_1 ? 19:52:54 <Terkhen> or spriteset_ground_overlay_proper_name_for_the_sprite 19:52:56 <Terkhen> :P 19:53:05 * Terkhen is fond of long names 19:53:47 <andythenorth> why are two sprites defined identically in each spriteset 19:53:51 <andythenorth> ? 19:54:13 *** LordAro has joined #openttdcoop.devzone 19:54:14 *** Lord_Aro has joined #openttdcoop.devzone 19:54:18 <Terkhen> because of a limitation of spritelayouts 19:54:33 <Terkhen> the old template, for buildings, used a sprite for "normal" and another for "snow" 19:54:43 <andythenorth> made sense 19:54:45 <Terkhen> so you can access spriteset(0) -> normal and spriteset(1) -> snow 19:54:50 <andythenorth> so we need to keep that? 19:54:56 <Terkhen> but all spritesets in a single spritelayout need to have the same size 19:54:56 <planetmaker> 21:53 Terkhen is fond of long names <--- /me, too 19:55:06 <Terkhen> therefore, stuff like ground sprites must be duplicated 19:55:10 * andythenorth likes long names too :P 19:55:20 <Terkhen> because we are forced to have that size 19:55:24 <andythenorth> grr 19:55:26 <andythenorth> cruft :P 19:55:36 <andythenorth> makes the code harder to understand conceptually :) 19:55:40 <Terkhen> indeed :( 19:55:58 *** Lord_Aro has quit IRC 19:56:05 <Terkhen> I think that you can keep everything to 1 with the current templates 19:56:27 <Terkhen> but you will need to split the buildings in two, and hide each one accordingly 19:56:46 <planetmaker> Zuu: you should update your OpenGFX ;-) 19:56:48 <Terkhen> the old template did: sprite: building_spriteset(terrain_type == SNOW) or something like that 19:56:54 <andythenorth> hmm 19:56:56 <andythenorth> also 19:57:05 <andythenorth> we don't just define the filename once for the spritesets? 19:57:11 <andythenorth> and repeat them? 19:57:24 <Zuu> planetmaker: :-) 19:57:43 <planetmaker> you still got the old shores which are much worse than now ;-) 19:57:54 * andythenorth considers reintroducing the separate sprite action 1 templates, as per nfo FIRS 19:58:09 <andythenorth> as there is 2x repetition here, 3x if we provide tropic sprites 19:58:30 <planetmaker> not sure it's worth it 19:58:35 <Zuu> planetmaker: Well, I would need to start a stable OpenTTD to do that, so I guess that is why. 19:58:48 <planetmaker> hm 19:59:00 <Terkhen> andythenorth: but it is different, now you should be able to have a single spritelayout for each tile 19:59:10 <Zuu> As a trunk would crash in the main online content. 19:59:34 <andythenorth> Terkhen: I am thinking only the action 1 part would be templated 19:59:40 <planetmaker> yeah, you're right, Zuu 19:59:42 <planetmaker> :-( 19:59:44 <Terkhen> what's an action 1? :P 19:59:48 <Terkhen> definition of spritesets? 20:00:00 <planetmaker> spritesets, yes 20:00:11 <planetmaker> I don't see much gain to template that (more) 20:00:21 <andythenorth> boring repetition :P 20:00:31 <andythenorth> it's only twice though 20:00:40 <andythenorth> the rule is do it twice, *then* automate 20:00:58 <andythenorth> if we had tropic sprites also, I'd template 20:01:26 <Zuu> planetmaker: Hmm, stable don't let me upgrade OpenGFX. I guess it is because a version requirement in bananas? 20:01:36 <andythenorth> http://paste.openttdcoop.org/show/565/ 20:01:42 <andythenorth> nmlc: "sprites/nml/industries/grain_mill.pnml", line 110: Unrecognized identifier 'grain_millspriteset_ground_overlay_normal' encountered 20:01:42 <andythenorth> make: *** [firs.grf] Error 1 20:01:42 <planetmaker> no... 20:01:55 <planetmaker> opengfx has no version limits 20:02:43 <Terkhen> spriteset_snow_3 <-- spriteset_building_snow_3 would be more clear IMO 20:03:08 <Terkhen> andythenorth: at the spritelayout definition, the overlays are missing the number 20:03:24 * andythenorth appends them 20:04:02 *** JVassie has quit IRC 20:04:08 <Ammler> Zuu: there is a bug in openttd afaik, it has issues to detect the right opengfx version 20:04:27 <andythenorth> nmlc: "sprites/nml/industries/grain_mill.pnml", line 112: 'grain_millspriteset_1' is not defined as a function. 20:04:48 <Ammler> or rather, if there exists multiple opengfx versions, it doesn not necessary use the newest 20:05:04 <Zuu> Okay 20:05:20 <Zuu> so I should hunt down all old versions :-) 20:05:29 <Ammler> well, the non-bananas at least 20:05:40 <Ammler> those without version 20:05:58 <Terkhen> andythenorth: spriteset_1 is now called spriteset_normal_1 or spriteset_snow_1 20:06:10 <planetmaker> Ammler: it should use newest as base sets are versioned 20:06:15 <andythenorth> where did I miss that 20:06:20 <andythenorth> oh 20:06:30 <Ammler> planetmaker: it should 20:06:46 <Ammler> hmm, I once discussed that issue with rubi 20:07:18 <Ammler> planetmaker: I guess, the versioning does not work (yet) with base sets 20:07:29 <Terkhen> andythenorth: http://dev.openttdcoop.org/projects/firs/repository/entry/sprites/nml/templates/spritelayouts_groundaware.pnml#L42 <--- that template expects a spriteset with two sprites 20:07:55 <Terkhen> if you plan to split, you need to use two normal building entrances and prepare hide_sprite accordingly 20:08:05 <Rubidium> Ammler: what versioning are you talking about precisely? 20:08:08 <Ammler> the workaround I do for the suse packages is simply add version ot the path 20:08:22 <Ammler> Rubidium: different versions with same path 20:08:28 <Brot6> Central European Train Set - Feature #2924: Prussian steam engines - sprites (oberhuemer) @ http://dev.openttdcoop.org/issues/2924#change-7761 20:08:53 <andythenorth> hmm 20:09:15 <Ammler> Rubidium: this happens if you have opengfx also from upstream 20:09:20 <Ammler> from distro* 20:09:45 <Ammler> or in ~/.openttd/data 20:09:53 <Rubidium> the bananas one will generally have a unique name, so I don't really see when it's troublesome 20:10:03 <Ammler> yep 20:10:05 <Rubidium> except when you manually change the name of files 20:10:24 <Ammler> that is afaik the reason, we don't "fix" it 20:10:27 <andythenorth> that now builds 20:10:31 <andythenorth> 10 billion white pixels :P 20:10:44 <Rubidium> in which case I can think of many other ways to make distro opengfx fail 20:10:57 <Rubidium> or at least make the version detection go haywire 20:11:24 <Ammler> well, it happened to me, dunno, if zuu has similar issue 20:11:46 <Ammler> (as said, I worked around by adding version to the path on the suse rpm) 20:14:19 <Ammler> Zuu: would be nice, if you can confirm 20:15:14 <andythenorth> so 20:15:38 <Zuu> I haven't been able to work around it yet. I've removed all versions but 3.5 in Documents\OpenTTD\content_download\data. I have checked my \Documents\OpenTTD\data for OpenGFX files but didn't find any. 20:15:50 <andythenorth> I have defined both normal and snow spritesets, but only the snow ones are used 20:15:53 <Zuu> I haven't looked in all installation specific data locations yet. 20:15:59 <andythenorth> which is possibly why there are no snow sprites? 20:16:34 <Terkhen> hmm? you are only using snow sprites but they don't appear? 20:16:45 <Ammler> Zuu: you have distro intallations? 20:16:53 <Ammler> /usr/share/openttd... 20:17:02 <Zuu> Nope, I run Windows 7. 20:17:02 <Ammler> or /usr/share/games/openttd... 20:17:23 <Ammler> were does the installer put the base sets? 20:17:23 <Zuu> All installations reside in \Documents\Installations\<install dir>\. 20:17:50 <Yexo> the installer places it in program files (if you install there) 20:17:57 <Zuu> I don't use the installer and I don't think I ever have used it on my own machine. 20:18:17 <andythenorth> hmm 20:18:19 <andythenorth> no ground sprites 20:18:24 <andythenorth> bit weird 20:18:32 <andythenorth> so I'm doing that wrong clearly 20:18:45 <Ammler> Zuu: but you are able to download opengfx 0.3.5 via bananas? 20:18:47 <andythenorth> http://paste.openttdcoop.org/show/566/ 20:18:50 <Ammler> it just doesn't apear? 20:19:54 <Zuu> Oh, now it has resolved itself. I had issues that OpenGFX+ Airports didn't update in my NewGRF selection, but when I removed it and added it again to my list, it appeared in my game instead of old 2.1 (or 2.2?). At the same time, the correct OpenGFX was now loaded. 20:20:43 * Terkhen tests 20:21:03 <Ammler> silly :-) 20:21:08 <Terkhen> you have a lot of trailing whitespace 20:22:00 <Zuu> I found some on blank lines, but though they were from the patch format because they were that many and only fixed the whitespace on non-empty lines. 20:22:07 <Terkhen> :O 20:22:10 <Terkhen> that's strange 20:22:36 <Zuu> Well, all I did was: grep "\s$" * 20:22:37 <Terkhen> Zuu: sorry I'm talking to andythenorth :) 20:22:44 <Zuu> Terkhen: Oh.. 20:22:59 <Terkhen> andythenorth: the template should be taking care of the ground sprite 20:23:03 <Terkhen> I don't understand why it glitches 20:23:40 <Terkhen> planetmaker: with that code, what could make the ground glitch? 20:23:59 <andythenorth> that trailing whitespace is because I copied from redmine diff :P 20:24:15 <Terkhen> oh :) 20:24:19 <planetmaker> glitch... in what way? 20:25:36 <Terkhen> in tropic the ground looks like jungle, when you scroll the window small lines look like desert 20:25:54 <Terkhen> only the ground, the overlay looks fine 20:26:41 <andythenorth> there is no ground tile drawn 20:27:47 <planetmaker> :-) 20:28:40 <planetmaker> right. the ground tile needs initialization 20:29:05 <Terkhen> ah, true :) 20:29:05 <planetmaker> hm... I wonder if one could not put that in a separate template instead of requiring initialization 20:29:16 <planetmaker> the template would be ugly, though 20:29:24 <Terkhen> how could that work? it would still need to chain the initialization to the graphics 20:29:46 <planetmaker> yes. Or all the ground tile calculation done during sprite assignment. 20:29:51 <planetmaker> An ugly long chain of things 20:30:53 <Terkhen> andythenorth: you should add GROUNDSPRITE_SWITCH(THIS_ID(ground_switch), THIS_ID(layout)) to the callbacks used by the industry tile and change the THIS_ID(layout); at the graphics block for THIS_ID(ground_switch); 20:30:53 <planetmaker> sprite: climate == arctic ? ... : (climate == temperate ? ... : tiletype == tiletype_desert ? 4512 : ...) 20:31:04 <Terkhen> that way it will initialize the sprite instead of using 0 20:31:09 <planetmaker> yep 20:31:30 <planetmaker> I'd like to call a procedure in the layout :-) 20:31:34 <Terkhen> sprite: LOAD_TEMP(var_default_ground) != 0 ? LOAD_TEMP(var_default_ground) : GROUNDSPRITE_NORMAL; \ <--- this demonstrates that you can't rely on temporal registers to provide sane values when they are not initialized :) 20:31:49 <planetmaker> hm... Terkhen... maybe we could template that similar with many hide_sprite sprites 20:33:00 <planetmaker> yes, there's a groundsprite template possible 20:33:00 <Terkhen> hmm... the initialization itself? 20:33:41 <andythenorth> nmlc: "sprites/nml/industries/grain_mill.pnml", line 202: Syntax error, unexpected token "switch" 20:34:00 <andythenorth> I added this: callback_flags: bitmask(INDTILE_CBF_SLOPE_IS_SUITABLE, GROUNDSPRITE_SWITCH(THIS_ID(ground_switch), THIS_ID(layout))); 20:34:17 <planetmaker> Terkhen: how's the new template file called? 20:34:31 <Terkhen> spritelayouts_groundaware 20:34:47 <Terkhen> andythenorth: callback_flags is deprecated 20:34:52 <andythenorth> hmm 20:34:58 <Terkhen> oh, the grain mill still has it :P 20:35:09 <Terkhen> I meant along with TILE_DISALLOW_NEARBY_CLASS and TILE_ALLOW_PLAYER 20:35:46 <andythenorth> k 20:36:15 <andythenorth> yay 20:36:18 <andythenorth> better 20:36:19 <planetmaker> Terkhen: we can skip this initialization 20:36:27 <Terkhen> how? 20:36:29 <planetmaker> I'll extend the template to remove that need 20:36:59 <planetmaker> http://paste.openttdcoop.org/show/567/ <-- basically that way 20:38:16 <andythenorth> not really sure what the cause of this is :) http://tt-foundry.com/misc/grain_mill_ground_detail.png 20:38:21 *** StepanBarth has joined #openttdcoop.devzone 20:38:27 <andythenorth> (transparency on) 20:38:42 <andythenorth> the lack of snow is *correct* - it's not in the graphics 20:39:01 <andythenorth> ho 20:39:08 <andythenorth> maybe it's bad x,y 20:40:20 <planetmaker> looks like 20:40:57 <andythenorth> and bad offsets 20:42:39 <andythenorth> hmm 20:42:41 <andythenorth> better 20:42:47 <andythenorth> but still wrong 20:43:16 <andythenorth> http://tt-foundry.com/misc/grain_mill_ground_detail_2.png 20:43:39 *** LordAro has quit IRC 20:45:03 <andythenorth> puzzling 20:45:11 <andythenorth> one of the tiles needs a y offset of 2 20:45:15 <andythenorth> the others do not 20:46:17 <andythenorth> also, I don't need building sprites for 2 of the tiles 20:47:23 *** LordAro has joined #openttdcoop.devzone 20:47:43 <planetmaker> then don't add a building to that spritelayout 20:47:56 <planetmaker> no need to do so 20:48:01 <andythenorth> k 20:48:04 <andythenorth> seems to work 20:48:17 <andythenorth> avoids having to use empty sprites 20:48:38 <planetmaker> Terkhen: what do you say? http://paste.openttdcoop.org/show/568/ 20:48:43 <andythenorth> hmm 20:48:49 <andythenorth> this is nearly working :) 20:48:59 <andythenorth> just need a ground tile 20:48:59 <Terkhen> :) 20:49:02 <Terkhen> planetmaker: let's see 20:49:33 <Terkhen> hmmm... 20:49:39 <Terkhen> what does OpenTTD do with hidden sprites? 20:49:54 <planetmaker> dunno? 20:49:57 <planetmaker> not draw them 20:50:04 <Terkhen> because if they need even a small processing this can increase drawing time a lot, that's a lot of sprites 20:50:29 <Brot6> FIRS Industry Replacement Set - Revision 2583:7281c0c323d9: Change: Grain Mill uses ground overla... (andythenorth) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/7281c0c323d9 20:50:36 <Terkhen> on the bright side the code looks a lot clearer than the other template 20:50:43 <Terkhen> with these changes the old template is not required, right? 20:50:52 *** StepanBarth has quit IRC 20:51:12 *** StepanBarth has joined #openttdcoop.devzone 20:51:25 <frosch123> processing advanced spritelayouts takes more time 20:51:40 *** StepanBarth has quit IRC 20:51:41 <frosch123> but once it is an advanced layout, it does not really matter how advanced 20:51:58 *** StepanBarth has joined #openttdcoop.devzone 20:52:13 <andythenorth> so can we reduce the duplication? 20:52:13 <frosch123> resolving the action123 chain takes most time though 20:52:22 <andythenorth> and also, how do I add the ground tile? 20:52:32 <andythenorth> does it just need defining? 20:52:58 <planetmaker> andythenorth: if you want, you can do without ground tile ;-) 20:53:06 <andythenorth> I want a ground tile :P 20:53:11 <planetmaker> the template always has the usual ground 20:53:31 <andythenorth> I need ground :) 20:53:39 <planetmaker> Terkhen: looking at the code andy pasted earlier, IMHO it's a good decision to use adv. spritelayouts for ground sprites 20:53:48 <planetmaker> and not use hide yes/no there 20:53:56 <planetmaker> and for the other climate stuff then, too 20:54:13 <Terkhen> hmm 20:54:18 <planetmaker> it would need like 2/3/4 sprites per layout, depending on the conditions... hm... though 20:54:18 <Terkhen> do you mean regarding the ground sprite awareness? 20:54:20 * andythenorth still considers templating the action 1s....but we'll see 20:54:21 <planetmaker> the condition is nice 20:54:35 <planetmaker> no, the spritesets 20:54:53 * Terkhen is confused :P 20:55:24 *** Lord_Aro has joined #openttdcoop.devzone 20:55:26 <andythenorth> hmm 20:55:37 <andythenorth> the ground tile is defined as far as I can see 20:55:40 <andythenorth> why isn't it used? 20:56:11 <Terkhen> the code you pasted uses hide_sprite 20:56:25 <Brot6> FIRS Industry Replacement Set - Revision 2584:6b3396f7a1d8: Add: Move the ground awareness into t... (planetmaker) @ http://dev.openttdcoop.org/projects/firs/repository/revisions/6b3396f7a1d8 20:56:41 <andythenorth> oh 20:56:43 <andythenorth> where? 20:57:03 *** StepanBarth has quit IRC 20:57:07 <planetmaker> hm... Then I wonder whether we couldn't use even more hide_sprite. Actually for everything 20:58:02 *** StepaBarth has joined #openttdcoop.devzone 20:58:44 <Terkhen> why not? 20:58:59 <planetmaker> dunno :-) No adv. spritelayout then 20:59:09 <planetmaker> Except maybe in the cases where we really need it: slopes 20:59:13 <planetmaker> which is fine, I guess 20:59:20 <andythenorth> animation 20:59:27 <andythenorth> date sensitive graphics 20:59:43 <planetmaker> like that, yes 20:59:45 *** Lord_Aro has quit IRC 20:59:45 *** ODM has quit IRC 20:59:49 <planetmaker> hm, ok :-) 20:59:52 <frosch123> planetmaker: hide_sprite is an adv. spritelayout 21:00:00 <planetmaker> oh, it is? 21:00:01 <Terkhen> yup 21:00:04 <planetmaker> :-) 21:00:15 <Terkhen> whenever you use any condition, it is an advanced spritelayout 21:00:25 <Terkhen> then again, I don't know when nml decides to use an advanced spritelayout or a normal one 21:00:34 <Terkhen> so maybe it is always using them and we acomplish nothing :P 21:00:51 <planetmaker> anyway, I commited that hide_sprite spree for the ground tile 21:01:05 <planetmaker> thus no initialization needed anymore 21:01:11 <frosch123> Terkhen: ottd optimises away the adv. spritelayout if it uses no registers 21:01:25 <Terkhen> ah, ok :) 21:01:25 <Terkhen> that's nice 21:01:27 <frosch123> so, unless nml computes compiletime constants at runtime :p 21:01:40 <planetmaker> :-) cool 21:01:51 <Yexo> and nml will only write an advanced sprite layout when it's needed 21:02:03 <Terkhen> great :P 21:02:04 <frosch123> e.g. you can use recolour sprites from action1 with no addtional cost 21:02:12 <frosch123> even though they need adv.spr.layouts 21:02:38 *** LordAro has quit IRC 21:02:50 <Terkhen> planetmaker: make two versions of FIRS, one with and another one without 21:02:53 <Terkhen> then we can compare :) 21:03:59 <planetmaker> adv. spritelayouts you mean? 21:04:24 <planetmaker> it might be an interesting thing to do... but I'm not sure it's worth the extra work 21:04:41 <planetmaker> Because: when we're done, then the current stable will also read adv. spritelayouts ;-) 21:04:47 <Terkhen> I don't think it is, it was a joke :P 21:05:20 <Terkhen> go ahead with that code, it is nicer :) 21:09:01 * andythenorth goes to bed 21:09:37 <Yexo> night andythenorth 21:09:58 <andythenorth> bye 21:10:09 <andythenorth> maybe ground tile will be fixed for grain mill when I wake up :) 21:10:15 *** andythenorth has quit IRC 21:11:24 *** StepaBarth has quit IRC 21:11:52 <planetmaker> hm... if he had pulled, he might have noticed it's fixed (or so I believe) 21:16:37 <Terkhen> :P 21:19:47 *** frosch123 has quit IRC 21:26:15 *** JVassie has joined #openttdcoop.devzone 21:29:49 *** FooBar has quit IRC 21:33:29 <Brot6> Unrealistic Trainset - Feature #3025: Monorail ICE Series (V453000) @ http://dev.openttdcoop.org/issues/3025#change-7764 21:35:25 <Yexo> is this "unrealistic trainset" the same as NUTS? 21:35:34 <V453000> yes please 21:35:53 <V453000> the acronym stands for Nameless Unrealistic Train Set 21:36:02 <Yexo> ah, right :) 21:36:17 <V453000> why do you ask? :) 21:36:44 <Yexo> I've read the forum topic about nuts, seen several commits here to "unrealistic trainset" but wasn't sure if there were the same 21:36:54 <Yexo> curiosity, that's all 21:37:18 <V453000> :p 21:37:39 <V453000> it is just the fact that I was not too sure about the name when the devzone project was created 21:37:46 <V453000> as you can see in the overview page :) 21:38:00 <V453000> oh no 21:38:11 <V453000> it is in one of the issues geneal ideas, so a bit more hidden :) 21:38:12 <V453000> nevermind 21:38:28 <Yexo> brace for incoming spam 21:39:07 <V453000> ? 21:39:22 <Yexo> moving several AI projects over from noai.openttd.org to the devzone 21:39:34 <V453000> oh :) 21:39:53 <Ammler> you need svn? 21:39:59 <Yexo> nope, hg is fine 21:40:15 <Yexo> are they still created automatically? 21:40:25 <Ammler> yes, pm said something about svn, but I don't think it would work :-) 21:40:28 <Yexo> ie I just enable "repository" during project creating? 21:40:52 <Ammler> yes 21:41:11 <Ammler> just enable the module, do not configure it 21:41:21 <Yexo> ok, that's what I'm doing 21:41:32 <Ammler> 42 will tell 21:42:00 <V453000> anyway, good night :) 21:42:04 <Brot6> repository /home/hg/ai-wrightai registered in Redmine with url /home/hg/ai-wrightai 21:42:04 <Brot6> repository /home/hg/ai-wrightai created 21:42:04 <Brot6> repository /home/hg/lib-aystar registered in Redmine with url /home/hg/lib-aystar 21:42:04 <Brot6> repository /home/hg/lib-aystar created 21:42:04 <Brot6> repository /home/hg/lib-pathfinderrail registered in Redmine with url /home/hg/lib-pathfinderrail 21:42:07 <Brot6> repository /home/hg/lib-pathfinderrail created 21:42:09 <Brot6> repository /home/hg/lib-pathfinderroad registered in Redmine with url /home/hg/lib-pathfinderroad 21:42:12 <Brot6> repository /home/hg/lib-pathfinderroad created 21:42:21 <Ammler> hmm, not ailib? 21:42:56 <Yexo> copied the names from noai.openttd.org 21:43:06 <Yexo> they had "ai-" and "lib-" as prefixes there 21:43:25 <Ammler> ok, your other project on devzone had ailib, afaik 21:43:48 <Yexo> hmm, yes, except for "superlib" 21:44:16 <Ammler> might not really matter anyway... 21:45:31 <Yexo> how often are repositories created? 21:45:43 <Yexo> I've created 3 more projects 21:48:07 <Brot6> AI: WrightAI - Revision 7:96056d58f01b: update tags (convert-repo) @ http://dev.openttdcoop.org/projects/ai-wrightai/repository/revisions/96056d58f01b 21:48:58 <Brot6> Library: Graph.AyStar - Revision 8:fd151ad73333: update tags (convert-repo) @ http://dev.openttdcoop.org/projects/lib-aystar/repository/revisions/fd151ad73333 21:49:04 <Brot6> repository /home/hg/lib-binaryheap registered in Redmine with url /home/hg/lib-binaryheap 21:49:04 <Brot6> repository /home/hg/lib-binaryheap created 21:49:04 <Brot6> repository /home/hg/lib-fibonacciheap registered in Redmine with url /home/hg/lib-fibonacciheap 21:49:04 <Brot6> repository /home/hg/lib-fibonacciheap created 21:49:04 <Brot6> repository /home/hg/lib-priorityqueue registered in Redmine with url /home/hg/lib-priorityqueue 21:49:07 <Brot6> repository /home/hg/lib-priorityqueue created 21:49:59 <Brot6> Library: Pathfinder.Rail - Revision 2:35d7b3db9b76: update tags (convert-repo) @ http://dev.openttdcoop.org/projects/lib-pathfinderrail/repository/revisions/35d7b3db9b76 21:49:59 <Brot6> Library: Pathfinder.Road - Revision 5:c65c77fcf914: update tags (convert-repo) @ http://dev.openttdcoop.org/projects/lib-pathfinderroad/repository/revisions/c65c77fcf914 21:49:59 <Brot6> Library: Queue.BinaryHeap - Revision 2:f893d3b9c750: update tags (convert-repo) @ http://dev.openttdcoop.org/projects/lib-binaryheap/repository/revisions/f893d3b9c750 21:50:52 <Brot6> Library: Queue.FibonacciHeap - Revision 2:54b3ecdb907d: update tags (convert-repo) @ http://dev.openttdcoop.org/projects/lib-fibonacciheap/repository/revisions/54b3ecdb907d 21:50:52 <Brot6> Library: Queue.PriorityQueue - Revision 3:4ce52a7de63c: update tags (convert-repo) @ http://dev.openttdcoop.org/projects/lib-priorityqueue/repository/revisions/4ce52a7de63c 21:51:11 <Yexo> done, that wasn't so bad :) 21:54:05 <Terkhen> :) 21:58:33 *** Lakie has joined #openttdcoop.devzone 22:05:52 <planetmaker> :-) 22:16:07 *** JVassie has quit IRC 22:35:21 <Terkhen> planetmaker: it seems that using TRIGGER_VEHICLE_NEW_LOAD as trigger solves the ENSP issue 22:35:40 <Terkhen> (instead of TRIGGER_VEHICLE_UNLOAD_ALL) 22:36:01 <planetmaker> Terkhen: also when I run around with 20% load and get additional cargo? 22:36:19 <planetmaker> that's iirc where that failed 22:36:27 <Terkhen> let's see 22:36:30 <planetmaker> but it's long ago I played with that 22:37:11 <Terkhen> it seems to work too 22:37:15 <Terkhen> what was the problem with that? 22:39:56 <planetmaker> I thought it re-randomized when taking additional cargo 22:40:26 <planetmaker> (and conceptionally I would not understand why 'unload all' doesn't work - but meh) :-) 22:41:06 <Terkhen> Vehicle gets new load of cargo (only after it was empty) 22:41:13 <Terkhen> unload all should work too 22:41:20 <Terkhen> The consist has unloaded all cargo (use with type 'SELF') 22:41:40 <Terkhen> but but somehow it doesn't :) 22:42:14 <Brot6> OpenGFX+ Road Vehicles - Revision 121:3b4679ec5700: Feature #1880: Sprite support for Plastics (f... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/3b4679ec5700 22:42:15 <Brot6> OpenGFX+ Road Vehicles - Revision 122:f995fc2072b5: Feature #1880: Sprite support for Engineering... (Terkhen) @ http://dev.openttdcoop.org/projects/ogfx-rv/repository/revisions/f995fc2072b5 23:13:03 *** hanf has quit IRC 23:16:24 *** Zuu has quit IRC 23:29:37 *** michi_cc has quit IRC