Log for #openttdcoop.devzone on 31st March 2012:
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05:24:47  *** andythenorth has joined #openttdcoop.devzone
06:12:33  *** ODM has joined #openttdcoop.devzone
08:38:19  <Ammler> andythenorth: I removed me as mmber from BANDIT, got too many mails, I hope you don't mind :-)
08:41:46  <andythenorth> fine ;)
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08:50:36  <Brot6> CHIPS Station Set - flood_loader.png (andythenorth) @
08:58:06  <V453000> andythenorth: many windows :o
09:00:03  <V453000> I love how is the top of it drawn however
09:00:16  <andythenorth> they look like windows?
09:00:20  <andythenorth> I might need to fix that
09:00:29  <V453000> idk what it is but it is a bit strange to me
09:00:46  <V453000> windows on the first sight to me
09:00:56  <andythenorth> similar to
09:01:35  <V453000> oh right
09:01:41  <V453000> I would do it in dark blue then
09:01:56  <V453000> or make the other blue around the "windows" in the same colour
09:02:14  <V453000> but I guess grey looks weird with the blue cap
09:04:20  <andythenorth>
09:04:32  <Brot6> CHIPS Station Set - flood_loader_cc.png (andythenorth) @
09:05:55  <V453000> I would probably try to make more contrast there :) when you put this in orange cc, you will have really bad contrast
09:06:05  <V453000> even with blue I think it wouldnt hurt
09:06:29  <planetmaker> yes, more contrast might be nice
09:08:21  <andythenorth> if it needs to be cc, it needs redrawing for the lower part
09:08:28  <V453000> on the other hand I hate to make 100% cc things, usually adding greyscale/mauve or yellow makes it a lot more stable when it changes company colours
09:08:33  <V453000> yeah
09:09:11  <andythenorth>
09:09:17  <andythenorth> ^ not really better
09:09:36  <planetmaker> yes, even there it might not need a complete list
09:10:02  <Brot6> CHIPS Station Set - flood_loader_grey.png (andythenorth) @
09:10:12  <planetmaker> s/list/roof/
09:10:14  <planetmaker> whyever
09:10:24  <V453000> I think just below the cap, it would need some darkening of the grey part andy
09:10:49  <V453000> not sure whether cc or grey is better though
09:11:13  <andythenorth> if the roof is too much cc, I need to do this style:
09:11:48  <V453000> I definitely think that adding black or any other colour than cc somewhere is very good
09:11:53  <V453000> perhaps black roof is a good idea
09:11:59  <V453000> the tipple looks great
09:19:08  <andythenorth> needs more shading...but this will work
09:19:27  <Brot6> CHIPS Station Set - flood_loader_grey_roof.png (andythenorth) @
09:19:32  * andythenorth bbl
09:19:40  <V453000> yeah
09:19:41  <V453000> nice
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10:06:45  <andythenorth>
10:06:47  <Brot6> CHIPS Station Set - flood_loader.png (andythenorth) @
10:11:24  <Brot6> CHIPS Station Set - Revision 169:09e6b41bcd81: Add: graphics for minerals flood loader (andythenorth) @
10:21:27  <V453000> looks awsum now andy
10:26:24  <^Spike^> i rarely have opinions about this stuff but it looks great idd :)
10:27:07  <V453000> "I dont have an opinion" :D
10:27:12  <planetmaker> yes, indeed
10:27:32  <^Spike^> i rarely do about stuff that happens here.. cause alot of it is newgrf stuff :)
10:27:35  <^Spike^> i don't understand :D
10:28:00  <V453000> yes but looking at shit and telling that you like or dont like how it looks isnt that hard :p
10:29:20  <^Spike^> :)
11:14:21  <Brot6> Dutch Trains 2.0 - Revision 394:86794c19a888: Codechange: set bit 0 of bitmask vehicle info for pass... (foobar) @
11:14:21  <Brot6> Dutch Trains 2.0 - Revision 395:220282e5ccfd: Feature: autolivery selection of NS1200 depending on a... (foobar) @
11:14:21  <Brot6> Dutch Trains 2.0 - Revision 396:98c19a17c53b: Feature: livery selection of NS1600 depending on attac... (foobar) @
11:14:23  <Brot6> Dutch Trains 2.0 - Feature #3644 (Closed): NS 1200 cargo/passenger livery selection depending on att... (foobar) @
11:14:26  <Brot6> Dutch Trains 2.0 - Feature #3648 (Closed): NS 1600 cargo/passenger livery selection depending on att... (foobar) @
11:32:49  <Brot6> Dutch Trains 2.0 - Support #3737: Steam train research (foobar) @
11:46:01  <V453000> hm, I have a problem ... I have a switchblock which controls tractive effort coefficient of all engines I have, but the switchblock refuses to accept . values like 0.5. Is there any way to get past this?
11:46:36  <V453000> I have this
11:46:51  <V453000> but nmlc will say expression not supported in switch block
11:47:18  <V453000> planetmaker please? .)
11:49:54  <planetmaker> try explicit nfo values by using 'nfo' as unit
11:49:56  <planetmaker> not sure why
11:50:14  <planetmaker> you mgith want to use also rather lines like
11:50:20  <planetmaker> item_XXX: return value;
11:50:33  <planetmaker> you always omit the 'return'. Which works. But is not officially supported
11:50:40  <planetmaker> thus might break ;-)
11:50:41  <V453000> oh right
11:50:47  <V453000> so return 0.5might work?
11:50:54  <planetmaker> probably not.
11:51:13  <planetmaker> but just telling that using 'return value;' is more future-proof
11:51:17  <V453000> hm yeah returns the same thing
11:51:26  <Brot6> Dutch Trains 2.0 - Revision 397:8f469d51a3ef: Update: properties of steam engines (issue #3737) (foobar) @
11:51:27  <V453000> oh
11:51:40  <V453000> and set the value somewhere else
11:52:16  <planetmaker> no no. Just adding a 'return' in front of the values
11:52:40  <V453000> item_railmedium1:	return 0.6; like this?
11:52:41  <planetmaker> but as you use a callback, you'll need to supply the unit there
11:52:52  <planetmaker> I guess you'll need to use NFO as TE has no unit to us
11:52:54  <planetmaker> *use
11:53:07  <planetmaker> thus use "127 nfo" for a TE of 0.5
11:53:15  <planetmaker> or just 127
11:53:18  <V453000> oh
11:53:32  <Brot6> Dutch Trains 2.0 - Support #3737: Steam train research (foobar) @
11:53:36  <V453000> how do I get these values?
11:53:36  <planetmaker> NML has no means to know (so far) which units it should apply
11:54:05  <planetmaker> thus knows not the proper conversion. as it could be called from any point in the grf
11:54:23  <planetmaker> you get the nfo values from... the nfo / newgrf wiki ;-)
11:54:37  <V453000> omg what a question
11:54:39  <V453000> :D
11:54:39  <V453000> thanks
11:54:45  <planetmaker> hm... is that one down?
11:55:18  <planetmaker> <-- you'll need to go for action0 trains. Look for the 'tractive effort coefficient' property
11:55:25  <planetmaker> those values also apply to the callback
11:55:31  <planetmaker> and iirc it's 255 = 1.0
11:55:38  <planetmaker> and accordingly lower for other values
11:55:43  <V453000> just looking there
11:55:51  <planetmaker> works for you?
11:56:10  <V453000> yeah, 127 compiled
11:56:23  <planetmaker> compile != works as expected :-P
11:56:26  <V453000> :D
11:57:00  <V453000> right so for 0.8 I just do 255*0.8
11:57:17  <V453000> @calc 255*0.8
11:57:17  <Webster> V453000: 204
11:57:21  <planetmaker> kinda
11:59:30  <V453000> lets see
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12:09:08  <V453000> RUN! it compiles
12:09:19  <V453000> wonder if it explodes
12:09:40  <Brot6> DictatorAI - Revision 220:d792ae29ccc4: - When retrying building a rail path, try upto 10 rails befo... (krinn) @
12:11:42  <V453000> :D I guess return 1 must be turned into return 255
12:14:22  <V453000> amazing :) I have all important train stats controlled by several switchblocks now :) thanks for help as always
12:41:12  <Brot6> Dutch Track Set - Revision 19:62dbe9cd0738: Codechange: Moving if statements for speedlimits to the ... (Transportman) @
12:41:12  <Brot6> Dutch Track Set - Revision 20:db0235449521: Update: Template for bridges, NE upward direction was 1 ... (Transportman) @
13:41:53  <V453000> what could an nmlc error saying unexpected end of file mean?
13:42:51  <frosch123> some missing } probably
13:44:32  <V453000> that could be missing totally anywhere eh
13:45:13  <V453000> ah found it
13:45:21  <V453000> took less than I expected fortunately
14:03:35  <V453000> hm when I set speed: whatever; in the graphics block, shouldnt that also change the purchase menu number? Because it changes it, but only the first switch condition is taken, so all my trains have speed 90 in purchase menu now, but their max speed is according to the switch block. I will add purchase_speed: whatever; to fix this issue, but should it happen this way?
14:04:06  <V453000> the switch block is
14:04:26  <V453000> or am I doing something wrong and not using the purchase: correctly?
14:21:59  <frosch123> purchase list stuff is always special
14:23:59  <V453000> alright, I will just add purchase_whatever things then :)
14:28:40  <Brot6> Dutch Trains 2.0 - Revision 398:72d30f21ddcb: Lang: update Dutch translation (foobar) @
14:44:46  <V453000> wow, it didnt work :o purchase_thing seems to do nothing ...
14:53:44  <V453000> hm, cant seem to find a solution ... anyone to save me please? :)
15:40:40  <Brot6> Dutch Trains 2.0 - Revision 399:61887b4b50a4: Docs: prepare for release (foobar) @
15:40:40  <Brot6> Dutch Trains 2.0 - Revision 400:7b90ce58bd57: Change: grfid for release, as we want to keep v1 on ba... (foobar) @
15:59:51  <Brot6> Dutch Trains 2.0 - Revision 401:31b9abc1fc2b: Feature: new purchase sprites for remaining wagons (is... (foobar) @
16:03:16  <V453000> planetmaker: dont you please happen to know what am I doing wrong? The purchase_stuff callbacks seem to be doing nothing, trains in the game have all 90kmh max speed as the first one does.
16:07:58  <planetmaker> no, I don't
16:08:06  <planetmaker> know
16:08:51  <V453000> thanks for looking at it anyway :)
16:12:52  <frosch123> V453000: vehicle_type_id is not suported in purchase list
16:13:23  <planetmaker> oh?
16:13:52  <frosch123> unless something says explicitly that a variable is supported in purchase list, it is not
16:13:55  <planetmaker> frosch123: is it me or is the newgrf wiki down?
16:14:09  <frosch123> i am currently browsing it
16:14:13  <frosch123> so, it's you :)
16:14:30  <planetmaker> just me
16:14:31  <planetmaker> strange
16:14:52  <V453000> oh :Z so it is impossible to have one switch block controlling the purchase menu like this?
16:14:53  <planetmaker> <-- should have checked that before
16:14:54  <Webster> Title: Down For Everyone Or Just Me -> Check if your website is down or up? (at
16:15:07  <planetmaker> V453000: yes. obviously then
16:15:10  <frosch123> <- but that also says that vehicle_type_id is not supported in purchase list
16:15:25  <planetmaker> :-) good. thanks. I wanted to check that, frosch123 :-)
16:16:23  <V453000> hm, so do you have any idea how could I provide proper purchase menu values?
16:16:37  <V453000> only by putting there the correct values?
16:16:47  <planetmaker> yup. define it explicitly for each vehicle. After all you know it...
16:16:56  <planetmaker> or don't define a purchase list callback at all
16:17:10  <planetmaker> and set a reasonable property value for each vehicle
16:17:20  <planetmaker> which then will be used and shown
16:18:04  <V453000> hm
16:18:16  <V453000> so I have to do it a each vehicle, cant use a switchblock to control them all?
16:18:46  <planetmaker> for purchase: no
16:19:07  <V453000> hm that is bad :D
16:19:48  <planetmaker> indeed I don't quite understand why vehicleID is not available in the purchase CBs. But that's how it is now
16:19:53  <planetmaker> and will be in 1.2
16:20:07  <V453000> alright
16:20:44  <V453000> hm how do I do this :D
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16:45:13  <Brot6> Dutch Track Set - Support #3856: Track labels (Transportman) @
18:16:30  <Brot6> Dutch Trains 2.0 - Revision 402:40f67d2c15e7: Feature: new purchase sprites for remaining EMUs (issu... (foobar) @
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18:58:39  <Brot6> Dutch Trains 2.0 - Revision 403:2b387c826041: Feature: new purchase sprites for remaining DMUs (issu... (foobar) @
19:15:18  <Brot6> Dutch Trains 2.0 - Revision 404:6dec4b955446: Feature: new purchase sprites for remaining metros (is... (foobar) @
19:16:22  <andythenorth> hola Yexo
19:28:24  <Brot6> Dutch Trains 2.0 - Revision 405:7e029f3f0eed: Feature: new purchase sprites for steamers (issue #379... (foobar) @
19:43:11  <Brot6> Dutch Trains 2.0 - Support #3795: Purchase menu sprites specification (foobar) @
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20:54:25  <Brot6> Dutch Trains 2.0 - Revision 406:ac2f34ed443c: Feature: new purchase sprites for diesels (issue #3795... (foobar) @
20:55:33  <Brot6> Dutch Track Set - Revision 21:636d031d5fd0: Fix r19: Rail got wrong speedlimit (Copypasting is never... (Transportman) @
20:55:33  <Brot6> Dutch Track Set - Revision 22:e808f9251b86: Feature: New raillabel for HSL (Transportman) @
20:55:33  <Brot6> Dutch Track Set - Revision 23:06421150a72e: Feature: 1500V DC Rail Basic-code (Transportman) @
20:55:36  <Brot6> Dutch Track Set - Revision 24:ecd18c3497f5: Feature: Betuweroute Basic-code (Transportman) @
20:55:41  <Brot6> Dutch Track Set - Revision 25:701a92bae7c2: Feature: Futuristic rail Basic-code (Transportman) @
20:55:46  <Brot6> Dutch Track Set - Revision 26:2a106f85fffd: Feature: Metro Basic-code (Transportman) @
20:55:48  <Brot6> Dutch Track Set - Revision 27:2a9d964e5bdc: Feature: Yard/station rail Basic-code (Transportman) @
20:55:53  <Brot6> Dutch Track Set - Revision 28:9bb591651eb8: Update: Language file for r22 to r27 (Transportman) @
20:55:56  <Brot6> Dutch Track Set - Revision 29:dfbeebdcbc9e: Feature: Include Basic-codes (Breaks compatibility) (Transportman) @
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21:00:30  <Brot6> Dutch Track Set - Support #3856: Track labels (Transportman) @
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21:22:34  <Brot6> Dutch Trains 2.0 - Revision 407:ca350d9c99c5: Feature: new purchase sprites for electrics (issue #37... (foobar) @
21:23:21  <Brot6> Dutch Trains 2.0 - Bug #3369 (Closed): purchase menu sprites alignment (foobar) @
21:24:59  <Brot6> Dutch Trains 2.0 - Support #3795: Purchase menu sprites specification (foobar) @
21:25:36  <Brot6> Dutch Trains 2.0 - Support #3801: Sprite templating instructions (foobar) @
21:26:47  <Brot6> Dutch Trains 2.0 - Bug #3858 (Closed): Alignment Mat34 Dieseldrie and TEE. (foobar) @
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21:46:49  <Brot6> Dutch Trains 2.0 - Revision 408:1280fbb5219e: Fix: DH2 was missing (foobar) @
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