Log for #openttdcoop.devzone on 18th March 2012:
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00:19:39  *** frosch123 has quit IRC
00:21:39  <Brot6> Dutch Trains 2.0 - Support #3737: Steam train research (oberhuemer) @
01:00:05  *** JVassie has quit IRC
05:29:43  <Brot6> Japanese Buildings - Feature #3841 (New): Stadium colours (PaulC) @
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08:54:19  <V453000> hello, can someone please point out to me why is this saying that the identifiers of cargo labels are unrecognized? I have copied it from a working cargo wagon and it just does not work with this :z I wonder why ... another question would be, is it possible to have a switch block within another switch block just as I am trying to have here? I want to have trains have a unique "tail" wagon but
08:55:19  <V453000> nmlc says "PASS" unrecognized identifier, same for the MAIL, GOLD, VALU and DIAM .... I wonder what is wrong :z
08:56:00  <V453000> for example COAL work
08:56:00  <V453000> s
08:56:30  <Rubidium> maybe the cargos aren't defined in the nml yet?
08:56:52  <V453000> I guess :o
08:57:29  <Rubidium> (but this is merely guessing, I probably have less experience with writing NML than you have)
08:58:12  <V453000> but any other thing does not make sense, I thihnk it is a good guess
08:58:38  <V453000> on the other hand it is kind of surprising that passengers, mail and the armoured cargoes would not be defined while all freight cargoes would
08:58:48  <V453000> timne to update nml  I guess
09:00:20  <Yexo> V453000: do you have a cargotable with those cargos in it?
09:00:31  <V453000> oh holy shit! :D
09:00:34  <Yexo> there is (by design) no default cargo table
09:00:55  <V453000> yes I forgot cargo table for these cargoes xD
09:01:02  <V453000> thanks so much, I completely forgot
09:15:09  <V453000> I should stop coding today, 100% disabled brain
09:15:20  <V453000> forgetting everything everywhere
09:21:13  <andythenorth> V453000: auto-generating your cargo table prevents that issue :D
09:21:19  <andythenorth> I had the same problem last night
09:21:38  <V453000> auto my ass :p
09:22:31  <V453000> it will be ok now :P
09:22:43  <V453000> put it this way, it wont happen again :)
09:24:06  <andythenorth> maybe on your next set you use a generator or templating ;)
09:25:05  <Brot6> Dutch Trains 2.0 - Support #3737: Steam train research (Mahoo76) @
09:25:15  <V453000> next set :-D
09:26:03  <V453000> if something next, then probably not vehicles but something more static, like rails/houses/stuff
09:26:11  <V453000> landscape perhaps
09:26:28  <V453000> I am kind of having enough of the endless rotating :-D
09:27:23  <andythenorth> yeah, buildings save you from that
09:27:27  <andythenorth> as do pixel generators :P
09:27:38  <V453000> :-D how good results do you have atm?
09:28:14  <andythenorth> good enough
09:28:22  <andythenorth> for trailers
09:28:40  <andythenorth> the big advantage is actually for cargo sprites
09:28:59  <andythenorth> but also, things like...
09:29:26  <andythenorth> yesterday I discovered my graphics were incorrect for the nml template by a few pixels
09:29:39  <andythenorth> I fixed one png, and regenerated 50
09:29:58  <V453000> I would just make another template for them :)
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09:30:32  <andythenorth> been there, done that :P
09:33:14  <V453000> hm what is a visual difference between mail and armoured wagon?
09:33:28  <Brot6> BANDIT - Revision 439:869013682e8d: Feature: box trailer graphics for unknown and some known cargos (andythenorth) @
09:36:04  <andythenorth> bars
09:36:41  <V453000> that is bubbles car :D :P
09:39:16  <Brot6> BANDIT - Bug #3842 (New): DevZone compile failed (compiler) @
09:39:49  <andythenorth> oh frick
09:40:01  <andythenorth> the CF doesn't know how to run the pixel generator :)
09:40:09  <andythenorth> hola Ammler
09:47:54  <Brot6> BANDIT - Feature #3843 (New): Explicit refit to cargo labels (andythenorth) @
09:57:51  <Brot6> BANDIT - Revision 440:97ea775efe82: Codechange: add orientation arrows to sprite template pngs (andythenorth) @
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12:40:05  <Ammler> no andy
12:41:44  <Ammler> the pixa repo is already broken, it might not make sense to add .devzone there
12:50:51  <Brot6> Japanese Town Names - Code Review #3840 (Feedback): New town names grf (PaulC) @
12:50:51  <Brot6> Japanese Town Names - Code Review #3840 (Feedback): New town names grf (dandan) @
12:54:22  <Brot6> DevZone Help Center - Revision 155:71887afdcf39: [HG] add .tar* as bad ending (Ammler) @
12:56:40  <Ammler> also it shouldn't it be called Pixa, instead pixa according to python name commons?
12:57:53  <Brot6> Japanese Town Names - Revision 2:f3c623b0c73d: Add nml files for new version by Paul. (dandan) @
12:58:30  <Brot6> Japanese Buildings - Feature #3841 (Assigned): Stadium colours (PaulC) @
12:58:30  <Brot6> Japanese Buildings - Feature #3841 (Assigned): Stadium colours (dandan) @
13:11:43  <Brot6> Japanese Town Names - Code Review #3840: New town names grf (PaulC) @
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13:44:33  <Brot6> Japanese Town Names - Code Review #3840: New town names grf (planetmaker) @
13:46:03  <Brot6> BANDIT - Bug #3845 (New): Trucks appear to be under-powered (andythenorth) @
13:46:42  <V453000> hello again ... I have yet another issue, I would love to have one express wagon which refits to pass/mail/gold etc. . But I would like passengers to be 60 capacity while leaving other cargoes at 30. I tried to do it with a switch block, but there seems to be a problem with linking to the switch in the item -> capacity nmlc says  "this expression cannot be assigned to a parameter"
13:47:12  <andythenorth> cb36
13:47:19  * andythenorth looks at the paste
13:47:46  <andythenorth> V453000: put the switch identifier in the graphics block
13:47:56  <planetmaker> ^^
13:48:02  <andythenorth> e.g.
13:48:04  <planetmaker> and a fixed capacity in the property block
13:48:10  * andythenorth had code open for that :P
13:49:19  <V453000> o_O
13:50:33  <planetmaker> callbacks are declared in the graphics block
13:50:42  <planetmaker> and a change in capacity is a callback
13:51:28  <V453000> alright :) so when something has a condition at something, it is callback and thus needs to be in graphics block, right? :)
13:53:03  <planetmaker> properties are set at compile time
13:53:13  <planetmaker> if they need changing at run-time, they can be changed via callback
13:53:38  <planetmaker> so basically yes
13:53:40  <V453000> ah right
13:53:44  <V453000> thanks :)
14:16:54  <V453000> hm it doesnt work :o it compiles, but it does not affect the capacities
14:18:34  <V453000> the only value which affects it is the value in the item block ... and then automatically mail gets 1/2 passenger capacity, and diamonds 1/4 of passenger capacity value
14:18:46  <V453000> the switch block is there but does not do anything :z
14:20:12  <V453000> the 60 does it all, 60 passengers, 30 mail, 15 diamonds ... I coincidentally actually want mail to be half of passengers, but the only real issue is with diamonds
14:27:41  <planetmaker> 60 tons of diamons :-D
14:28:26  * planetmaker wants
14:28:33  <V453000> :D
14:28:48  <V453000> that would mean 240 passengers ... slaves ? .)
14:30:04  <V453000> hm, any ideas how to fix that issue, please?
14:30:23  <planetmaker> I don't
14:31:07  <planetmaker> it *should* work. But probably I miss something
14:32:41  <andythenorth> should work
14:32:46  <andythenorth> but obviously something wrong :P
14:32:50  <V453000> something :)
14:32:58  <andythenorth> what happens if you hard code a value for the cb result
14:33:04  <andythenorth> e.g. the 40 or such
14:33:29  <V453000> try trye
14:34:36  <V453000> well actually 15 diamonds is not that terrible per wagon, so it could be ok, but just wondering why doesnt it work :D
14:34:58  <V453000> hm, so the graphics block thing is ignored
14:35:02  <V453000> even if hardcoded to 40
14:35:45  <andythenorth> k
14:35:55  <andythenorth> that's always the best way to test odd switch chain bugs
14:36:03  <V453000> :>
14:36:34  <V453000> hm, I will just leave it at 60/30/15 for now
14:36:38  <planetmaker> for testing it's good to use insane values to see whether it's used ;-)
14:36:50  <V453000> I tried that ... it wasnt used :)
14:37:15  <planetmaker> 60/30/15 might also be the weight factors of cargos... (1/t 2/t 4/t or so)
14:37:28  <frosch123> it's the capacity multiplier
14:37:43  <frosch123> 4 passenger = 2 bags of mail = 2 crates of goods = 1 other
14:38:29  <andythenorth> V453000: your graphics block is wrong?
14:38:35  <andythenorth> you miss 'default' ?
14:38:49  <V453000> o
14:39:28  <V453000> I noticed that earlier but didnt know it makes issues ... I know I solved one issue with this before
14:42:36  <V453000> something changed, but the switch block does not work I think
14:42:49  <V453000> or..
14:42:50  <V453000> hm
14:43:31  <V453000> in the purchase menu it writes 11 passengers per wagon as in the switch block, but the real capacity is 4* the value I set in the item block
14:44:02  <V453000> and other cargoes are derived from that value
14:44:48  <V453000> so atm the only thing the switch does is showing value in purchase menu
14:49:47  <V453000> thinking about it, 60/30/15 is ok... :D solved
15:04:47  <Brot6> Dutch Trains 2.0 - Revision 358:7eb5edc3a05a: Docs: new cargo classes and exceptions for more wag... (foobar) @
15:04:47  <Brot6> Dutch Trains 2.0 - Revision 359:26653014376d: Codechange: have all know cargos in the cargotable (foobar) @
15:04:47  <Brot6> Dutch Trains 2.0 - Revision 360:0200a8f766ee: Feature: new cargo refits for gen0boxcar and new me... (foobar) @
15:04:49  <Brot6> Dutch Trains 2.0 - Revision 361:5771a1178cd4: Add: cargo refit definitions for all wagon types (foobar) @
15:04:55  <Brot6> Dutch Trains 2.0 - Revision 362:0bc193f4b4f6: Feature: apply new cargo refits to existing wagons (foobar) @
15:04:59  <Brot6> Dutch Trains 2.0 - Revision 363:fb02687fe442: Fix: give container carrier a capacity (foobar) @
15:05:11  <andythenorth> V453000: that sounds quite wrong :)
15:05:24  <V453000> hm yeah :z
15:05:34  <andythenorth> what happens if you use cb purchase_passenger_capacity
15:05:36  <andythenorth> :P
15:07:03  <V453000> in the graphics block like purchase_passenger_capacity: 77; ?
15:07:47  <V453000> unrecognized identifier so I guess not :z
15:23:28  <andythenorth> oops
15:23:32  <andythenorth> I meant to say purchase_cargo_capacity
15:23:35  <andythenorth> :P
15:29:18  <V453000> alright, that just changes the purchase menu value ... just like the previous thing :z
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15:35:13  <V453000> I guess the cargo_capacity cerrainly should do something different?
15:36:34  <Brot6> Dutch Trains 2.0 - Revision 364:09818699af0e: Feature: small goods wagon (graphics by Wile E. Coy... (foobar) @
15:36:34  <Brot6> Dutch Trains 2.0 - Revision 365:ae30de1f8191: Feature: small livestock wagon (graphics by Wile E.... (foobar) @
15:46:39  <Brot6> Dutch Trains 2.0 - Revision 366:2dc059896025: Feature: small silo wagon (graphics by Wile E. Coyo... (foobar) @
16:20:22  <Brot6> Dutch Trains 2.0 - Revision 367:9bbdd7e61f26: Feature: small tanker wagon (graphics by Wile E. Co... (foobar) @
16:20:22  <Brot6> Dutch Trains 2.0 - Revision 368:0b8583947687: Feature: small stake wagon (graphics by Wile E. Coy... (foobar) @
16:20:22  <Brot6> Dutch Trains 2.0 - Revision 369:b4fc9b857d90: Feature: small refrigerator wagon (graphics by Wile... (foobar) @
16:43:15  <Brot6> Dutch Trains 2.0 - Revision 370:3ae7e6dc28eb: Feature: medium silo wagon (graphics by Wile E. Coy... (foobar) @
17:31:27  <Brot6> Dutch Trains 2.0 - Feature #3846 (New): New coloring for some wagons (Voyager1) @
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18:02:15  <Brot6> BANDIT - Bug #3845 (New): Trucks appear to be under-powered (andythenorth) @
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18:27:39  <V453000> when I want to add an universal train set which uses graphics of the base set rails, how do I do that? I currently have this and it compiles, but in the game I get a fatal newgrf error Attempt to use invalid ID (sprite 7) and the railtype does not show in the rail construction menu as one of the options
18:27:52  <V453000> *univeral rail type
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19:07:55  <Brot6> Dutch Trains 2.0 - Feature #3746: Coaches (Voyager1) @
19:31:48  <Brot6> Dutch Trains 2.0 - Support #3737: Steam train research (oberhuemer) @
19:35:06  <Brot6> FIRS Industry Replacement Set - Bug #3085: Unwanted closures (Radmir) @
19:37:20  <Brot6> Dutch Trains 2.0 - Support #3737: Steam train research (oberhuemer) @
20:10:55  <Brot6> BANDIT - Revision 441:571915f7ae57: Change: provide explicit values for cab length, total truck l... (andythenorth) @
20:10:55  <Brot6> BANDIT - Revision 442:1d4e447c5295: Change: set truck weights in a more sophisticated way (andythenorth) @
20:22:38  <Brot6> BANDIT - Bug #3845 (Closed): Trucks appear to be under-powered (andythenorth) @
20:41:07  <Ammler> andythenorth: no big deal to get bandit working with pixa, but we need pixa first
20:41:22  <andythenorth> we have that :)
20:41:35  <Ammler> well, the repo is ugly
20:41:45  <Ammler> or did you fix it in the meantime
20:42:19  <andythenorth> the pixa repo?
20:42:20  <Ammler> #3844
20:42:24  <Brot6> Ammler: #3844 is "pixa - Code Review #3844: bad files, bad name? - #openttdcoop Development Zone"
20:42:40  <andythenorth> oh ok
20:42:56  <andythenorth> bad files? :o
20:42:58  <Ammler>
20:44:25  <andythenorth> ah
20:44:35  <andythenorth> so we leave dist out of the repo?
20:44:48  * andythenorth wondered about that
20:44:57  <Ammler> of course
20:45:00  <andythenorth> ok
20:45:07  <andythenorth> let's can that repo and make a new one then
20:45:07  <Ammler> ever heard of no binaries in the source?
20:45:13  <andythenorth> yeah
20:45:16  <Ammler> yep
20:45:21  <andythenorth> that's why I wondered :P
20:45:25  <Ammler> that i thought of
20:45:50  <Ammler> then I will add .devzone
20:46:04  <Ammler> also shouldn't it be called Pixa instead pixa?
20:46:10  <andythenorth> +1
20:46:43  <andythenorth> I don't think there's really a convention for python module names, but Pixa sounds fine to me
20:46:51  <Rubidium> Pyxa...
20:48:25  <Ammler> well, I just saw some reanme stuff in some packages, where case matters
20:48:39  <Ammler> and the new names were mostly starting with upcase
20:48:53  <Ammler> Chameleon is also such a example :-)
20:49:29  <andythenorth> hmm
20:49:30  <andythenorth>
20:49:31  <Webster> Title: PEP 8 -- Style Guide for Python Code (at
20:51:45  * andythenorth has 1 hour before bed to fix up pixa
20:52:09  <Ammler> andythenorth: I strip the repo in the meantime
20:52:18  <Ammler> how you call it is up to yo
20:52:26  <Ammler> just repush it again :-)
20:53:17  <Ammler> well, and if you decide to call it Pixa,
20:53:25  <andythenorth> I'll stick with pixa
20:53:31  <andythenorth> Pixa violates python rules
20:53:31  <Ammler> hmm, not even sure, if redmine allows upcase identiefer
20:54:57  <Ammler> the works?
20:55:02  <andythenorth> works for me
20:55:06  <andythenorth> untested elsewhere afaik
20:55:06  <Ammler> ok
20:55:25  <Ammler> as soon as you push again, I will add .devzone and test with bandit
20:56:13  <Ammler> did you already create a pypi entry?
20:56:35  <Ammler> you need to allow user devzone upload permission
20:58:02  <andythenorth> no pypi entry yet
20:58:22  <andythenorth> so to confirm: I've updated .hgignore, and told hg to forget 'dist' and 'MANIFEST'
20:58:31  <andythenorth> now I push?
20:59:08  <Ammler> no
20:59:18  <Ammler> or did you strip dist commit?
20:59:24  <andythenorth> no
20:59:31  <andythenorth> strip scares me :P
20:59:36  <Ammler> well, else try, I hope devzone does not allow it anymor
20:59:49  <Ammler> could you strip so we know :-)
20:59:56  <Ammler> s/strip/push/
21:01:04  <andythenorth> push was allowed :o
21:01:05  <Ammler> but no real ned to test I could do that myself
21:01:34  <Ammler> ok, I strip again, seems like the hook does not allow *
21:02:05  * andythenorth wonders what has it pushed?
21:02:14  <andythenorth> I didn't commit my .hgignore change yet
21:05:00  <andythenorth> ok
21:05:11  * andythenorth understands
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21:06:57  <Ammler> anyway, if you aren't able t fix it, well, push it wt tar
21:09:11  <andythenorth> ? :)
21:13:44  <Ammler> just push it :-P
21:14:30  <Ammler> if you want to learn how to fix the repo: hg help convert (filemap)
21:24:14  <Ammler> or if you want I can fix it for you, but you need t push it in any case
21:29:08  <andythenorth> done
21:33:50  <Ammler> is it fine for you if I push .devzone or would you prefer a patch=?
21:34:02  <andythenorth> push .devzone is fine
21:36:58  <Ammler> andythenorth: does pixa have dependency?
21:37:08  <andythenorth> PIL
21:37:46  <andythenorth> and probably a min. python version
21:38:52  <Ammler> gpl v2 or v2+?
21:39:03  <Ammler> or rahte why v2 only?
21:39:16  <andythenorth> I had that license.txt nearby
21:39:21  <andythenorth> v2+ is also fine
21:39:52  <andythenorth> I'll change the license.txt
21:41:13  <andythenorth> hmm
21:43:49  <andythenorth> I can't find GPLv2+
21:46:48  <andythenorth> ok
21:46:58  <andythenorth> there is no GPLv2+
21:47:04  <Ammler> something is broken on my side
21:47:08  <Ammler> wtf
21:47:53  <Ammler> hg deos not accpet my .devzone files
21:48:02  <andythenorth> :o
21:49:04  <Ammler> hmm, I might not commit tonight...
21:49:10  <Ammler> need to check with other pc
21:49:19  <andythenorth> I might go to sleep soon then ;)
21:50:07  <Ammler> no clue, why it is marked as ignored
21:50:54  <Ammler> on nml, we had the issue, that build was in the file, but this is not case here
21:56:22  <andythenorth> do we want build in the repo?
22:00:19  <Ammler> you don't ignore it, do you?
22:01:11  <andythenorth> yes
22:01:15  <Ammler> the mac ignores are ugly, btw.
22:01:19  <andythenorth> it's in my local repo
22:01:49  <andythenorth> why do we need build in the repo?
22:02:18  <Ammler> no ,we don't, but you don't have it in the ignore file
22:02:31  <Ammler> hmm, I need to recheck my local hgignore
22:03:54  <Ammler> well, but for today, I give up
22:04:52  <andythenorth> it's last line in .hgignore for me
22:04:56  <andythenorth> anyway, thanks :)
22:04:59  <andythenorth> sleep time
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23:36:48  <Brot6> DictatorAI - Revision 209:28f1fc96b3c5: - Fix AreRailTileConnect (krinn) @
23:46:48  <Brot6> SuperLib - Bug #3847 (New): AreRailTileConnect (krinn) @
23:59:17  <Brot6> Library: Pathfinder.Rail - Bug #3848 (New): bug in handling cost_diagonal_tile (krinn) @
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