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01:08:14 <Brot6> Japanese Buildings - Bug #627: pure white pixels (alignment?) (PaulC) @ http://dev.openttdcoop.org/issues/627#change-10111 01:08:42 *** th_gergo has quit IRC 03:49:54 <Brot6> Japanese Buildings - Code Review #3849 (New): Building texts (PaulC) @ http://dev.openttdcoop.org/issues/3849 06:45:47 *** JVassie has joined #openttdcoop.devzone 07:03:25 *** JVassie has quit IRC 07:34:40 *** Zuu has joined #openttdcoop.devzone 07:49:16 <Ammler> oh, stupid me, just checked the file with cat and didn't see the missing newline at the end 07:49:51 *** Zuu has quit IRC 10:06:07 *** Brot6 has quit IRC 10:08:20 *** Brot6 has joined #openttdcoop.devzone 10:10:50 <Brot6> BANDIT - Revision 443:36009a39e33d: DevZone: add pixa as build require (Ammler) @ http://dev.openttdcoop.org/projects/bandit/repository/revisions/36009a39e33d 10:11:23 <Brot6> bandit: compile of r443 still failed (#3842) - http://bundles.openttdcoop.org/bandit/nightlies/ERROR/r443 10:11:38 <Brot6> bandit: compile of r443 still failed (#3842) - http://bundles.openttdcoop.org/bandit/nightlies/ERROR/r443 10:17:41 <Brot6> bandit: compile of r443 still failed (#3842) - http://bundles.openttdcoop.org/bandit/nightlies/ERROR/r443 10:23:03 <Brot6> BANDIT - Revision 444:4ad0857c92ff: DevZone: of course, if we overrule the default nml config, we... (Ammler) @ http://dev.openttdcoop.org/projects/bandit/repository/revisions/4ad0857c92ff 10:27:20 <Brot6> bandit: compile of r444 still failed (#3842) - http://bundles.openttdcoop.org/bandit/nightlies/ERROR/r444 10:30:02 <Ammler> the error doesn't look like a pixa issue 10:33:57 <V453000> planetmaker: found some issue with japanese landscape http://dl.dropbox.com/u/20419525/serails_deserttunnel.png 10:37:31 <Brot6> BANDIT - Bug #3842: DevZone compile failed (Ammler) @ http://dev.openttdcoop.org/issues/3842#change-10112 10:37:53 <Ammler> hmm 12:46:14 <Brot6> Dutch Trains 2.0 - Support #3801: Sprite templating instructions (Transportman) @ http://dev.openttdcoop.org/issues/3801#change-10113 14:03:51 <Brot6> Dutch Trains 2.0 - Support #3801: Sprite templating instructions (foobar) @ http://dev.openttdcoop.org/issues/3801#change-10114 14:10:47 <Brot6> Dutch Trains 2.0 - Support #3801: Sprite templating instructions (foobar) @ http://dev.openttdcoop.org/issues/3801#change-10115 15:30:16 <Ammler> is someone else that andy able to build bandit? 16:14:00 *** jazzyjaffa has joined #openttdcoop.devzone 16:14:07 *** jazzyjaffa has left #openttdcoop.devzone 16:40:28 <Brot6> Dutch Trains 2.0 - Support #3801: Sprite templating instructions (Mahoo76) @ http://dev.openttdcoop.org/issues/3801#change-10116 16:42:51 <Brot6> Dutch Trains 2.0 - Feature #3850 (New): Ketelwagen & ZHESM BC6 -> template & purchase (Mahoo76) @ http://dev.openttdcoop.org/issues/3850 16:44:45 <Brot6> Dutch Trains 2.0 - Feature #3850: Ketelwagen & ZHESM BC6 -> template & purchase (Mahoo76) @ http://dev.openttdcoop.org/issues/3850#change-10117 17:13:50 *** andythenorth has joined #openttdcoop.devzone 17:24:12 <Brot6> dutchtrains: update from r347 to r370 done - http://bundles.openttdcoop.org/dutchtrains/nightlies/r370 17:27:22 <Brot6> bandit: compile of r444 still failed (#3842) - http://bundles.openttdcoop.org/bandit/nightlies/ERROR/r444 17:28:36 <Brot6> make-nml: compile of r0 still failed (#3730) - http://bundles.openttdcoop.org/make-nml/nightlies/ERROR/r0 17:29:52 <V453000> hm, damn I will need the cargo capacity switch anyway ... with passengers/mail/goods it does not matter much but with goods having double capacity than other cargoes it will be an issue :z 17:32:09 <andythenorth> Ammler: hi hi...I saw .devzone in pixa repo 17:32:14 <andythenorth> is there progress? :) 17:32:50 <V453000> andythenorth: when cargo_capacity: railpax_capacity_switch; affects only the purchase menu as we discovered yesterday, isnt that an issue in NML then? When there is a special thing to do exactly that (I guess) purchase_cargo_capacity: 77; like this thing 17:34:12 <andythenorth> V453000: I'm not sure. The situation around refitted capacities is very complex 17:34:27 <andythenorth> and I think changes were made recently (or proposed). I haven't read the changelog though :P 17:34:33 <V453000> oh 17:34:49 <V453000> I updated NML few days ago so that should not be too outdated 17:35:36 <V453000> http://bundles.openttdcoop.org/nml/nightlies/LATEST/changelog.txt not much to raed there either 17:35:36 <V453000> :D 17:37:32 <V453000> is there any place I could read how do the refitted capacities work? 17:42:27 *** ODM has joined #openttdcoop.devzone 17:44:00 <michi_cc> V453000: http://newgrf-specs.tt-wiki.net/wiki/VehicleRefitting 17:44:13 <V453000> thank you :) 17:45:00 <michi_cc> Be amazed by the complexity ;) 17:45:34 <V453000> o_O 17:45:37 <V453000> christ 17:47:01 <V453000> michi_cc: I see that is NFO specs, does it apply also for NML? 17:47:19 <michi_cc> It's not NFO specs, it's GRF specs. 17:47:34 <V453000> thats what it says in the right menu :> 17:48:07 <michi_cc> NFO is the syntax of a special kind of text files, just like NML is. GRF what OpenTTD understands. 17:48:19 <V453000> alright :) 17:49:13 <Brot6> Britrains (BROS based on CETS) - Revision 27:4adc34f87e12: Fix/Feature: CETS revisions 655 to 664 (oberhuemer) @ http://dev.openttdcoop.org/projects/britrains/repository/revisions/4adc34f87e12 17:50:16 <michi_cc> So both NFO and NML produce GRF output, but NML might set some of the properties/callbacks etc indirectly (e.g. the XOR refit mask for current NML). 17:52:17 <V453000> I see 17:52:51 <V453000> from what I understand, I need to find callback 15 and use it to let the wagons recognize cargoes and set capacities appropriately 17:52:56 <V453000> as the last image description says 17:55:50 <planetmaker> CB 15 is implemented in NML as cargo_capacity IIRC 17:56:12 <Ammler> andythenorth: I am also not able to build bandit here 17:56:13 <V453000> just found that :( ... that is the thing which I already tried 17:56:26 <V453000> and it affects only purchase menu value 17:56:30 <V453000> but doesnt change the actual capacity 17:56:34 <planetmaker> and optionally also purchase_cargo_capacity 17:57:03 <Ammler> andythenorth: are you certain, setup.py is working, do you use it that way? 17:57:15 <andythenorth> Ammler: it installed for me 17:57:28 <Brot6> britrains: update from r26 to r27 done (5 warnings) - http://bundles.openttdcoop.org/britrains/push/r27 17:57:32 <V453000> that does the same, no? 17:57:35 <V453000> at least it did for me 17:57:39 <V453000> or seemingly 17:57:44 <andythenorth> wrt building bandit, it's not production ready yet, but that is work that needs to get done 17:57:56 <andythenorth> Ammler: can you install pixa locally to your os? 17:59:04 <Ammler> yes, I can 17:59:05 <planetmaker> cargo_capacity applies to both ingame and purchase menu. Unless purchase_cargo_capacity is set. Then cargo_capacity defines capacities ingame and purchase_cargo_capacity capacities in the purchase menu 17:59:18 <Ammler> andythenorth: but I have the same error here as devzone 17:59:23 <andythenorth> ok, so setup.py has two data points in favour of 'it works' 17:59:24 <planetmaker> If that doesn't work something is wrong somewhere. No-one can tell what without test code / grf 17:59:29 <andythenorth> Ammler: the error is? 18:00:09 <Ammler> http://bundles.openttdcoop.org/bandit/nightlies/ERROR/r444/bandit-r444-build.err.log 18:00:15 <andythenorth> yup 18:00:17 <andythenorth> expected 18:00:18 <andythenorth> good 18:00:24 <Ammler> :-) 18:00:29 <andythenorth> expected errors are useful. unexpected ones, less so :P 18:00:32 <planetmaker> best something which actually can be built.. thus incl. necessary sprites + lang files. Saves a lot of time on getting the test case running 18:00:59 <andythenorth> Ammler: the BANDIT makefile knows nothing about running the pixel generation yet. 18:01:15 <Ammler> so how to build it? 18:01:31 <andythenorth> option (1): I need to learn more make 18:01:50 <andythenorth> option (2) there is a separate makefile for the pixel generation 18:01:58 <andythenorth> option (3) something else 18:02:00 <Ammler> how you call it? 18:02:12 <andythenorth> from src/pixel_generator, just call make 18:02:31 <V453000> planetmaker: http://paste.openttdcoop.org/show/1239/ in game, passenger capacity is 70 as set in the cargo_capacity in item property, and mail/gold just do the half/quarter capacity of 70 18:02:33 <andythenorth> it may need a dir creating called 'output' 18:02:51 <V453000> is something wrong between the chair and the keyboard, or is there something fishy going on in NML? 18:03:09 <andythenorth> getting hg to provision an empty directory is hacky, so I didn't bother 18:03:27 <andythenorth> ideally the makefile or python would create the dir if it was missing. I just didn't get that far yet 18:03:47 <andythenorth> there is much we could do with dep checks and such, but also I didn't get that far yet :) 18:03:59 <andythenorth> 'DevOps' :) 18:05:10 <Ammler> http://paste.openttdcoop.org/show/1241/ 18:05:20 <planetmaker> V453000: as said, please create a complete bug report. And include lang files / graphics so that it can be tested easily 18:05:30 <Ammler> andythenorth: the paste is for you 18:05:31 <planetmaker> (for NML) 18:05:40 <andythenorth> Ammler: thanks :) 18:05:42 <andythenorth> how interesting 18:06:17 <Ammler> multiprocessing issue? 18:06:18 <andythenorth> Ammler: is there a dir called 'output' with path 'src/pixel_generator/output' 18:06:19 <andythenorth> ? 18:06:30 <Ammler> no 18:06:38 *** th_gergo has joined #openttdcoop.devzone 18:06:43 <andythenorth> can you manually create it? Or shall I trick hg into adding it? 18:06:52 <andythenorth> or I can tell python to maybe 18:07:00 <Ammler> mkdir output fixed it 18:07:01 <andythenorth> or make 18:07:12 <andythenorth> that step should be automated away 18:07:24 <Ammler> make should create the dir 18:07:48 <Ammler> hg is not able to track dir 18:07:52 <andythenorth> yup 18:08:02 <andythenorth> you have to put an empty file in the dir, which is horrible 18:08:55 <Ammler> well, hg does not need to track empty dir, it would be uly 18:08:58 <Ammler> ugly* 18:09:14 <V453000> will do :) 18:09:36 <andythenorth> so I need to learn this: http://stackoverflow.com/questions/99132/how-to-check-if-a-directory-exists-in-a-makefile 18:09:37 <Webster> Title: how to check if a directory exists in a makefile - Stack Overflow (at stackoverflow.com) 18:09:37 <andythenorth> :P 18:10:22 <planetmaker> V453000, I do not know where the error is. 18:10:27 <Ammler> andythenorth: or simplty create the dir always 18:10:40 <Ammler> no need to ceck 18:10:59 <andythenorth> so I need to learn that ;) 18:11:08 <Ammler> mkdir -p output 18:12:21 <andythenorth> oh that was easy then :) 18:13:06 <Ammler> planetmaker: you might be able to tell andythenorth how to run a "submake" in one sec 18:13:37 <Ammler> make -C afaik 18:14:12 <Brot6> BANDIT - Revision 445:f75153de580e: DevOps: have pixel generator makefile create output dir if mi... (andythenorth) @ http://dev.openttdcoop.org/projects/bandit/repository/revisions/f75153de580e 18:15:58 <Ammler> andythenorth: make -C src/pixel_generator/ 18:17:25 <planetmaker> yes make -C filename 18:17:29 *** frosch123 has joined #openttdcoop.devzone 18:17:47 <andythenorth> ok 18:17:48 <andythenorth> cool 18:17:49 <planetmaker> it will start another instance of make, intended to be run in another dir or so 18:17:54 <planetmaker> what do you want to achieve, andythenorth ? 18:18:11 <andythenorth> planetmaker: I don't have a clear spec in mind yet 18:18:14 <andythenorth> I'm new to this :) 18:18:23 <planetmaker> I didn't ask for spec 18:18:25 <planetmaker> But for goal 18:18:28 <andythenorth> Ammler: can you time the pixel make? 18:19:01 <andythenorth> planetmaker: ok, one makefile to build all of BANDIT, including generated pngs 18:19:07 <andythenorth> probably with dep checks, maybe 18:19:33 <andythenorth> retaining the current ability to call pixel generator standalone 18:19:37 <Brot6> bandit: compile of r445 still failed (#3842) - http://bundles.openttdcoop.org/bandit/nightlies/ERROR/r445 18:20:02 <andythenorth> I have bits of the puzzle in place :) 18:22:05 <Ammler> real 0m4.686s 18:22:05 <Ammler> user 0m7.953s 18:22:34 <andythenorth> interesting. any idea how many cores / thread units it can utilise on your box? 18:23:05 <planetmaker> in that case it's indeed advantegous to have a separate makefile for pixa. which then can be called by the newgrf's makefile 18:23:35 <andythenorth> good :) 18:24:00 <andythenorth> that makes it easier for other projects to copy the graphics generation approach, if they wish 18:24:34 <Ammler> andythenorth: could you update Makefile.in with make -C... 18:25:39 <andythenorth> hmm 18:25:49 <andythenorth> "tabs not spaces" :P 18:26:09 <andythenorth> apparently I'm wrong :P 18:30:43 <V453000> planetmaker: I put it all in a new newgrf file, compiled it and it works ... so now finding where is my error :D 18:31:14 <planetmaker> lol :-) 18:31:30 <planetmaker> welcome to the fun of development :-) 18:31:32 * andythenorth toddler -> bath 18:31:53 <planetmaker> bath -> total mess ;-) 18:33:51 <andythenorth> this sort of works 18:33:51 <andythenorth> http://paste.openttdcoop.org/show/1243/ 18:33:58 <andythenorth> it needs a 'make clean' first 18:34:12 <andythenorth> and it only prints 1st line of output from pixel generator 18:37:35 <Brot6> BANDIT - Revision 446:72e78d0b1aa8: DevOps: call pixel generator make from main makefile (andythenorth) @ http://dev.openttdcoop.org/projects/bandit/repository/revisions/72e78d0b1aa8 18:37:58 <Ammler> now you will see bandit succeeds again :-) 18:38:51 <andythenorth> Ammler: how many CPU cores / thread units on the box? 18:39:56 <Ammler> my? 18:40:04 <andythenorth> yup 18:40:06 <Ammler> this is a very old duo 18:40:11 <andythenorth> just for speed comparison info 18:40:12 <Ammler> Sysinfo for 'amilo.home.gmuer.org': Linux 3.1.9-1.4-desktop running KDE Development Platform 4.7.2 (4.7.2) "release 5", CPU: Genuine Intel(R) CPU T2300 @ 1.66GHz at 1000 MHz (3324 bogomips), HD: 42/72GB, RAM: 837/983MB, 167 proc's, 9.1h up 18:40:13 <planetmaker> make -C src/pixel_generator/ 18:40:20 <planetmaker> looks wrong. It needs a file iirc. not a dir 18:40:38 <planetmaker> though maybe it just looks for makefile or Makefile in that dir then. But I'd want to be explicit there 18:40:45 <Ammler> planetmaker: I guess, this is good 18:40:51 <Ammler> -C = changedir, not? 18:41:04 <planetmaker> no. call 18:41:13 <Ammler> don't you confuse it with -F 18:41:15 <V453000> seriously ... I just copy it to another vehicle and it works there :D LUCKILY, the other vehicle is the only one where I need it 18:41:19 <Ammler> hmm 18:41:31 <Rubidium> -C is change dir 18:41:33 <V453000> code magic? 18:42:33 <V453000> ok nevermind it is screwed up as well 18:43:50 <Brot6> bandit: update from r415 to r446 done (1 warnings) - http://bundles.openttdcoop.org/bandit/nightlies/r446 18:44:40 <V453000> ok, finally :> the cargo_capacity in graphics block takes effect 18:44:47 <V453000> I dont know how or why, but doe 18:44:48 <V453000> s 18:55:04 <andythenorth> V453000: paste 18:56:25 *** KenjiE20 has quit IRC 18:57:23 <V453000> it is done exactly the same way, pasted ... only difference is that one is cargo wagon with having goods capacity changed 18:57:27 <V453000> and the first one was the passengers 18:59:57 <V453000> but when I pasted it in separate grf, it works even with passengers 19:00:18 <planetmaker> forcing the ID and overwriting it again? 19:00:39 <planetmaker> or just a copy&paste error which causes ^ 19:01:00 <V453000> no, different id 19:11:23 <Brot6> Dutch Trains 2.0 - Feature #3746: Coaches (Voyager1) @ http://dev.openttdcoop.org/issues/3746#change-10118 19:25:18 *** JVassie has joined #openttdcoop.devzone 19:53:09 <andythenorth> V453000: what's the first refittable cargo on the wagon? 20:04:20 *** KenjiE20 has joined #openttdcoop.devzone 20:14:17 <V453000> passengers 20:15:04 <V453000> anyway. I made a discovery: when I connect the wagon to a different engine, it works. To an engine which doesnt "belong" to it, thus does not influence it with livery refit ... will dig into it more after dinner 20:36:04 <V453000> the difference is between those two engines ... with railfast9 it works, with railice4 it does not ... testing whether the livery override breaks that 20:38:54 <V453000> IT DOES! 20:39:00 <V453000> :o 20:43:40 <V453000> http://paste.openttdcoop.org/show/1247/ 20:44:02 <V453000> red engine breaks, green does not 20:44:39 <V453000> -> I guess that shouldnt happen, right? 20:46:52 <planetmaker> livery override iirc should only disable wagon speed limits 20:48:10 <planetmaker> in any case, try to not use livery override. Choose the graphics on the wagon by querying the engine ID in the PARENT scope :-) 20:48:24 <planetmaker> maybe NML should just kill livery overrides ;-) 20:48:31 <planetmaker> they're redundant anyway :-P 20:48:38 <planetmaker> (95% at least) 20:48:57 <andythenorth> wtf is a livery override 20:49:00 <andythenorth> why would I ever need? 20:49:12 <andythenorth> I read that bit of the spec and filed under 'magical nonsense' 20:49:28 <planetmaker> the difference to querying PARENT scope is first engine vs. preceeding engine 20:49:37 <andythenorth> probably they're incredibly useful, but as usual I didn't pay proper attention :P 20:49:42 <planetmaker> it is not needed indeed 20:50:05 <planetmaker> especially when the related objects (preceeding engine) becomes available as scope, too ;-) 20:50:10 <planetmaker> in the CBs 20:50:17 <planetmaker> and VA2 20:53:18 <V453000> oh, alright :D 20:53:44 <V453000> I am just searching for the callback/variable/what that is which would go to the parent switchblock 20:54:03 <planetmaker> V453000: besides being an alternative it has the advantage that all wagon-related stuff is directly in the wagon's scope and graphics block 20:54:13 <planetmaker> vehicle_id 20:54:14 <planetmaker> or so 20:54:27 <V453000> oh, like that :D 20:54:29 <planetmaker> thus the wagon needs to know the vehicle_id of the engine and display the proper graphics 20:59:06 <planetmaker> V453000: as vehicle_id you can use the engine's name (like item_red) 20:59:20 <planetmaker> so you don't actually need to assign numbers manually anywhere 20:59:29 <V453000> that I actually know :p 20:59:33 <V453000> but I also have set numbers 20:59:33 <planetmaker> k :-) 20:59:38 <planetmaker> why? 20:59:47 <V453000> I felt like it is good for compatibility 20:59:54 <V453000> so I can add engines in the middle of the code 20:59:55 <planetmaker> that might be, indeed 21:00:01 <planetmaker> +1 21:00:14 <planetmaker> just make sure to not accidentially use them twice ;-) 21:00:28 <V453000> And for me it is very useful for orientation in the 8000 line code ... I have it all in one file so using IDs instead of names is helpful 21:00:44 <V453000> as name is often referenced in many switchblocks, spritesets, spritegroups and where not 21:00:55 <V453000> so when I just ctrl F and set the ID, I am there instantly 21:01:03 <planetmaker> you should learn to use the makefile ;-) 21:01:18 <planetmaker> ctrl F + name would bring you there, too ;-) 21:01:37 <planetmaker> but yes, they're more often referenced 21:01:42 <V453000> if I didnt use the name in spriteset definitions etc :) 21:02:07 <V453000> I usually use the name everywhere the same ... which might not be the smartest thing to do for those reasons but it is done now :) 21:02:22 <V453000> and I figured the IDs would be useful anyway and help with the orientation as well 21:04:08 <V453000> I like to have openttd open and just rescan newgrfs when I update sprites ... it used to break sometimes before 21:06:11 <planetmaker> reload_newgrfs 21:06:14 <planetmaker> in console 21:06:43 <planetmaker> (during a running game that is) 21:06:45 <V453000> yeah but the problem wasnt in openttd but in the newGRF when I updated it, it sometimes broke 21:06:50 <planetmaker> but that's what you want when testing sprites 21:06:56 <planetmaker> of course 21:07:00 <planetmaker> it can break 21:07:09 <planetmaker> it's changing newgrfs on a running game 21:07:20 <V453000> well it doesnt now when I added IDs ... or unless I change something major 21:07:21 <planetmaker> you've been warned when enabling developer settings :-P 21:07:29 <planetmaker> exactly 21:07:31 <V453000> im not complaining about anything! :D 21:07:43 <planetmaker> I know 21:07:52 <planetmaker> :-) 21:08:52 <V453000> oh, reload newgrfs is a lot faster 21:08:59 <V453000> doesnt have to rescan the whole folder :) 21:09:24 <planetmaker> yep 21:09:36 <planetmaker> just continue playing and update your newgrf 21:09:45 <planetmaker> you see changes immediately 21:09:51 <planetmaker> keep the train in view and see 21:10:05 <V453000> yes yes :) I do that all the time, I just used the relatively long rescan newgrfs 21:10:13 <V453000> and then apply changes, and stuff 21:10:14 <planetmaker> oh, from ingame? 21:10:16 <V453000> this is much faster :) 21:10:18 <V453000> sure, from the gui 21:10:33 <planetmaker> meh, yes, that's the 2nd most tedious way ;-) 21:10:34 <andythenorth> V453000: you're setting numeric IDs? :) Could be wise 21:10:50 <planetmaker> only restarting openttd would be more tedious :-P 21:10:53 <V453000> andythenorth: yes, I am even leaving spaces between them for expansions :D 21:10:53 <andythenorth> but you should get a framework of sorts into your set ;) 21:11:03 <V453000> planetmaker: I did that in the start :D 21:11:04 <planetmaker> V453000: don't leave spaces for the IDs 21:11:09 <planetmaker> make that continuous 21:11:11 <andythenorth> I would actually, in blocks of 10 21:11:15 <andythenorth> based on experience 21:11:32 <andythenorth> but that's for a specific case 21:11:49 <andythenorth> maybe not wise for trains 21:11:56 <V453000> it makes it easy for me to remember 21:12:20 <V453000> I know that rail vehicles have 0xx, monorail 1xx, maglev 2xx, wagons 3xx etc 21:13:22 <planetmaker> but the vehicle IDs are... completely unimportant. Except as internal house number 21:15:00 <V453000> well then why care if they are a sequence or some other system? 21:18:32 <andythenorth> I found my nice 'tidy' numeric id schemes didn't survive long 21:18:45 <andythenorth> my gaps weren't big enough etc 21:18:50 <andythenorth> but it does no harm 21:19:39 <V453000> :) 21:20:35 <andythenorth> I use them in BANDIT, trucks have gaps of 10, and trailers go in the gaps 21:20:47 <andythenorth> I know I'll never have more than 9 unique trailers per vehicle in this case 21:20:56 <V453000> :) 21:21:13 <V453000> switch (FEAT_TRAINS, PARENT, switch_green, vehicleid) what should be there instead of the vehicleid? vehicle_id doesnt exist either :z 21:21:14 <andythenorth> did I try and sell you a set framework yet? :P 21:21:21 <andythenorth> you should get a set framework :D 21:21:36 <V453000> I cant seem to find the variable that I need 21:22:00 <planetmaker> V453000: I shouldn't care for other people's newgrfs, that's true. But I made with such numbering scheme bad experience. It helped nowhere except eating time 21:22:12 <planetmaker> and was insufficient on the first extension of the set 21:22:25 <planetmaker> thus messed up then already 21:22:28 <planetmaker> but meh. Not my cake :-P 21:23:25 <V453000> :) I see ... but I think I have my own reasons and I left 1 expansion space between every engine, which means I can double the set, which I think is the maximum reasonable, that would make a new train come every year 21:23:45 <V453000> and the orientation by IDs is quite good for me too 21:24:50 <V453000> and I also intend to improve the set graphically, eventually add bonus engines to a "bonus engine ID sphere" but once I code the set it should stay that way for a long time, re-drawing it is basically step 2 after the first version is out 21:25:48 <V453000> because I simply learn on drawing the sprites, and I use even the oldest sprites that I drew ... therefore of course the style of drawing is very inconsistent and the old sprites (and of course even some new) need redrawing or at least enhancing 21:26:40 <V453000> but anyway, any ideas about the ID variable? switch (FEAT_TRAINS, PARENT, switch_green, vehicleid) vehicleid nor vehicle_id does not work and I cant seem to find it in the specs :z 21:26:47 <andythenorth> V453000: welcome to my world wrt redrawing :P 21:27:02 <V453000> :P 21:27:04 <andythenorth> did I mention I know have a framework that can rebuild lots of the set...quickly? :P 21:27:09 <andythenorth> know / now /s 21:27:13 <V453000> :DDD 21:27:18 <andythenorth> ^ stupid english language 21:27:33 <V453000> I enjoy the drawing the most 21:27:36 <V453000> so .. :) 21:28:13 <V453000> coding is fun too, but drawing is drawing :) 21:28:28 <andythenorth> this is all the nml for BANDIT http://dev.openttdcoop.org/projects/bandit/repository/show/src/templates 21:28:35 <andythenorth> most of those files are < 100 lines 21:28:50 <V453000> true that coding doesnt make me zoom in in every game in openttd I play atm and observe graphic styles ...... 21:28:51 <planetmaker> if you looked a bit at the nml specs you'd have found vehicle_type_id 21:28:58 <V453000> I found that 21:28:59 <planetmaker> looking through the vehicle variables 21:29:10 <planetmaker> but...? 21:29:13 <V453000> didnt work somehow 21:29:17 <V453000> ok lets fiddle again 21:29:59 * andythenorth ponders converting FISH to nml 21:30:23 <V453000> hm I perhaps screwed a few things around 21:30:37 *** ODM has quit IRC 21:31:00 * andythenorth goes back to writing response to 'request for expressions of interest' for people in Australian government :P 21:31:17 <planetmaker> sorry, I was rude. I'm pissed at my programme here, V453000 :-P 21:31:46 <V453000> no you werent :) 21:31:52 <andythenorth> you should kban yourself :D 21:31:54 <andythenorth> not 21:32:23 <V453000> the vehicle_type_id indeed is obvious, I just dont know why it doesnt work for me atm ... investigating 21:33:03 <planetmaker> you use that in the wagon's graphics switch? 21:33:19 <V453000> yes, to replace the livery thing 21:33:29 <planetmaker> the livery is at the engine 21:33:59 <planetmaker> thus it need go in a different switch chain 21:37:17 <V453000> I have the switch at the wagon graphics block, trying to scan for vehicle id and returning the appropriate spriteset 21:38:55 <andythenorth> that makes sense 21:38:56 <andythenorth> pastebin? 21:44:15 <V453000> something very super weird is still happening though 21:44:17 <V453000> http://paste.openttdcoop.org/show/1248/ here is the code 21:47:18 <V453000> please kill me 21:47:33 <V453000> I left there the livery override block and was surprised that stuff is breaking 21:49:02 <V453000> there we go 21:49:04 <V453000> works now :) 21:49:05 <V453000> finally 21:50:05 <V453000> still, if something is great at coding then it is that you absolutely know if it works properly. When you finish drawing something, you might like it, but never can be 100% sure that it is perfect :) 21:50:38 <V453000> and especially here where 99% of the community will just tell you "that is good" on 99% stuff, and "that is not so good" on the 1% 21:50:51 <V453000> but something more constructive .. :) 21:54:42 <andythenorth> coding has a win condition 21:54:47 <andythenorth> until you find edge cases :P 21:55:06 <andythenorth> also, pasting your code for others will usually enable you to see the obvious mistake you were missing 21:55:20 <andythenorth> thereby wasting everyone else's time, but getting you unstuck from your stuck-ness 21:55:27 <planetmaker> lol 21:55:30 <planetmaker> so true! :-) 21:55:36 <V453000> :D 21:55:54 <andythenorth> V453000: you should at least use constants for your IDs :P 21:55:58 <andythenorth> but nvm 21:57:22 <andythenorth> are you going to have a lot of vehicles using things like 'switch_green' ? 21:58:37 <V453000> no that is just test newgrf 21:58:44 <andythenorth> k 21:59:35 <andythenorth> not much in your repo :) 22:10:35 *** Zuu has joined #openttdcoop.devzone 22:19:17 <V453000> lol 22:19:25 <V453000> I came to conclusion that I will have 3 switches in one 22:20:05 <V453000> firstly wagons change sprites based on engine, then based on cargo, and finally based on engine, cargo and being the last wagon in the consist 22:21:46 <andythenorth> makes sense 22:27:15 <andythenorth> bye 22:27:17 *** andythenorth has quit IRC 22:51:09 *** th_gergo has quit IRC 22:59:45 *** JVassie has quit IRC 23:11:17 *** frosch123 has quit IRC