Log for #openttdcoop.devzone on 10th September 2011:
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00:00:57  <Brot6> NewGRF Meta Language - Revision 1660:8729f47fcb6f: Add: properly encode plural commands refering ... (yexo) @
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08:01:45  <planetmaker> my river water in OpenGFX seems to break river newgrfs :`-(
08:02:03  <planetmaker> that sucks :-(
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08:08:14  <Terkhen> :(
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08:14:44  <planetmaker> seems to be OpenGFX+ Landscape then only... hm...
08:25:26  <Terkhen> what is causing it to be incompatible with newgrf rivers? graphics flag?
08:26:53  <planetmaker> the action0 property I need to set in order to be able to provide sprites for water on rivers
08:27:05  <Terkhen> I see :/
08:27:08  <planetmaker> in current opengfx stables I do not set any action0
08:27:24  <planetmaker> and newgrfs have to assume default property values are 0
08:27:37  <planetmaker> or at least they may assume so
08:27:48  <Terkhen> indeed
08:27:58  <Terkhen> it might also cause desyncs with the ttd base set :P
08:28:22  <Terkhen> it shouldn't, but who knows
08:28:34  <Terkhen> so it's probably better to move the better rivers to OpenGFX+ Landscape
08:28:46  <planetmaker> yeah... Well. I can only not use the river water
08:28:57  <planetmaker> not really big deal, though I don't like the waves on current rivers
08:31:36  <Rubidium> the question is, what should happen when multiple river NewGRFs are loaded?
08:31:49  <Rubidium> then you'd have, in theory at least, the same problem... won't you?
08:33:15  <planetmaker> yes
08:33:57  <planetmaker> but newgrf interference is more acceptable than a base grf breaking it
08:34:09  <planetmaker> though... you're right. The properties should be grf-local
08:34:18  <planetmaker> that's the better solution
08:35:58  <planetmaker> though I wonder how it works when not defining all sprites / types...
08:36:07  <planetmaker> meh
08:54:00  <Terkhen> heh, it took me a while to notice that the FMSP vehicle sprite is in the 2cc colour; and I have it enabled for toyland trucks
08:54:09  <Terkhen> is it possible to enable/disable 2cc via callbacks?
08:55:24  <Terkhen> oh, I think I found it
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09:04:45  <Brot6> OpenGFX+ Road Vehicles - Revision 123:d6640ba621f0: Feature #1880: Vehicles and Farm Supplies spr... (Terkhen) @
09:36:44  <Terkhen> hmm... every fruit plantation in ECS produces 0 oil seeds per month
09:36:50  <Terkhen> that makes it difficult to test cargo support
09:37:53  <planetmaker> :-)
09:38:14  * planetmaker looks in the test savegame folder for ECS
09:38:24  <Hirundo> Terkhen: try waiting for the harvest season
09:38:42  <planetmaker> yeah... agriculture is VERY seasonal in ECS
09:38:44  <Terkhen> I suspected something like that, but I have been running the savegame on fast forward for 4 years
09:38:55  <planetmaker> which basically put me off using it usually
09:40:05  <planetmaker> should I upload a(n old) test savegame?
09:40:48  <Terkhen> yes please :)
09:41:06  <Terkhen> I just need to confirm that something pink appears on the trucks :P
09:41:17  <planetmaker>
09:41:35  <planetmaker> it uses an old ogfx+trains and not newest ecs. But has fruits produced
09:41:55  <planetmaker> and oil seeds
09:42:02  <Terkhen> thanks :)
09:42:11  <planetmaker> no problem
09:42:18  <planetmaker> that's what I have my testgame folder for :-)
09:42:57  <planetmaker> you might need many AIs for that
09:43:03  <planetmaker> I was too lazy back there ;-)
09:43:10  <planetmaker> and had them do the work for me :-P
09:45:38  <Terkhen> I only need to find a fruit plantation producing stuff and check if the cargo on the truck has the correct colour and position
09:45:47  <Terkhen> I didn't even bother to find all missing newgrfs :P
09:46:54  <planetmaker> I found one such plantation at least
09:47:00  <Terkhen> hmm
09:47:03  <planetmaker> yeah, I don't with testgames either
09:47:08  <Terkhen> they went back to zero after loading just 6% :O
09:47:14  <planetmaker> hm
09:47:24  <planetmaker> production is not very high
09:47:27  <Terkhen> maybe the game starts just when harvest season is finishing
09:47:32  <Terkhen> well, it had 46
09:47:39  <planetmaker> fruit or oil seeds?
09:47:41  <Terkhen> ah, now :)
09:47:44  <Terkhen> oil seeds
09:47:52  <Terkhen> truck contents are pink so done :P
09:48:00  <planetmaker> :-)
09:48:09  <Terkhen> I decided to not add potash and sulphur for now: I can't test
09:48:24  <planetmaker> with oil seeds I actually prefer there mb's colour scheme over the pink LV4 one
09:49:12  <Terkhen> hmm...
09:49:18  <Terkhen> but george says it is pink :P
09:49:28  <planetmaker> it is for his NewGRFs
09:50:10  <planetmaker>
09:50:11  <Webster> Title: Transport Tycoon Forums View topic - [ECS] The colour of Bauxite (at
09:50:57  <Terkhen> hmm
09:51:07  <Terkhen> honestly I don't mind at all which colour to use
09:51:10  <planetmaker> as his colour comes much closer to what I perceive to look like sun flower beeds or rapeseed
09:51:12  <Terkhen> for ECS only cargos at least
09:51:15  <Terkhen> whatever they decide
09:52:08  <Terkhen> here, "oil seeds" are dark grey :P
09:52:24  <planetmaker> hm :-)
09:52:37  <planetmaker> Of course I suggest what I suggest in that posting ;-)
09:52:45  <Terkhen> :)
09:52:52  <planetmaker> I expected a reply in that thead actually... :-)
09:53:15  <Terkhen> I have to go in ten minutes or so, I'll check how it looks with MB colours later
09:53:21  <Terkhen> this is the last cargo I plan to add btw
09:53:52  <planetmaker> ok :-)
09:54:05  <Terkhen> the only cargos missing are for the flatbed: sweets, building materials, manufacturing supplies, bricks, dyes, fertiliser and glass
09:54:15  <Terkhen> and all of them can go in boxes :P
09:54:20  <planetmaker> :-)
09:54:27  <V453000> boxes are boring :P
09:54:28  <planetmaker> glass could also go on flatbed.
09:54:33  <Terkhen> yes
09:54:34  <planetmaker> But we need features for later releases
09:54:35  <Terkhen> on a box :)
09:54:41  <Terkhen> in*
09:54:54  <planetmaker> hehe. on a box. Trains stops. *crack*
09:55:01  <Terkhen> besides that, I'll include the refrigerated feature and the new names
09:55:11  <planetmaker> :-)
09:55:12  <Terkhen> after that, opengfx+ road vehicles is "done"
09:55:16  <planetmaker> sounds awesome
09:55:29  <planetmaker> 1.0.0?
09:55:36  <Terkhen> it can get new features, but everything I wanted to do is in already
09:55:39  <Terkhen> maybe :P
09:55:40  <planetmaker> or will there be earlier vehicles?
09:55:57  <Terkhen> right now it already replaces completely the default vehicles with support for new cargos
09:55:58  <planetmaker> like a horse carriage
09:56:05  <Terkhen> earlier vehicles and additional trams can come later
09:56:08  <planetmaker> so that there's something for all people who start at 0
09:56:14  <Terkhen> but honestly, for that I can play with egrvts :P
09:56:20  <planetmaker> quite so
09:56:42  <Terkhen> the top thing missing would be additional trams, cargo and so on
09:58:08  <Brot6> OpenGFX+ Road Vehicles - Feature #3053 (New): Parameter for disabling / enabling vehicle types (Terkhen) @
09:58:54  <Terkhen> time for me to leave, I'll be back this evening :)
10:00:31  <V453000> I have a question ... when there are wagons which randomize colours, how is it done? There are many sprites in the different colours or is some re-colour palette used?
10:00:43  <planetmaker> enjoy :-)
10:01:03  <Ammler> what again is the advantage to have rv and tram on same grf?
10:01:20  <V453000> well actually, it is not just recolouring I have here
10:01:23  <V453000> nevermind ...
10:03:33  <V453000> Ammler: if it can be disabled via parameters, I think it is nicer tbh
10:04:34  <Ammler> why?
10:05:04  <Ammler> why don't you make newgrf with trains and planes in same?
10:05:05  <V453000> you dont have to add 2 newgrfs? :) usually the list is already long enough
10:05:11  <V453000> I do not think it matters too much
10:05:24  <V453000> well, why not ... I dont because I am not interested in planes
10:05:40  <V453000> but RVs and trams together make some sense
10:05:52  <Ammler> splitting trams and rvs via parameter is mandatory
10:06:09  <Ammler> but easier usage would be 2 newgrfs
10:06:52  <V453000> maybe easier, but at the same time just taking up 2 slots for no real reason ... I do not think it matters too much
10:07:04  <V453000> or is there any real reason why not to have 1 ? :)
10:07:09  <planetmaker> you might be right there
10:07:20  <planetmaker> but then we should also split monorail and maglev from train :-)
10:07:32  <planetmaker> it's not a black/white decision to make there
10:08:57  <V453000> yes :) not too many reasons for either way I think
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10:38:55  <V453000> wow I did not realize gray and grey had two spellings until I had to write it :d
10:42:13  <Brot6> OpenGFX - Bug #3054 (Confirmed): River features may not set action0 properties (planetmaker) @
10:49:37  <planetmaker> Rubidium: wrt multiple river newgrfs: it certainly makes sense to use the property settings of the newgrf which defines the graphics of the 'type' for each type separately, right?
11:02:46  <Rubidium> planetmaker: I guess so
11:03:30  <planetmaker> Do you have any conceptual hint for me how to go for an implementation?
11:07:19  <Rubidium> have lunch first?
11:07:54  <planetmaker> good :-)
11:08:13  * planetmaker has an idea to explore after lunch ;-)
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11:52:10  <frosch123> planetmaker: wrt. rivers: i guess load the flags first into the GRFFile struct, and then decide in AfterloadGRFs, which become active
11:53:23  <planetmaker> My current idea is to use temp struct which knows (boolean) whether the properties are set by the NewGRF. And if not so, zero the property values - which are by canalID anyway
12:11:39  <frosch123> ... never type merge when you want to type rebase :s
13:16:35  <planetmaker> @logs
13:16:36  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer -
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13:56:45  <Brot6> Unrealistic Trainset - Feature #2880: Maglev Flatbed #01 (V453000) @
13:58:33  <Brot6> Unrealistic Trainset - Feature #2880: Maglev Flatbed #01 (V453000) @
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14:39:28  <V453000> FooBar: does "Sufkop" nickname have any meaning that I missed? :D
14:39:51  <FooBar> You don't speak Dutch do you?
14:40:19  <V453000> no
14:40:45  <FooBar> translated it means as much as "sleepyhead
14:41:29  <V453000> oh well :d
14:41:36  <FooBar> "suf" can mean anything from stupid to foolish, mindless, senseless etc.
14:41:37  <V453000> I expected something like "god damn idiot"
14:41:40  <FooBar> or in fact sleepy
14:41:42  <V453000> oh, yes :D
14:41:48  <FooBar> and "kop" is head
14:42:25  <FooBar> so the nickname indead says "I'm and idiot" in Dutch :P
14:42:26  <V453000> weird language :p
14:42:36  <V453000> but yeah, that fits him :D
14:42:43  <FooBar> I thought so too :)
14:43:49  <FooBar> and yes, it's a weird language if you think about it. Also difficult to learn by foreigners as every grammatical rule has at least a handful of exceptions :P
14:43:57  <V453000> :D
14:44:06  <V453000> well czech is said to be also bloody hard to learn
14:44:17  <FooBar> could be, I never tried :)
14:44:50  <Rubidium> FooBar: every language's rules has exceptions
14:44:56  <Rubidium> maybe except ido/esperanto
14:45:12  <FooBar> yes, sure, but I have the feeling that Dutch has more exceptions than rules
14:46:33  <Rubidium> at least Dutch doesn't have as many words as English has
14:46:54  <FooBar> true
14:47:25  <FooBar> but words have nothing to do with grammar rules per se
14:48:41  <FooBar> but one big advantage is that Dutch has nowadays borrowed so many words from English that you only need to learn half of all words if you already know English :)
14:49:20  <FooBar> except sufkop. There's no English in that
14:49:44  <FooBar> anyways, back to drawing
14:50:19  <V453000> >D
14:50:19  <V453000> :D
15:15:05  <FooBar> result of drawing:
15:15:06  <Webster> Title: Transport Tycoon Forums View topic - Dutch Road Furniture - 0.3.0 (2011/09/09) (at
15:18:59  <V453000> interesting >]
15:19:01  <V453000> :)
15:19:12  <FooBar> of course imagine signs on that
15:19:52  <FooBar> but it's best to show the shape without signs to get some feedback on it before I continue on that
15:20:18  <V453000> I think the shape is 100% good
15:21:17  <FooBar> colour-wise it may be too bright (again)
15:22:44  <FooBar> but I fear I detail is lost if I make the brightest white a bit darker. Right now all 'directions' in the thing have their own colour and even then the bottom bar may be too grey already
15:23:00  * FooBar attempts something
15:25:54  <V453000> hmm ... ducks ... I dont know :D they just _are_ ... I started with pigs and sheep, then thought about cows but I found cows too similar to sheep/pigs ... might try cows once again :)
15:28:39  <FooBar> heh yes. See the cargo icons in FIRS for sheep and cow. Exactly the same shape, just different colours :P
16:10:54  <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Eddi) @
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17:06:55  <andythenorth> hello
17:10:08  <andythenorth> Terkhen: planetmaker I might look at some FIRS again
17:11:31  <planetmaker> hi :-)
17:11:59  <andythenorth> :)
17:12:16  <andythenorth> I can't remember where we got to with templates
17:12:35  <andythenorth> I'm not sure if the grain mill has missing ground tile because the template is unfinished
17:12:49  <andythenorth> or because I missed something out of the sprite definitions
17:14:56  <planetmaker> so, did you test the current head?
17:15:51  <Brot6> FIRS Industry Replacement Set - Bug #3046: Town industry overcrowding (andythenorth) @
17:16:24  <andythenorth> planetmaker: yes
17:18:16  <planetmaker> and?
17:18:35  <andythenorth> terrain tile is present, industry ground tile is missing
17:18:38  <andythenorth> ground overlay is present
17:19:05  <andythenorth> ground tile is apparently defined
17:19:15  <andythenorth> spriteset(THIS_ID(spriteset_ground)
17:20:36  <Brot6> FIRS Industry Replacement Set - Bug #3033 (Rejected): Conversion of spritelayout templates to the... (andythenorth) @
17:21:01  <planetmaker> a spriteset doesn't mean it's in the sprite layout
17:21:19  <Brot6> FIRS Industry Replacement Set - Bug #3028: Clay Pit has wrong palette (andythenorth) @
17:21:32  <planetmaker> eh? Duplicate of what?
17:21:37  <Brot6> dutchroadfurniture: update from r33 to r36 done -
17:21:42  <planetmaker> always state what it is a duplicate of
17:21:57  <andythenorth> ok
17:22:07  <andythenorth> in this case, duplicate 3033 == 3034
17:22:13  <andythenorth> looks like twice-submitted form
17:22:37  <planetmaker> yeah
17:23:10  <Brot6> FIRS Industry Replacement Set - Bug #3026: Orphan string (andythenorth) @
17:24:48  <Brot6> ogfx-rv: update from r122 to r123 done -
17:26:13  <Brot6> ogfx-landscape: update from r87 to r88 done (1 warnings) -
17:28:04  <Brot6> vactrainset: compile of r1 still failed (#3044) -
17:29:53  <Brot6> FIRS Industry Replacement Set - Feature Request #3035: Increase weight for supplies (andythenorth) @
17:31:12  <Brot6> OpenGFX+ Airports - Revision 146:16bc28bf26ae: Feature: Full groundsprite climate awareness (dese... (dnicholls) @
17:43:35  <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Eddi) @
17:44:46  <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Eddi) @
17:50:26  <andythenorth> biab
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18:42:32  <Brot6> Vactrain Set - Patch #3055 (New): Updated German translation (acb) @
18:46:48  <Brot6> Vactrain Set - Bug #3044: DevZone compile failed (acb) @
18:55:35  <Brot6> DevZone Help Center - Membership #3056 (New): Applying for project: Revived US Trainset (RUST) (EyeMWing) @
19:04:10  <Brot6> clientpatches: compile of r22916 still failed (#2964) -
19:05:04  <andythenorth> planetmaker: to make ground appear at grain mill, do I just define GROUNDSPRITE_NORMAL as something?
19:06:20  <andythenorth> or do I need to now draw the ground tiles in the industry spritesheet?
19:07:14  <Brot6> DevZone Help Center - Membership #3056 (Closed): Applying for project: Revived US Trainset (RUST) (EyeMWing) @
19:07:14  <Brot6> DevZone Help Center - Membership #3056 (Closed): Applying for project: Revived US Trainset (RUST) (planetmaker) @
19:07:14  <Brot6> repository /home/hg/rust registered in Redmine with url /home/hg/rust
19:07:14  <Brot6> repository /home/hg/rust created
19:07:28  <andythenorth> or I need to define var_default_ground ??
19:08:25  <planetmaker> you need to define a groundtile (overlay) spriteset and add that in the layout(s).
19:08:34  <planetmaker> GROUNDSPRITE_NORMAL is an nml internal constant
19:08:54  <andythenorth> hmm
19:09:36  <andythenorth> I can't understand the render stack that's used
19:10:13  <planetmaker> but I don't understand it. Grainmill does have ground sprites, doesn't it?
19:10:19  <planetmaker> and it has overlay groundsprites
19:10:28  <andythenorth> it has terrain sprites
19:10:33  <andythenorth> and it has overlay sprite
19:10:40  <planetmaker> yes?
19:10:41  <andythenorth> so now I have to draw ground into overlay?
19:11:00  <Brot6> openttd-vehiclevars: update from r22912 to r22916 done (2 warnings) -
19:11:08  <planetmaker> well. what do you want? You want non-default ground like concrete?
19:11:15  <andythenorth> I'm trying to work it out by reading the template - instead of asking 10 milion questions
19:11:19  <andythenorth> but I'm frankly lost
19:11:40  <planetmaker> you _always_ get the default ground sprite
19:12:07  <planetmaker> all other groundsprites can go there conditionally (if you want with condition 1, which means always)
19:12:40  <planetmaker> the same way the other conditional_ground_sprite_overlays are added to the spritelayouts
19:13:24  <planetmaker> you could also use GROUND_SPRITE_OVERLAY for that
19:13:34  <planetmaker> which short-cuts that for you
19:13:35  <Brot6> serverpatches: compile of r22917 still failed (#2966) -
19:14:15  <andythenorth> can I have two ground sprite overlays?
19:14:46  <andythenorth> or can I override the terrain tile?
19:14:57  <planetmaker> you can have about 255 overlays
19:15:13  <planetmaker> you can also have a 100% opaque overlay
19:15:33  <Brot6> 32bpp-ez-patches: compile of r22917 still failed (#2446) -
19:15:34  <planetmaker> which would act as "override terrain tile"
19:15:42  <andythenorth> so to provide concrete - I need to define more overlays?
19:15:57  <planetmaker> you need to define one overlay which is the concrete
19:16:13  <planetmaker> which probably only shows when there's no snow
19:16:31  <andythenorth> k
19:16:46  <planetmaker> thus with the condition "terrain_type != TILETYPE_SNOW"
19:16:49  <planetmaker> or similar
19:16:53  <andythenorth> and then I just add them to the spritelayout?
19:17:04  <planetmaker> yup
19:17:21  <planetmaker> add them as the firs conditional sprite. You want the other overlays probably on top
19:17:36  <planetmaker> tracks below the concrete are possible but a bit pointless ;-)
19:18:17  <andythenorth> ok this starts to make sense
19:18:44  <planetmaker> thus to a spritelayout you just add sprites with conditions on when they show
19:18:54  <planetmaker> add as many as you like
19:19:11  <andythenorth> so there's nothing special about 'ground' tile any more
19:19:14  <planetmaker> it has about 10 templated conditional sprites anyway ;-) (for the terrain awareness)
19:19:17  <andythenorth> it's just one sprite in a stack of sprites
19:19:19  <planetmaker> not really
19:19:21  <planetmaker> yup
19:20:13  <planetmaker> not really = nothing special there. Except the ...ground_sprite_overlay defines the spritesize and the sprite as child for the groundsprite
19:20:21  <planetmaker> building sprites are hidden when the user asks for it
19:20:23  <andythenorth> this possibly makes more sense than the old way
19:20:39  <andythenorth> if I didn't know the old way, it would be easy to understand :P
19:20:42  <planetmaker> it's not really much different from the old way
19:20:49  <planetmaker> but this is easier to follow
19:20:58  <planetmaker> the old way was over-templated
19:21:17  <andythenorth> I meant the old action 2 tile layouts
19:21:25  <planetmaker> ah
19:21:37  <planetmaker> yeah, it's all advanced with conditional show yes/no
19:22:09  <andythenorth> previously author had to take care with ground sprite on *every* tile layout...otherwise...glitches
19:22:29  <planetmaker> well. We do that now, too
19:22:40  <planetmaker> It's just templated away from us now
19:22:44  <andythenorth> it's abstracted out of the way
19:24:09  <Ammler> do translator see, when compiling has errors of their files?
19:24:11  <andythenorth> why does each spriteset have to define same graphics twice?
19:24:18  <andythenorth> seems redundant
19:24:19  <Ammler> like those on croation
19:25:55  <Ammler> oh, rubi seems to have fixed it
19:26:03  <planetmaker> andythenorth: the duplicity is given by the building spriteset (which is currently with NORMAL_SNOW_BUILDING two sprites, one with, the other without snow)
19:26:13  <planetmaker> it's a limitation of spritesets
19:27:30  * andythenorth fights temptation to template
19:27:35  <planetmaker> maybe one could do the same with the building templates, though
19:27:52  <planetmaker> Then all could be single spritesets. And one could conditionally show different buildings...
19:30:36  <andythenorth> so I need to define a snow tile too
19:30:38  * planetmaker could add such template easily
19:30:46  <planetmaker> a full snow tile: no
19:30:53  <planetmaker> that's given by the normal ground awareness
19:30:58  <andythenorth> hmm
19:30:59  <planetmaker> a snow overlay suffices
19:31:19  <andythenorth> so I need to not draw ground (concrete) when snow
19:31:23  <andythenorth> ok
19:31:26  <andythenorth> I can try that
19:31:33  <planetmaker> yup. Thus concrete has the condition as I wrote above
19:32:23  <andythenorth> hmm
19:32:46  <andythenorth> slight diversion - in that case, why isn't grain mill already drawing snow ground?
19:32:48  <planetmaker> andythenorth: I committed a conditional building sprite template, too
19:32:55  <planetmaker> isn't it?
19:33:06  <Brot6> FIRS Industry Replacement Set - Revision 2585:5260b3daa73e: Add: Conditional building sprite temp... (planetmaker) @
19:33:18  <andythenorth> planetmaker: I'll screenshot
19:33:36  <planetmaker> oh. I guess the condition is reversed :-)
19:33:40  <andythenorth> can we just call concrete/cobble/mud 'yard' tiles?
19:33:58  <andythenorth> to save confusion with 'ground'
19:35:16  <andythenorth>
19:35:28  <andythenorth> or maybe it's partial snow, but not enough
19:43:47  <planetmaker> <-- try that diff, andythenorth
19:44:10  <planetmaker> I can't check right now. My trunk OpenTTD is currently inoperational
19:44:43  <andythenorth> he
19:44:58  <andythenorth> that one causes ground to be black when transparency is on
19:45:02  <andythenorth> and doesn't fix snow :)
19:45:41  <andythenorth> actually that's a bad report
19:45:46  <andythenorth> in fact it doesn't compile :o
19:45:47  <andythenorth> sor
19:45:50  <andythenorth> sorry
19:47:28  <andythenorth> nmlc: "sprites/nml/industries/builders_yard.pnml", line 37: Syntax error, unexpected token "}"
19:49:15  <planetmaker> bbl
19:53:07  <Brot6> FIRS Industry Replacement Set - Revision 2586:9bb5a6cc5c71: Change: better snow support for Grain... (andythenorth) @
19:59:41  <Brot6> FIRS Industry Replacement Set - Revision 2587:3f15d17fcfc6: Codechange: name some tile layouts mo... (andythenorth) @
20:01:54  <Terkhen> hello
20:05:17  <andythenorth> hello Terkhen
20:06:07  <Terkhen> how is templating going? :)
20:06:30  <andythenorth> meh
20:07:20  <Brot6> FIRS Industry Replacement Set - Revision 2588:c48e90a2915c: Codechange: prepare Furniture Factory... (andythenorth) @
20:07:48  <andythenorth> templating will be ok once the templates are stable :)
20:10:27  <Terkhen> aren't they already?
20:10:36  <andythenorth> Terkhen: would you mind testing planetmaker's diff above?
20:10:40  <Brot6> Revived US Trainset - Revision 12:d86cc36d5045: Removed junk. (EyeMWing) @
20:10:52  <Terkhen> sorry, I don't have my linux VM in this computer
20:11:18  <andythenorth> poop
20:13:06  <andythenorth> Terkhen: I wonder if I can fix the snow issue (here)
20:13:20  <andythenorth> I'm guessing it's calculating snowline incorrectly
20:14:05  <Terkhen> it looks strange, yes
20:14:23  <Terkhen> I don't know much of how the template for checking which sprite to use in snow / desert works
20:14:39  <Terkhen> what happens in desert?
20:14:49  <andythenorth> I shall check
20:15:58  <andythenorth> not sure about ground, as concrete tile is overlaid
20:16:04  <andythenorth> but I have snow on the building :P
20:18:24  * andythenorth fixes that
20:18:47  <andythenorth> oh
20:18:53  <andythenorth> I broke my build :P
20:20:56  <andythenorth> Terkhen: how do I provide snow / non-snow building sprites?
20:21:38  * planetmaker is back
20:21:57  <Terkhen> for what template?
20:21:59  <planetmaker> somewhat at least
20:22:15  <andythenorth> spritelayouts_groundaware
20:23:07  <Terkhen> check builders_yard.pnml
20:23:20  <Terkhen> and NORMAL_SNOW_BUILDING in spritelayouts_groundaware
20:26:17  <andythenorth> ok
20:26:23  <andythenorth> it starts to make sense further
20:26:58  <Terkhen> :)
20:27:10  <andythenorth> it's interesting that building uses 2 different sprites and no condition code
20:27:22  <andythenorth> but overlays use 2 identical sprites and condition code
20:28:00  <Terkhen> overlays use only the first sprite
20:28:21  <Terkhen> they are forced to use a second sprite because of the "all spritesets in a spritelayout must have the same size" limit
20:28:35  <andythenorth> I am thinking it would be easier to use overlays for all, and more parameters
20:28:39  <Terkhen> overlays use only a sprite because in some cases they won't be tied to climate
20:28:40  <andythenorth> currently this is all very magic
20:28:46  <Terkhen> using overlays for all what?
20:28:58  <andythenorth> all sprites in the render stack
20:29:07  <Terkhen> buildings too?
20:29:09  <andythenorth> yes
20:29:43  <Terkhen> why do you want to define buildings as childsprites of ground?
20:29:59  <andythenorth> I'm not sure I do
20:30:07  <andythenorth> I don't understand childsprite / not childsprite
20:30:17  <andythenorth> I've never used childsprites afaik
20:30:52  <Terkhen>
20:33:08  <planetmaker> Terkhen: not as childsprite
20:33:18  <planetmaker> but buildingsprites can be conditional similar to the groundsprites
20:33:26  <Terkhen> yes, they can
20:33:33  <Terkhen> such template has not been coded
20:33:34  <planetmaker> I added - for fun - a CONDITIONAL_BUILDING_SPRITE to the templates
20:33:39  <planetmaker> it has :-P
20:33:41  <Terkhen> oh, then it has been coded :)
20:33:56  <planetmaker> might be easier to grasp. Not sure, though
20:33:59  <Terkhen> I only did NORMAL_SNOW_BUILDING because that's what I needed in that moment
20:34:13  <Terkhen> if you prefer to duplicate using CONDITIONAL_BUILDING_SPRITE then go ahead :)
20:34:16  <planetmaker> It'd mean to use two such lines instead of that one
20:34:24  <Terkhen> I don't mind either way, maybe with conditions it is more clear
20:34:28  <andythenorth> it's better with more conditions
20:34:30  <planetmaker> I'm not sure. It means to de-duplicate the spriteset lines for ground, though
20:34:32  <Terkhen> even if snow/non snow conditions are duplicated
20:34:41  <Terkhen> yes, that would be more clear too
20:34:47  <andythenorth> it's more explicit
20:34:56  <planetmaker> I added it to give andy the choice :-)
20:35:04  <andythenorth> and all the snow == true conditions could be grouped
20:35:05  <planetmaker> I don't mind either way really
20:35:11  <planetmaker> yup
20:35:14  <andythenorth> it could be templated :P
20:35:22  <Terkhen> andythenorth: that's what the old templates did
20:35:35  <Terkhen> group every condition in a single line, use a lot of parameters
20:35:45  <Terkhen> every condition and sprite*
20:36:49  <andythenorth> so CONDITIONAL_BUILDING_SPRITE also takes the zextent param?
20:39:44  <planetmaker> yes
20:40:07  <planetmaker> spriteset, zextent, condition is the parameter order
20:43:18  <andythenorth> this is apparently invalid: 	CONDITIONAL_BUILDING_SPRITE(THIS_ID(spriteset_normal_3), 48, terrain_type != TILETYPE_SNOW)
20:43:25  <andythenorth> nmlc: "sprites/nml/industries/grain_mill.pnml", line 125: Syntax error, unexpected token "("
20:51:06  * andythenorth ponders bed
20:51:29  <V453000> bad idea
20:51:41  <planetmaker> definitely sounds like a good idea :-)
20:52:01  * andythenorth tried an nml update, but that doesn't fix it
20:52:16  <planetmaker> that's not an NML update
20:52:32  <planetmaker> *error to be solved by
20:52:34  <andythenorth> default voodoo :P
20:52:45  <andythenorth> 'if it breaks, first update nml'
20:52:59  <planetmaker> :-) fair enough. And never wrong
20:53:14  <andythenorth> so what did I do wrong?
20:53:23  <planetmaker> updating openttd won't fix my patch applied to it, though ;-)
20:53:48  <andythenorth> so the issue is in the macro?
20:53:53  <planetmaker> maybe
20:54:19  <planetmaker> dunno
20:54:38  <andythenorth> I can't see anything wrong there
20:54:49  <andythenorth> I can see a lot of intriguing \ chars :P
20:54:54  <andythenorth> are they delimiting something?
20:55:21  <andythenorth> or escapes to prevent newlines breaking code or something?
20:55:29  <planetmaker> yes
20:55:34  <planetmaker> the macro is wrong
20:58:18  <planetmaker> there. fixed
20:58:18  <Brot6> FIRS Industry Replacement Set - Revision 2589:3b3f43e5a81f: Fix (r2585): Copy and paste sometimes... (planetmaker) @
20:58:36  <Terkhen> don't forget to pull :P
20:58:51  <planetmaker> :-)
20:59:41  <andythenorth> I pulled
20:59:57  <andythenorth> hmm
21:00:01  <andythenorth> still have the error :)
21:01:02  <planetmaker> then it's your local modification
21:01:32  <andythenorth> oh
21:01:34  <andythenorth> bah
21:02:36  <andythenorth> nvm
21:02:39  <andythenorth> bed
21:02:42  <andythenorth> good night
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21:06:51  <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Eddi) @
21:07:37  <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Eddi) @
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22:31:27  <Brot6> Central European Train Set - Revision 146:73dff30ad601: remove prussian T18 from core (Eddi) @
22:34:58  <Brot6> Central European Train Set - Feature #2924: Prussian steam engines - sprites (Eddi) @
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