Log for #openttdcoop.devzone on 25th September 2011:
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06:53:57  <Brot6> HEQS "Heavy Equipment" Set - Bug #2945 (Closed): Railmotor in wrong group (andythenorth) @
06:57:56  <Brot6> HEQS "Heavy Equipment" Set - Revision 641:18a972c26c9d: Fix: railmotor tram was in wrong vehicl... (andythenorth) @
06:57:56  <Brot6> HEQS "Heavy Equipment" Set - Revision 642:d03c5e489c66: Change: (translations) update text for ... (andythenorth) @
06:57:56  <Brot6> HEQS "Heavy Equipment" Set - Revision 643:7070db224bb2: Fix: wrong date for Forklift model tran... (andythenorth) @
06:57:59  <Brot6> HEQS "Heavy Equipment" Set - Bug #2946 (Closed): The Forklift changes to the "1950" model in th... (andythenorth) @
07:07:31  <Brot6> HEQS "Heavy Equipment" Set - Bug #2959 (Rejected): Livestock on a forklift (andythenorth) @
07:29:20  <Brot6> HEQS "Heavy Equipment" Set - Revision 644:ba035c63aa19: Change: add LIME label to cargo transla... (andythenorth) @
07:29:20  <Brot6> HEQS "Heavy Equipment" Set - Revision 645:dbece4bf84b9: Feature: add Limestone support to trams (andythenorth) @
07:31:55  <Brot6> HEQS "Heavy Equipment" Set - Feature #2569: ECS support (andythenorth) @
07:32:21  <Brot6> HEQS "Heavy Equipment" Set - Feature #2569 (Closed): ECS support (andythenorth) @
08:22:23  <V453000> andythenorth: I would have a suggestion for CHIPS ... when there is just a tiny bit of cargo on the platforms, it instantly appears. This can get quite ugly when the cargo starts flickering as there is suddenly something/nothing when a train loads for example. If I look at ISR, it is much smoother ... anything that could be done about that please? :)
08:22:39  <andythenorth> Yexo: ? ^ :)
08:56:52  <Yexo> if ISR does it, it can be fixed
08:57:00  <Yexo> just not sure what is the best way to do that
08:58:38  <planetmaker> what I found rather more interesting is to reduce the flipping between different cargo displays
08:59:02  <planetmaker> Not sure whether one can check the tiles of a station and handle it proportionally or not flipping all tiles
09:01:55  <Yexo> I don't see a way to do that
09:02:37  <Yexo> I was thinking of 'abusing' the animatino state as permanent storage to reduce the flipping on cargo amounts
09:02:44  <Yexo> but that cannot be done for cargo types
09:14:05  <planetmaker> yeah, I didn't see a way either :-)
09:24:17  <V453000> as for the first issues i think it would be just fine if the cargo started appearing later ... as in, when there is more cargo than now
09:32:17  <Brot6> Example NewGRF Project - Revision 315:8691cae2331f: Fix: [NML] Add the nml-specific makefile part (planetmaker) @
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10:01:45  <Brot6> Example NewGRF Project - Revision 316:1b25e5343c98: Codechange: Name Makefile parts consistently (planetmaker) @
10:03:28  <Brot6> HEQS "Heavy Equipment" Set - Revision 646:a8e3edf6f166: Codechange: remove some line numbers an... (andythenorth) @
10:06:53  <Brot6> Example NewGRF Project - Revision 317:d1cb40336834: Change: NML type projects only know one dep c... (planetmaker) @
10:09:46  <andythenorth> planetmaker: I thought I understood the base cost code.  I was wrong :|
10:10:09  <andythenorth> I want to adjust the default base running cost in HEQS
10:11:28  <andythenorth> this is in initialization.pnfo
10:11:28  <andythenorth> l65
10:11:36  <andythenorth> if I change the value from 0008h to to 0007h I get a linter failure
10:13:27  * andythenorth ponders rebasing all vehicles instead....the fools route
10:20:49  <andythenorth> figured it
10:22:34  <Brot6> HEQS "Heavy Equipment" Set - Revision 647:ae7103069663: Feature: reduce 'default' running costs... (andythenorth) @
10:22:35  <andythenorth> I should document that code, but I don't really understand it :)
10:22:48  <andythenorth> I just made informed guesses until it compiled
10:43:07  <Brot6> OpenGFX - Bug #668: bubble generator building stage (2006TTD) @
10:51:14  <Brot6> HEQS "Heavy Equipment" Set - Revision 648:e479509ad384: Change: start drawing some more trams (andythenorth) @
10:51:14  <Brot6> HEQS "Heavy Equipment" Set - Revision 649:45cd4717992f: Codechange: rename file for Yonkers rai... (andythenorth) @
10:54:14  <Brot6> Example NewGRF Project - Revision 318:ee7a369a74fb: Fix (r317): Some replacements for the filenam... (planetmaker) @
11:15:31  <Brot6> Japanese Trains - Revision 1:e21d4943b34e: Fix: Brake van did not do anything. (dandan) @
11:15:31  <Brot6> Japanese Trains - Revision 2:85ee756c8bba: Fix: E259 and E657 Series had the wrong track type. (dandan) @
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11:18:59  <Brot6> Japanese Trains Addon - Revision 1:68e96c5b312e: Fix: Deo 900 (Kirara) had the wrong track type. (dandan) @
11:19:07  <Ammler> maybe should be moved out from zzz-pending ^
11:21:53  <planetmaker> yes
11:22:59  <planetmaker> Terkhen: Yexo: does for your mingw system work a command like
11:23:01  <planetmaker> grep -o "\"\([-_./a-zA-Z]*\.png\)\"" src/* | cut -d\" -f2
11:23:01  <planetmaker> src/gfx/ogfx-terrain.png
11:23:15  <planetmaker> uhm... ignore the 2nd line... which could be output
11:23:28  <planetmaker> when run on an NML src directory
11:23:46  <planetmaker> (i.e. the grep option -o is the crucial thing... I recall some issue there
11:23:52  <Yexo> seems to work
11:23:57  <Yexo> don't have an NML project checked out though
11:24:12  <Yexo> ../../elrail_tile.png and ../../elrail_track.png is the output when run on openttd src
11:24:16  <Yexo> oh, and .png
11:24:48  <planetmaker> hm... I guess it might need another sanity check... I wonder which
11:24:51  <Yexo> but I'm using cygwin, not mingw
11:25:01  <planetmaker> well, the better, if it works there (too)
11:26:06  <planetmaker> but maybe I should better write a small python script... easier expanded
11:26:22  <planetmaker> to find all graphics files included in NML
11:26:37  <planetmaker> but to exclude a thing like a comment ".png"
11:27:00  <Yexo> adapt nml to just parse the input and write the used png files to the output without actuall processing the input?
11:27:20  <Yexo> like gcc -M option (or -MM?)
11:27:50  <planetmaker> I wanted to run it on the pnml files actually
11:28:33  <Yexo> does that matter much?
11:28:47  <planetmaker> though... that's an idea, too. It'd require to first gcc the pnml files - and then run the nml graphics dep check
11:29:17  <Yexo> first time you do that while generating the nml, second time you have the deps from last time and only need to rerun it if any of the pnml files changed
11:29:23  <Yexo> in which case you need to regenerate the nml file anyway
11:30:12  <planetmaker> Hm... yes. I could hook that dep check between nml and grf instead of to the beginning
11:35:04  <Ammler> update znc to 0.202
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11:39:03  <Ammler> (done)
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11:39:40  <planetmaker> hmpf
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11:40:33  <planetmaker> it needs frequent updates, eh?
11:40:33  <planetmaker> like we had one just the other week
11:40:38  <Ammler> you were silent for >5min, so you could say "thanks" instead "hmpf"
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11:41:36  <Ammler> 0.200 was released long ago
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11:41:50  <planetmaker> I was not silent
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11:44:32  <Ammler> oh, I missed the ;-)
11:44:44  <Ammler> anyway, you are welcome
11:45:36  <Ammler> (of course, I do not monitor any secret channel or private chat)
11:46:42  <frosch123> not? i thought you were a cousin of wolfi :)
11:46:47  <planetmaker> yes. Which was cut in the middle...
11:46:58  <planetmaker> no, not wolfi. I don't make splatter-movies! ;-)
11:47:01  <Ammler> since we fixed the kernel issue, we need other reasons to annoy some #openttd people
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11:49:25  <Ammler> also you had another 3mins to stop me from restart
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12:10:35  <Brot6> HEQS "Heavy Equipment" Set - Revision 650:4ac9a263f63f: Feature: Port Jack Railmotor Tram (Elec... (andythenorth) @
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15:11:29  <andythenorth> yay
15:11:31  <andythenorth> pull works
15:11:51  <planetmaker> :-)
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15:12:15  <andythenorth> push doesn't :)
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15:12:24  <andythenorth> but I figure there's stuff happening
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15:12:30  <^ekipS^> nah...
15:12:37  <^ekipS^> we're just watching it sit idle
15:12:37  <^ekipS^> ;)
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15:16:36  <Brot6> HEQS "Heavy Equipment" Set - Revision 651:a14ad659866e: Fix: add missing file for Port Jack Rai... (andythenorth) @
15:16:36  <Brot6> HEQS "Heavy Equipment" Set - Revision 652:abebc5b8341f: Change: graphics for additional electri... (andythenorth) @
15:16:36  <Brot6> HEQS "Heavy Equipment" Set - Revision 653:6860b05f9079: Fix: sparks not smoke for Port Jack Rai... (andythenorth) @
15:16:38  <Brot6> HEQS "Heavy Equipment" Set - Revision 654:fbda864cd4ed: Fix: offsets for Port Jack Railmotor (andythenorth) @
15:16:42  <Brot6> HEQS "Heavy Equipment" Set - Revision 655:ac4ec82ed5a5: Change: add light to Port Jack Railmotor (andythenorth) @
15:16:46  <Brot6> HEQS "Heavy Equipment" Set - Revision 656:cf2021109ddf: Feature: Winterthur Railmotor Tram (Ele... (andythenorth) @
15:16:50  <Brot6> HEQS "Heavy Equipment" Set - Revision 657:bc7f3bbb0500: Change: adjust intro date and a few oth... (andythenorth) @
15:16:54  <Brot6> HEQS "Heavy Equipment" Set - Revision 658:1f79d9db3a1d: Change: update changelog (andythenorth) @
15:17:24  <planetmaker> seems push works now, eh, andythenorth? :-)
15:18:43  <Brot6> HEQS "Heavy Equipment" Set - Bug #3093 (Closed): Crawler running costs too high? (andythenorth) @
15:19:49  <Brot6> HEQS "Heavy Equipment" Set - Bug #2021: Trams, offsets may be a bit off in both / and \ views (andythenorth) @
15:20:50  <Brot6> HEQS "Heavy Equipment" Set - Revision 659:af68089d9585: Added tag 1.3.0 for changeset 1f79d9db3a1d (andythenorth) @
15:22:58  <Brot6> Japanese Tracks - Revision 1:40a0dfb89de3: Change: Replace 160 km/h NG track (NGHI) with 80 km/h ... (dandan) @
15:22:58  <Brot6> Japanese Trains - Revision 3:78e24a553d0b: Change: All engines with track type 03 (NGHI) now use ... (dandan) @
15:23:02  <Brot6> heqs: update from 1.2.0 to 1.3.0 done -
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15:27:14  <Brot6> Japanese Trains - Revision 4:0854772cd859: Fix: Replace NGHI with ENLW in railtype translation ta... (dandan) @
15:28:28  <Brot6> Japanese Trains Addon - Revision 2:8f83c620c8b1: Fix: Replace NGHI with ENLW in railtype TT, and ... (dandan) @
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16:20:21  <Brot6> HEQS "Heavy Equipment" Set - Feature #1941 (Rejected): Crawler running costs should vary as mod... (andythenorth) @
16:20:21  <Brot6> HEQS "Heavy Equipment" Set - Feature #1943 (Rejected): Variable running costs (talk to Pikka) (andythenorth) @
16:21:14  <Brot6> HEQS "Heavy Equipment" Set - Feature #1069 (Rejected): Make it possible for players to choose n... (andythenorth) @
16:21:40  <Brot6> HEQS "Heavy Equipment" Set - Feature #1148 (Rejected): Noddy all-terrain vehicle (andythenorth) @
16:22:20  <Brot6> HEQS "Heavy Equipment" Set - Feature #1716 (Rejected): Convert logging truck trailers to CPP re... (andythenorth) @
16:22:20  <Brot6> HEQS "Heavy Equipment" Set - Feature #1711 (Rejected): Convert No. 6, 8, 9 crawlers to CPP real... (andythenorth) @
16:22:46  <Brot6> HEQS "Heavy Equipment" Set - Feature #1712 (Rejected): Convert crawler trailers to CPP real spr... (andythenorth) @
16:22:46  <Brot6> HEQS "Heavy Equipment" Set - Feature #1713 (Rejected): Convert tractors to CPP real sprites - a... (andythenorth) @
16:23:35  <Brot6> HEQS "Heavy Equipment" Set - Bug #2642 (Rejected): Buy menu positions are wrong (andythenorth) @
16:24:16  <Brot6> HEQS "Heavy Equipment" Set - Feature #1149 (Rejected): Mud-plugger off-road heavy hauler (andythenorth) @
16:25:07  <Brot6> FISH - Bug #2957 (Rejected): alignment of purchase menu sprites (andythenorth) @
16:26:08  <Brot6> FIRS Industry Replacement Set - Feature #2483 (Rejected): Draw tile 2022 for Opengfx (andythenorth) @
16:27:11  <Brot6> FIRS Industry Replacement Set - Feature Request #2958 (Rejected): No smoking chimney for inactive... (andythenorth) @
16:27:12  <Brot6> FIRS Industry Replacement Set - Feature #2524 (Rejected): 'Botel' layout for hotel (andythenorth) @
16:29:55  <Brot6> FIRS Industry Replacement Set - Feature #803 (Rejected): Provide Basic economy (andythenorth) @
16:30:23  <Brot6> FIRS Industry Replacement Set - Feature #2727 (Closed): Climate-dependent trees for food market (andythenorth) @
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16:34:31  <Brot6> FIRS Industry Replacement Set - Feature #2748 (Rejected): Revisit idea of lighthouse - as addon/o... (andythenorth) @
16:35:23  * andythenorth was bored
16:35:52  <Brot6> FIRS Industry Replacement Set - Feature #2937 (Rejected): Consider supporting YACD explicitly (andythenorth) @
16:35:53  <Rubidium> maybe we should bundle the logs as the "Brot monologue" ;)
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16:42:05  <michi_cc> Rubidium: :-p
16:42:06  <Webster> Title: (at
17:20:18  <Brot6> firs: update from r2610 to r2620 done -
17:21:35  <Brot6> heqs: update from r640 to r659 done -
17:22:44  <Brot6> newgrf_makefile: update from r314 to r318 done -
17:25:41  <Brot6> vactrainset: compile of r1 still failed (#3044) -
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17:58:06  <^Spike^> andythenorth all services ok again?
17:58:14  <^Spike^> (haven't heard any complaints but want to be sure)
17:58:20  <andythenorth> seems to be fine ;)
17:58:26  <^Spike^> oki good to hear :)
17:58:48  * ^Spike^ doesn't do dev projects so can't really check if it works :)
18:12:57  <V453000> planetmaker: where can I find how exactly are made things like animated wheels of a steamer? Eventually how exactly is it related to the speed the train goes
18:15:16  <planetmaker> you want to make use of the motion_counter variable
18:16:06  <V453000> sounds right :)
18:16:21  <V453000> thanks
18:16:24  <planetmaker> np
18:17:02  <planetmaker> it means you have to provide for each animation stage of the wheels the whole engine view in all 8 directions
18:17:10  <andythenorth> how can we do that for ship smoke?
18:17:19  <andythenorth> I could draw all the frames of smoke in the ship I guess
18:17:34  <planetmaker> you could, yes
18:18:04  <andythenorth> but should I?
18:18:14  <andythenorth> ideally it would be composited
18:18:19  <andythenorth> but vehicles don't do that
18:18:22  <planetmaker> Personally I'd probably not bother. Ideally you're right
18:18:29  <V453000> ah, so the animation is basically made just by some amount of separate static sprites, right?
18:18:30  <andythenorth> we could draw another vehicle
18:18:36  <V453000> and coded appropriately
18:18:39  <andythenorth> that vehicle could hold the smoke...
18:18:49  <planetmaker> De-facto that's not implemented as sprite composition
18:19:16  <planetmaker> well. Smoke, sparks and fume are currently so-called effect-vehicles
18:19:23  <planetmaker> But they cannot be newgrf-ed
18:19:25  <andythenorth> they have issues
18:19:28  <andythenorth> ^^ that
18:19:36  <andythenorth> and the lack of control over positioning
18:19:47  <planetmaker> not for trains
18:19:48  <andythenorth> and amount of smoke / triggers
18:19:56  <andythenorth> well as usual trains are fine :D
18:20:08  <andythenorth> when is there ever a problem for trains ;)
18:20:10  <planetmaker> do ships have _no_ control?
18:20:16  <andythenorth> ships have some control
18:20:21  <andythenorth> along the y axis
18:20:36  <andythenorth> it's of limited use for very short ships
18:20:59  <andythenorth> for longer ships, it is of no use
18:21:08  <andythenorth> for ships where the funnel is high it is of no use
18:21:17  <andythenorth> for ships with offset or multiple funnels it is of no use
18:21:34  <planetmaker> :-)
18:21:45  <andythenorth> there is no control over triggers, and ships basically accelerate very quickly
18:21:50  <andythenorth> so it only shows briefly
18:22:25  <andythenorth> in sum, it was nice commit by H*rundo, with a fun side-effect of causing an argument with MB
18:22:35  <planetmaker> well :-)
18:22:39  <andythenorth> but no-one has figured out how to build on it
18:22:45  <planetmaker> The latter is not difficult to achieve
18:22:50  <planetmaker> (the argument)
18:23:19  <planetmaker> I rather guess no-one has tried to build on it
18:23:33  <planetmaker> There's one person making ships. And that one is in this channel right now
18:24:29  <planetmaker> And it was for Hirundo a stony path to get that patch there :-)
18:24:55  <planetmaker> too many cans of worms there ;-)
18:25:11  <andythenorth> I did patch to allow z-offsets and x-offsets
18:25:14  <planetmaker> and oceans of ... newgrf-mess ;-)
18:25:16  <andythenorth> in principle it mostly works
18:25:27  <andythenorth> my patch was *hard-coded* into the game :P
18:25:30  <planetmaker> (last comment was not related to your patch)
18:25:41  <andythenorth> I have no idea how to provide the offsets via newgrf
18:26:06  <andythenorth> if it was a really stupidly simple return of a byte from a cb, I might be able to figure it, but it's not
18:26:17  <andythenorth> it probably needs bit-stuffing, or taking bytes from a word
18:26:25  <andythenorth> or dword
18:26:44  <andythenorth> and it will need to iterate n times for number of funnels
18:27:38  <andythenorth>
18:32:33  <andythenorth> bbl
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18:52:25  <Hirundo> IMO it'd better not be hacked into CB 10
18:59:24  <Hirundo> instead, set some bit *somewhere* to call a new callback when smoke is to be drawn
18:59:39  * planetmaker tends to agree
19:02:02  <Hirundo> whether to do call the callback once with return values in register 100, 101, .. or call the callback repeatedly with var18 set to 0, 1, ... can be left open for debate
19:03:32  <Hirundo> Also, the format should allow custom smoke gfx, either now or to be added later
19:04:01  <V453000> Hows that :D
19:04:17  <Brot6> clientpatches: compile of r22961 still failed (#2964) -
19:05:54  <Hirundo> It's Not Real!
19:05:55  <planetmaker> Well, IMHO a good approach might be to allow NewGRF-able effect vehicles
19:06:38  <planetmaker> and then the vehicle could get a callback or property which sets how / when / where an effect vehicle with the given ID is called
19:06:59  <planetmaker> V453000: at the end of th train needs to be a pot of gold
19:07:07  <V453000> gold?
19:07:25  <planetmaker> yeah. There's always one at the end of a rainbow. Or so fairy tales say
19:07:38  <planetmaker> :-D
19:08:13  <V453000> Yeah. And butter bread cats with rainbow from their ass are described by the fairy how? :D
19:10:06  <Brot6> openttd-vehiclevars: update from r22959 to r22961 done -
19:10:08  <Hirundo> Effect vehicles (feature n+1) would have 0, 1 and 2 defined as default steam/diesel/spark
19:10:44  <planetmaker> yes
19:11:09  <planetmaker> or so my totally not elaborate or thought-through idea ;-)
19:11:09  <Hirundo> so you can substitute/override those like all (not too old) grf stuff
19:11:32  <planetmaker> would make sense
19:11:42  <planetmaker> well... default objects can't be overridden :-)
19:12:00  <Brot6> serverpatches: compile of r22961 still failed (#2966) -
19:12:01  <Hirundo> perhaps no overriding, whatever :)
19:12:43  <planetmaker> Well, I tend to consider it an over-sight ;-)
19:12:58  <Hirundo> ;-)
19:13:31  <Brot6> 32bpp-ez-patches: compile of r22961 still failed (#2446) -
19:14:04  <Hirundo> Though arguably, there should be a way to change the look of your smoke plume without either a) influencing other grfs or b) having to implement some callback that sets smoke positions just to change their graphics
19:14:51  <Hirundo> b) could also be quite a non-needed performance hit
19:15:45  <planetmaker> yes. And NewGRF effect vehicles could allow that
19:16:34  <planetmaker> like properties ID, type, num_sprites (=animation_length).
19:16:38  <planetmaker> Not sure what else :-)
19:17:06  <Hirundo> animation speed perhaps
19:17:18  <planetmaker> yes
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19:51:32  <Hirundo> andythenorth: is HEQS 1.3.0 compatible with 1.2.0?
19:55:10  <andythenorth> should be 100%
19:55:33  <andythenorth> changing it on a running game will affect running costs :)
19:57:24  <planetmaker> omg!
19:57:42  <planetmaker> that breaks ALL my carefully balanced near-break-even routes ;-)
19:57:49  <andythenorth> zomg!
19:57:59  <andythenorth> change the parameter in game
19:58:02  <andythenorth> *you* have the power
19:58:10  <andythenorth> many don't :P
19:58:14  <planetmaker> :-D
19:58:26  * andythenorth ponders
19:58:26  <planetmaker> those can't update it at all ;-)
19:58:46  <V453000> :D
19:58:53  <planetmaker> you missed the discussion, andythenorth ;-)
19:59:00  <planetmaker> you join and quit too frequently
19:59:01  <andythenorth> logs?
19:59:07  <planetmaker> especially after triggering a topic ;-)
19:59:12  <andythenorth> I have to do stuff :P
19:59:15  <andythenorth> and bath the baby
19:59:19  <andythenorth> pikka does the same
19:59:28  <andythenorth> he starts something, then goes off to drive his bus
19:59:33  <planetmaker> @logs
19:59:34  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer -
19:59:52  <andythenorth> thanks
20:00:56  <andythenorth> ha
20:00:57  <andythenorth> nyan-train
20:01:47  <V453000> :d
20:02:03  * andythenorth isn't convinced about *needing* newgrf-effect vehicles
20:02:10  <andythenorth> but is anything *needed* ?
20:02:27  <andythenorth> :P
20:02:38  <andythenorth> Hirundo: planetmaker what would trigger the new cb?
20:06:09  <Hirundo> You'd need to set some bit to enable it
20:06:41  <Hirundo> And then it'd be called either every tick, or whenever it pleases OpenTTD to draw a visual effect
20:06:41  <planetmaker> andythenorth: the advantage would be: it'd be universal and easily added to every vehicle type or even industries and houses
20:06:52  <andythenorth> ok
20:06:55  <planetmaker> one implementation to fit all
20:07:04  <andythenorth> and it means we could add weather :P
20:07:23  <planetmaker> how?
20:07:50  <andythenorth> add rain around industries
20:07:53  <andythenorth> micro-climate :P
20:08:00  <andythenorth> trains that travel under a rainstorm
20:08:01  <Hirundo> We should  also consider breakdown smoke
20:08:09  <planetmaker> yes
20:08:11  <Hirundo> A use for NARS snowploughs?
20:08:21  <planetmaker> :-)
20:08:24  <andythenorth> breakdown smoke is actually very valid.  horses....
20:08:35  <andythenorth> snowblower....
20:08:40  <V453000> horses make smoke? :D
20:08:58  <Hirundo> ^^ IIRC I still have a patch floating around on FS to disable breakdown smoke via some bit
20:09:03  <andythenorth>
20:09:04  <Webster> Title: BNSF Snow Blower in Aurora, NE - YouTube (at
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20:23:04  <Brot6> Unrealistic Trainset - Feature #3094 (New): NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYA... (V453000) @
20:23:49  <Brot6> Unrealistic Trainset - Feature #3094: NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN... (V453000) @
20:24:53  <planetmaker> uhm, yes
20:26:03  <^Spike^> lolz
20:26:06  <andythenorth> lol
20:26:09  * andythenorth -> bed
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20:27:44  <V453000> hm :)
20:28:27  <^Spike^> does it include the sound effect? ;)
20:28:42  <V453000> NO :D
20:28:50  <^Spike^> then it's a bad train :D
20:28:55  <V453000> its a ship
20:29:00  <V453000> ok kidding :D
20:30:13  <V453000> I think the sound would be truly hardcore players only :D
20:30:24  <V453000> on the other hand who uses sounds ... >:)
20:30:58  <^Spike^> ... ;)
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