Log for #openttdcoop.devzone on 12th September 2011:
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06:59:41  <Brot6> Revived US Trainset - Revision 15:346064f8776a: Modified F7A and F7B to demonstrate cargoless sub... (EyeMWing) @
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08:58:23  <Brot6> Revived US Trainset - Revision 16:8c2a942faf1f: Test for FS2521 var62. Build a string of F7B's an... (EyeMWing) @
08:58:23  <Brot6> Revived US Trainset - Revision 17:520484459af2: Made F7A's do the same var62 trick for the vehicl... (EyeMWing) @
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12:33:09  <Brot6> Central European Train Set - Support #2750: Tracking Table (oberhuemer) @
12:34:23  <Brot6> Central European Train Set - Support #2750: Tracking Table (oberhuemer) @
12:38:35  <Brot6> Central European Train Set - Support #2750: Tracking Table (Eddi) @
12:40:16  <Brot6> Central European Train Set - Support #2750: Tracking Table (oberhuemer) @
12:47:26  <Brot6> Central European Train Set - Support #2750: Tracking Table (oberhuemer) @
12:48:33  <Brot6> OpenGFX+ Road Vehicles - Feature #3053: Parameter for disabling / enabling vehicle types (oberhuemer) @
14:44:32  <Brot6> OpenGFX+ Road Vehicles - Feature #3053: Parameter for disabling / enabling vehicle types (Terkhen) @
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19:04:56  <Brot6> clientpatches: compile of r22929 still failed (#2964) -
19:07:43  <Brot6> Dutch Road Furniture - Revision 39:aba6b6d6f864: Fix (r37): allow signs to be transparent (foobar) @
19:07:43  <Brot6> Dutch Road Furniture - Revision 40:f7d4ce7d66a5: Feature: motorway gantry sign (foobar) @
19:10:17  <Brot6> openttd-vehiclevars: update from r22927 to r22929 done -
19:10:55  <Brot6> Dutch Road Furniture - Bug #3059 (Assigned): Slope check of gantry signs incomplete (foobar) @
19:12:12  <Brot6> serverpatches: compile of r22929 still failed (#2966) -
19:12:26  <Brot6> Dutch Road Furniture - Feature #3060 (New): Make fingerposts one object (foobar) @
19:13:35  <Brot6> Dutch Road Furniture - Bug #3061 (Assigned): Fingerpost hovering (foobar) @
19:15:18  <V453000> hi, when I have electric engines with pantographs, it is common that one adds a few pixels in height for them? Pikka has such templates so I suppose that works well?
19:15:52  <planetmaker> you can make vehicles also 200px high
19:15:59  <planetmaker> it just sucks with tunnels
19:16:13  <Brot6> 32bpp-ez-patches: compile of r22929 still failed (#2446) -
19:16:16  <Brot6> Dutch Road Furniture - Feature #3062 (New): rework median spritelayouts (foobar) @
19:16:26  <frosch123> the catenary is 10 pixels above the track
19:16:33  <frosch123> the bridge is 6 :p
19:16:39  <planetmaker> :-D
19:17:05  <FooBar> that explains why wires aren't drawn under bridges :)
19:17:34  <FooBar> that reminds me to check the height of my gantry signs...
19:18:39  <Brot6> Dutch Road Furniture - Code Review #3063 (Assigned): check height of gantry signs with bridges an... (foobar) @
19:24:26  <Brot6> Dutch Road Furniture - Feature Request #3064 (New): high sign for single-sided gantries (foobar) @
19:26:00  <Brot6> Dutch Road Furniture - Feature #3065 (New): reorder objects (foobar) @
19:27:29  <Brot6> Unrealistic Trainset - Feature #3066 (New): Strong electric loco 50s/60s (StepanBarth) @
19:31:44  <Brot6> Unrealistic Trainset - Feature #2880: Maglev Flatbed #01 (V453000) @
19:34:12  <Brot6> Dutch Road Furniture - Feature #3067 (New): guardrails (foobar) @
19:41:44  <Brot6> Dutch Road Furniture - Feature #3068 (New): end piece for hard shoulders and third lanes (foobar) @
19:48:46  <Brot6> German town names - Revision 35:abf26c1b828c: Fix: Typo in two town names (planetmaker) @
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20:13:40  <andythenorth> hmm
20:14:51  <andythenorth> I guess I should try and fix this
20:14:51  <andythenorth>
20:15:08  <andythenorth> planetmaker more of the same from the work we did on Sunday...
20:17:58  <Brot6> Japanese Trees - Revision 0:095756a1787a: Setup repository (dandan) @
20:18:24  <Brot6> Dutch Road Furniture - Bug #3069 (Assigned): motorways should not be always available (foobar) @
20:18:42  <planetmaker> yes... it has twice the snow spirte in the spriteset for the building
20:18:46  <planetmaker> dunno why
20:18:57  <planetmaker> <-- like that
20:19:11  <andythenorth> could be my mistake
20:19:12  <planetmaker> or just use the conditional building template
20:19:19  <andythenorth> yes, I'm trying that :)
20:19:21  <andythenorth> CONDITONAL_BUILDING_SPRITE
20:24:37  <Brot6> Japanese Buildings - Revision 2:d3238c00466f: Start from scratch with version 3 (dandan) @
20:25:54  <planetmaker> hm, interestink :-)
20:26:41  <Brot6> Dutch Road Furniture - Feature #3067 (New): guardrails (foobar) @
20:26:41  <Brot6> FIRS Industry Replacement Set - Revision 2596:d47a348ed58d: Fix: Grain Mill building was showing ... (andythenorth) @
20:27:48  <Brot6> Japanese Landscape - Revision 3:5cfaf4e05f51: Start from scratch with version 3 (dandan) @
20:28:23  <Brot6> Japanese Landscape - Revision 4:5646b21be98e: Add files (dandan) @
20:29:38  <andythenorth> hmm
20:31:42  <Brot6> Japanese Trains - Revision 0:03df739e962d: Setup repository (dandan) @
20:31:54  <andythenorth> what a lot of work to get snow :)
20:34:54  <andythenorth> planetmaker: instead of repeating conditions everywhere, can the snowline condition be a macro or define?
20:35:05  <andythenorth> terrain_type == TILETYPE_SNOW is not sufficient
20:35:20  <planetmaker> not?
20:35:45  <andythenorth> no
20:35:52  <andythenorth> due to way snowline works
20:35:56  <planetmaker> what's additionally needed?
20:36:01  <andythenorth> I'm testing...
20:36:02  <planetmaker> For the building sprite?
20:36:08  <andythenorth> it will be nearby_tile_height(0, 0) >= (snowline_height + some_offset)
20:36:14  <andythenorth> some_offset I haven't figured yet
20:36:22  <planetmaker> I don't think we need that for the building sprites
20:36:28  <planetmaker> Or do you want to draw 4 different ones?
20:36:44  <planetmaker> if not: then TILETYPE_SNOW is fine
20:36:52  <andythenorth> maybe I make a mistake
20:37:15  <planetmaker> it means the house will be snowed before the ground is 100% snowed, but... is that wrong?
20:37:34  <andythenorth> no
20:37:42  * andythenorth tests again
20:38:14  <Rubidium> doesn't snow stay earlier on a well isolated house than on the ground?
20:38:35  <planetmaker> thanks for the reason :-)
20:38:47  <planetmaker> so now we can also argue "realistic!"
20:39:50  <Hirundo> Nitpick question: when the snowline moves, when is the ground sprite updated?
20:39:59  <planetmaker> tile loop
20:40:12  <Hirundo> tile loop, or when the tile is drawn?
20:40:32  <planetmaker> the tile loop first has to change it. Which sets it to dirty
20:40:34  <planetmaker> iirc
20:40:35  <Hirundo> for normal tiles it's the tile loop indeed, but for FIRS industry tiles?
20:40:41  <planetmaker> just look at a varying snow line
20:40:49  <planetmaker> hm... you mean different there?
20:40:58  <Hirundo> I don't know, that's why I ask?
20:41:08  * Hirundo removes question mark
20:41:08  <planetmaker> :-)
20:41:30  <planetmaker> well, the wood for example changes the same. So I assume it works that way there, too
20:41:49  <Hirundo> IIRC anything that changes gfx w/o an explicit trigger glitches when for some reason half the tile is redrawn
20:42:07  <Yexo> snow is only updated during the tile loop
20:42:20  <Yexo> it can't be updated when it's drawn, because that would introduce desyncs in multiplayer games
20:42:30  <Hirundo> for normal tiles indeed, but for FIRS gfx also?
20:42:38  <Yexo> perhaps not
20:42:55  <Yexo> however I think that when the snowline changes the whole screen is redrawn
20:42:55  <planetmaker> should also pose a desync risk then, though
20:43:15  <andythenorth> hmm
20:43:15  <planetmaker> not only those tiles which need a re-draw?
20:43:32  <Hirundo> drawtile calls don't desync, unless you happen to use persistent storage in them
20:43:34  <Yexo> every tile potentially needs a redrawn when the snowline height changes
20:43:45  <Yexo> you can't use persistent storage in drawtile calls
20:43:55  <Hirundo> can't, or shouldn't?
20:43:55  <Yexo> (you can, but it's not really "persistent" in that case)
20:44:14  <Yexo> the contents of the persistent storage are reset after drawing to the values they had before
20:44:14  <Hirundo> isn't it?
20:44:25  <Hirundo> persistent or temporary?
20:44:37  <Yexo> persistent are reset, temporary are simply zeroed
20:44:55  <Yexo> that's done exactly because every client draws different tiles, so runs the drawtile callbacks for different tiles
20:45:09  <Yexo> not resetting the persistent storage would introduce possible desyncs
20:45:23  <Yexo> but knowing that they reset, of course you shouldn't use them either
20:46:21  <Hirundo> Hmm I guess I missed that change at some point, nice it's there though
20:46:36  <Brot6> FIRS Industry Replacement Set - Revision 2597:45ba05735041: Change: attempt to fix Grain Mill gro... (andythenorth) @
20:46:42  <Yexo> it has worked like this for a very long time
20:46:48  <andythenorth> planetmaker: would you mind pulling that and testing it? ^^
20:46:50  <andythenorth> it's broken
20:46:53  <Yexo> I can't even remember that it ever changed
20:47:07  <Ammler> I never see houses with snow on it but souronding with snow
20:47:22  <Ammler> not*
20:47:40  <Ammler> do you have rl images of that?
20:49:09  <frosch123> yup, it was like that from the beginning
20:49:18  <frosch123> (well, 0.6 :p)
20:49:28  <Yexo> for me, that is "the beginning" :)
20:49:38  <frosch123> but 0.6 is somewhat the beginning of newgrf in ottd
20:49:42  <Brot6> Dutch Road Furniture - Feature #3070 (Assigned): add OBJ_FLAG_ANYTHING_REMOVE (foobar) @
20:49:56  * andythenorth is confused
20:51:38  <andythenorth> identical FIRS code has different results in different places
20:53:55  <planetmaker> someone changed the spriteset probably
20:54:07  <planetmaker> it's a snow-only spriteset which used to draw snow / non-snow
20:54:59  <andythenorth> right
20:55:00  <andythenorth> ok
20:55:02  * andythenorth fixes
20:55:26  <andythenorth> why would it cause the ground tile to not be drawn as an overlay?
20:56:14  <andythenorth>
20:56:51  <andythenorth> should show snow tile overlaying ground tile
20:59:29  <andythenorth> hmm
20:59:35  <andythenorth> bed time
20:59:42  <planetmaker> very much so, yes
21:04:23  <andythenorth> good night
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21:14:40  <Brot6> Japanese Tracks - Revision 0:2c67daef95b9: Setup repository (dandan) @
21:15:39  <planetmaker> Ammler: can it be that the repo creation script doesn't run?
21:16:19  <planetmaker> hm, can't be
21:16:44  <Brot6> Japanese Trains Addon - Revision 0:2165c8b43666: Setup repository (dandan) @
21:21:03  <Brot6> repository /home/hg/jpnames registered in Redmine with url /home/hg/jpnames
21:21:03  <Brot6> repository /home/hg/jpnames created
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21:24:34  <planetmaker> welcome :-)
21:25:45  <dandan1> thanks
21:31:32  <Brot6> Japanese Stations - Revision 0:b6fdd2eea4a4: Setup repository (dandan) @
21:33:19  <Brot6> Japanese Town Names - Revision 0:8605ed42f646: Setup repository (dandan) @
21:34:14  <Brot6> Japanese Signals - Revision 0:ff4cfc2384b4: Setup repository (dandan) @
21:35:53  <Brot6> Japanese Faces - Revision 0:d83e83344ef6: Setup repository (dandan) @
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21:44:14  <Ammler> planetmaker: it worked, right?
21:44:32  <planetmaker> it worked except in two cases
21:45:10  <Ammler> and those 2 cases were?
21:46:40  <planetmaker> jpfaces and jptrainsadd
21:47:13  <Ammler> and you know the reason?
21:47:16  <planetmaker> no
21:47:50  <planetmaker> funnily projects created after jpfaces got their repo
21:49:22  <Ammler> jpfaces already exists
21:49:26  <Ammler> that is why
21:49:43  <Ammler> also jptrainsadd
21:49:55  <planetmaker> they all exist. I created them manually
21:50:06  <planetmaker> afterwards
21:50:22  <Ammler> well
21:50:29  <Ammler> did it that much hurry?
21:50:43  <Ammler> are you able to reprodcue?
21:51:11  <planetmaker> dandan wanted to push
21:51:24  <planetmaker> dunno how to reproduce
21:53:11  <Ammler> I would bet, he or you already added the path
21:53:19  <Ammler> to devzone then
21:53:27  <Ammler> (or type)
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22:02:36  <planetmaker> I can't say for sure. He added a path once... but said that it worked despite
22:02:37  <Brot6> Dutch Road Furniture - Feature #3070 (Closed): add OBJ_FLAG_ANYTHING_REMOVE (foobar) @
22:02:37  <Brot6> Dutch Road Furniture - Revision 41:f0ef240181ec: Fix: introduction date for motorways (closes #3069) (foobar) @
22:02:37  <Brot6> Dutch Road Furniture - Revision 42:cf9ad88ff2e0: Fix: remove/reduce hovering effect of fingerpost... (foobar) @
22:02:38  <Brot6> Dutch Road Furniture - Revision 43:51ab2679ca8d: Feature: OBJ_FLAG_ANYTHING_REMOVE for shoulders ... (foobar) @
22:02:42  <Brot6> Dutch Road Furniture - Revision 44:c668f19eb457: Fix: set correct height for gantries (closes #3063) (foobar) @
22:02:45  <planetmaker> anyway. It's to investigate another day.
22:02:46  <Brot6> Dutch Road Furniture - Bug #3069 (Closed): motorways should not be always available (foobar) @
22:02:47  <planetmaker> Good night
22:02:49  <Brot6> Dutch Road Furniture - Code Review #3063 (Closed): check height of gantry signs with bridges and ... (foobar) @
22:02:52  <Brot6> Dutch Road Furniture - Bug #3061 (Closed): Fingerpost hovering (foobar) @
22:02:54  <FooBar> good night
22:02:55  <Brot6> Dutch Road Furniture - Feature #3070 (Closed): add OBJ_FLAG_ANYTHING_REMOVE (foobar) @
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22:40:04  <Ammler> he, jp sets rebuilds from scratch but not nml?
23:30:34  <Brot6> Central European Train Set - Feature #3045: Wagons - sprites (Elukka) @

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