Log for #openttdcoop.devzone on 26th October 2012:
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01:17:43  <Brot6> Script Communication Protocol - Revision 38:c48df191b5e0: - Fix : Check if a sign content changed to... XkrinnX @
06:51:09  *** Zuu has joined #openttdcoop.devzone
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07:55:56  <Ammler> @topic remove -1
07:56:03  <Ammler> @services op
07:56:03  *** ChanServ sets mode: +o Webster
07:56:05  <Ammler> @topic remove -1
07:56:05  *** Webster changes topic to "Talk about things hosted and developed on | Downloads log: | Sandbox passwords are the same as the usernames"
07:56:42  <Ammler> @topic move back bundles&dev to (last time :-P
07:56:42  <Webster> Ammler: (topic [<channel>]) -- Returns the topic for <channel>. <channel> is only necessary if the message isn't sent in the channel itself.
07:56:49  <Ammler> @topic add move back bundles&dev to (last time :-P
07:56:49  *** Webster changes topic to "Talk about things hosted and developed on | Downloads log: | Sandbox passwords are the same as the usernames | move back bundles&dev to (last time :-P"
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08:29:22  <Brot6> Finnish Trainset - Bug #4440 (Confirmed): Dr16 sprite mirroring error Xkyosuke1989X @
08:30:59  <Brot6> Finnish Trainset - Bug #4442 (New): Ed-doubledecker coach sprite Xkyosuke1989X @
09:47:56  <Ammler> planetmaker: did you ever lock users at DevZone?
09:48:17  <Ammler> or someone else?
10:10:57  <planetmaker> not sure. Might have done so long ago
10:11:07  <planetmaker> but then only a single case or so
10:23:22  <Ammler> maybe those are locked before redmine was able to delete and before I added the autodelete of unactivated users
10:24:45  <Ammler> 320 users at devzone
12:04:03  <Brot6> zBaseBuild - Bug #4437: Updating sprites XzephyrisX @
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17:18:35  <Brot6> Finnish Trainset - Bug #4444 (New): DevZone compile failed XcompilerX @
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17:19:39  <Brot6> finnishtrainset: compile of r3 still failed (#4444) -
17:27:18  <Ammler> YEAH, Hetzner finally found the issue!
17:27:22  <Ammler> Sehr geehrter Herr Gmür,
17:27:23  <Ammler> leider mussten wir bei Ihrem Server ein defekt des Mainboards feststellen und
17:27:25  <Ammler> haben aus diesem Grund den Server getauscht.
17:27:26  <Ammler> Wir haben die alten Festplatten in den neuen Server übernommen Ihr System ist nun
17:27:28  <Ammler> gestartet und erreichbar.
17:27:29  <Ammler> Mit freundlichen Grüßen / Best Regards
17:27:31  <Ammler>  René Jungnickel
17:27:53  <Ammler> let's see if it was the last crash :-)
17:46:55  <Brot6> Finnish Trainset - Bug #4444 (Closed): DevZone compile failed XcompilerX @
17:46:55  <Brot6> Finnish Trainset - Revision 4:7ff0d8b315b6: Fix: add pseudo-readme and -changelog (closes #4444) XfoobarX @
17:46:55  <Brot6> Finnish Trainset - Bug #4444 (Closed): DevZone compile failed XfoobarX @
17:46:55  <Brot6> Finnish Trainset - Bug #4446 (New): DevZone compile failed XcompilerX @
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18:06:54  <Brot6> Finnish Trainset - Bug #4446: DevZone compile failed XfoobarX @
18:07:28  <Brot6> Finnish Trainset - Revision 5:a51e02b4f0fe: Change: disable nightly builds (issue #4446) XfoobarX @
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18:29:54  <Brot6> zBaseBuild - Bug #4437: Updating sprites XzephyrisX @
18:49:14  <Brot6> zBaseBuild - Bug #4437: Updating sprites XAmmlerX @
18:53:04  <andythenorth> so
18:53:16  <andythenorth> who would like to attend a course on how new FIRS templating works? :)
18:53:45  <Ammler> #openttd maybe
18:54:23  <andythenorth> mostly, they don't have commit rights :)
18:54:39  <planetmaker> for that I guess I first should try to build it locally. Probably I don't have chameleon
18:54:43  <Ammler> ah, got you :-P
18:55:02  <Ammler> pip install Chameleon
18:55:13  <planetmaker> apt-get install python-chameleon most likely
18:55:23  <Ammler> don't think so
18:55:27  <Ammler> well, you can try
18:56:22  <Ammler> no case sensitive debian packages?
18:56:28  <planetmaker> my guess was right
18:56:42  <planetmaker> on both accounts actually
18:57:09  <Ammler> I am suprised debian had it packaged
18:57:19  <planetmaker> I'm not surprised
18:57:30  <planetmaker> so, now you can teach me, andythenorth
18:57:31  <Ammler> :-)
18:58:18  <andythenorth> k cool
18:58:24  * andythenorth will eat some food
18:58:39  <andythenorth> and check some python terminology wrt modules etc, so I don't get laughed at
18:58:41  <andythenorth> :)
18:58:43  <planetmaker> k. I know how to eat :D
19:04:39  <andythenorth> planetmaker: I figured we'd go through converting one industry
19:04:42  <andythenorth> probably hardware store
19:04:47  <andythenorth> easiest to learn by doing
19:04:47  <andythenorth> ?
19:04:58  <andythenorth> (I don't want to spam main channel btw) :)
19:05:00  <andythenorth> for once :P
19:05:43  <andythenorth> I was planning to give step-by-step guide
19:08:30  <planetmaker> probably good approach
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19:15:46  <zephyris> Hey all
19:17:07  <planetmaker> hey zephyris :-)
19:17:15  <andythenorth> hi zephyris
19:17:25  <andythenorth> planetmaker: so let's convert hardware store :)
19:17:33  <andythenorth> got your text editor and shell ready? :)
19:17:37  <planetmaker> yup
19:17:56  <andythenorth> pulled tip? :)
19:17:57  <Ammler> zephyris: what does your hg tip tell?
19:17:59  <planetmaker> just trying to find a regex for THIS_ID(xxx) -> ${industry_id}_xxx
19:18:04  <Ammler> hello
19:18:08  <Ammler> btw :-)
19:18:29  <andythenorth> planetmaker: I gave up + just did those manually :)
19:18:38  <andythenorth> if you can find a regex...let me know :)
19:18:56  <andythenorth> however if we go step by step, you can see how we can cheat a little along the way
19:19:16  <planetmaker> :-) Not so quickly, I guess. But should I just run that? Or something else firs(t)? :D
19:19:31  <andythenorth> better to see my process, then improve it :P
19:19:32  <zephyris> @Ammler youll have to help me more than that! I am a total noob
19:19:34  <andythenorth> step 1: rename hardware_store.pnml to hardware_store.pypnml
19:20:15  <andythenorth> step 2: duplicate, rename to and add to hg
19:20:19  <Ammler> zephyris: what tool to you use for hg (pull/push/clone)
19:20:39  <zephyris> TortoiseHg...
19:20:58  <Ammler> so what does it tell you, when you push zbase ?
19:21:29  <zephyris> just a min, it takes a while to bundle the files to try and push changes...
19:21:29  <andythenorth> step 3: in, find+replace 'food_market' with 'hardware_store'
19:21:43  <andythenorth> planetmaker: shout when caught up :)
19:22:14  <planetmaker> andythenorth, you know that hg cp adds automatically? :-)
19:22:24  <andythenorth> oh yeah :)
19:22:26  <andythenorth> I used mac finder instead
19:22:27  <andythenorth> nvm
19:22:35  <planetmaker> hg cp and hg mv is better for keeping track
19:22:41  <planetmaker> history is kept that way
19:22:56  <zephyris> sorry, its really slow
19:23:10  <andythenorth> yeah I use hg mv, I just missed hg cp
19:23:13  <Ammler> zephyris: you have log view there somewhere
19:23:29  <Ammler> it should tell you the revision/hash of it
19:23:44  <zephyris> I have pulled up the log to keep track of everything that is happening in this current session
19:23:45  <andythenorth> step 4: in graphics, rename 'hardwarestore.png' to 'hardware_store.png' and same for snow version
19:24:22  <zephyris> currently: pushing to ssh://ot....., searching for changes
19:24:47  <Ammler> our server was down, we had serious hardware issues
19:24:48  <andythenorth> step 4: in hardware_store.pypnml, change 'hardwarestore.png' to 'hardware_store.png'
19:24:52  <andythenorth> (step 5)
19:24:55  <planetmaker> hardware_store_snow.png ?
19:24:57  <Ammler> maybe you tried to push at that time and it works now
19:25:30  <andythenorth> planetmaker: yup
19:26:13  <andythenorth> step 6: in firs.pnml change path from ../industries/hardware_store.pnml to ../generated_pnml/hardware_store.pnml
19:26:13  <planetmaker> is that a required change really?
19:26:20  <planetmaker> (step 5)
19:26:30  <planetmaker> combined with 4
19:26:30  <andythenorth> yes, it relies on string matching names
19:26:35  <planetmaker> k
19:26:40  <andythenorth> well it's a migration step
19:26:42  <zephyris> fair enough, I will keep this push attempt running then. Unfortunately it is quite slow with many png files, its bundling file 2937 of 4216!
19:26:54  <andythenorth> we actually remove it later, but I've been doing 2-stage migrations
19:26:57  <andythenorth> it's more sane :P
19:27:07  <andythenorth> step 1, then compile + commit
19:27:12  <andythenorth> step 2, compile commit
19:27:14  <Ammler> zephyris: it should also have a "hg outgoing" which would just show you what it would push
19:28:03  <andythenorth> step 7: in (silly name), add an import for the module
19:29:17  <planetmaker> <stdin>:56:58: fatal error: sprites/nml/generated_pnml/hardware_store.pnml: Datei oder Verzeichnis nicht gefunden
19:29:17  <planetmaker>  (pre step 7)
19:29:54  <planetmaker> file not found
19:30:00  <andythenorth> hmm
19:30:15  <andythenorth> ah
19:30:19  <zephyris> "command returned code 1"
19:30:19  <andythenorth> pre-step 7?
19:30:23  <andythenorth> step 7 causes generation to happen ;)
19:30:36  <zephyris> nothing else in this log, I will look to see if there is any info elsewhere...
19:30:53  <planetmaker> where's
19:31:09  <andythenorth> sprites/nml
19:31:18  <andythenorth> repo might need restructured
19:31:20  <andythenorth> I just ducktaped it
19:31:31  <andythenorth> you / alberth / yexo might want to move / rename files
19:31:40  <Ammler> zephyris: run hg outgoing, should be beside hg push
19:32:22  <zephyris> gives "4 outgoing changesets to ssh://ott..."
19:32:31  <planetmaker> hm... pynml or pypnml?
19:32:35  <Ammler> so it should push something
19:32:40  <Ammler> you are right :-)
19:32:40  <zephyris> 3a7bf44980c53d41422f487e4ee6ab914664de4c 630f84618a18f4875755f7f7bc579dc6c15b620d 34f67409c9538f051d1c5578099aadef68d81354 f0aab759414b91f412a3aa0ec46fff8fa5a6611e
19:32:59  <andythenorth> for extension?  I use pynml in FISH, but in this case we generate pnml :P
19:33:05  <Ammler> maybe the hook?
19:33:06  <andythenorth> I don't mind, really :)
19:33:11  <andythenorth> step 8: in hardware_store.pypnml, for THIS_ID, change 'hardware_store' to '${}_'
19:33:13  <planetmaker> I do. It fails to build
19:33:18  <zephyris> I guess so
19:33:31  <andythenorth> planetmaker: it fails after step 7?
19:33:35  <planetmaker> yes
19:33:39  <andythenorth> ok
19:33:43  <planetmaker> hence my question about the filename :-)
19:34:10  <andythenorth> so my paths are  sprites/nml/industries/hardware_store.pypnml
19:34:22  <andythenorth> sprites/nml/industries/
19:34:23  <planetmaker> so it need be pypnml
19:34:27  <planetmaker> not pynml
19:34:33  <andythenorth> yes, for the current code sorry
19:34:46  <andythenorth> if you think that's a stupid extension, we'll change it later ;)
19:35:04  <andythenorth> step 9: make, cross fingers, should work :o
19:36:00  <planetmaker> could as well be done before the commit?
19:36:19  <andythenorth> make?
19:36:20  <andythenorth> yes :)
19:36:26  <Ammler> zephyris: the hook checks for some files
19:36:45  <planetmaker> no, the s/THIS_ID/industry_id/
19:36:54  <andythenorth> yes that can be done before the commit
19:37:02  <Ammler> bad-endings = .pyc .pyo .bak .log .orig .rej .diff .patch ~
19:37:03  <Ammler> bad-names = makefile.local .nforenum .renum .directory .ds_store thumbs.db
19:37:23  <Ammler> you have a file like that in one of those 4 commits?
19:37:27  <andythenorth> planetmaker: do you have .pyc in your hgignore btw?
19:37:53  <Ammler> hmm, why is .grf not there
19:38:23  <Ammler> bad-endings = .pyc .pyo .bak .log .orig .rej .patch .grf ~ .tar* .rar .zip
19:38:29  <zephyris> There shouldn't be any files of those types, it is all file modifications, no new files
19:39:09  <Ammler> hmm, this hgtk is really not able to tell more when
19:40:08  <Ammler> zephyris: on tools, you have synchroinze
19:40:21  <Ammler> with that tool you get more verbose output on push
19:41:08  <Ammler> else we might just disable the hooks for your repo
19:41:56  <andythenorth> planetmaker: got a working compile yet?
19:42:00  <andythenorth> o_O
19:42:14  <planetmaker> for step7, yes, not yet 8/9
19:42:55  <andythenorth> ah
19:43:02  <andythenorth> my instruction for step 8 was crappy
19:43:06  <andythenorth> sorry
19:43:24  <andythenorth> ultimately you do need to change all THIS_ID() varadic macros
19:43:24  <zephyris> cool, I'll try and get the syncrhonise working
19:43:39  <andythenorth> but for a stage 1 migration, you can just swap line 8
19:43:47  <andythenorth> and then *everything just keeps working* :)
19:44:27  <planetmaker> hu?
19:44:28  <Ammler> zephyris: well, try first to push more verbose, if that fails we disable the hook
19:44:35  <planetmaker> change line 8 to what exactly?
19:44:41  <andythenorth> I'll paste :)
19:44:45  <andythenorth> #define THIS_ID(...) ${}_ ## __VA_ARGS__
19:44:50  <planetmaker> I replaced all occurances except line 8 ;-)
19:44:54  <andythenorth> don't change any other varadic macros :P
19:45:07  <andythenorth> on a big file, changing all macros wastes a lot of work :)
19:45:19  <andythenorth> as all spritesets etc get deleted
19:45:22  <planetmaker> ${industry_id} or ${} ?
19:45:28  <andythenorth> .id
19:45:37  <andythenorth> it's a property on a python object, so . notation
19:45:46  <planetmaker> another error to fix ;-)
19:45:57  <planetmaker> looks much better
19:46:00  <andythenorth> 'industry' is an object in scope
19:46:00  <planetmaker> hm
19:46:11  <andythenorth> and with ${} notation, you can access any of the industry properties, or methods
19:46:21  <andythenorth> or any other object that happens to be in scope
19:46:36  <andythenorth> this has...possibilities :)
19:47:03  <andythenorth> but meanwhile all the CPP keeps working and doesn't need all the production code, location code etc migrated
19:47:05  <planetmaker> works now
19:47:10  <andythenorth> great
19:47:28  <andythenorth> I usually commit at this point
19:47:48  <Ammler> and forget half the files :-P
19:47:51  <andythenorth> yeah
19:48:00  <andythenorth> write me a pre-commit hook Ammler ?
19:48:00  <andythenorth> :P
19:48:02  <planetmaker> I now have two commits ;-)
19:48:08  <andythenorth> planetmaker: push, I'll pull
19:48:17  <Ammler> alberth is hook dev
19:48:24  * planetmaker looks up hg phase
19:48:46  <Ammler> planetmaker: devzone is ready for that :-P
19:49:10  <planetmaker> Ammler, but hg never pushes secret changes
19:49:18  <planetmaker> which is my default
19:49:44  <Brot6> FIRS Industry Replacement Set - Revision 3064:d4717c118b83: Codechange: Convert hardware store to py... XplanetmakerX @
19:49:44  <Brot6> FIRS Industry Replacement Set - Revision 3065:3a519467c079: Codechange: Convert hardware store to py... XplanetmakerX @
19:49:49  <andythenorth> \o/
19:50:06  <andythenorth> ok, so now we have a python module for the industry, and a template
19:50:06  <Ammler> that's the point about secret, up to you, just meant devzone is ready for phases
19:50:18  <andythenorth> it's a bit like model-view structure
19:50:25  <andythenorth> with as controller
19:50:28  <Brot6> firs: update from r3063 to r3065 done (3 warnings) -
19:50:31  <Ammler> not sure, thought, how redmine would handle it
19:50:35  <andythenorth> python step runs *before* cpp step
19:50:49  <andythenorth> and generates the pnml we know and love
19:50:53  <planetmaker> ok, makes sense. esp. for the tile checks
19:50:56  <planetmaker> wouldn't work otherwise
19:52:34  <andythenorth> next step is a little trickier to describe, let's see how well I do o_O
19:54:45  <andythenorth>  planetmaker so first we need
19:54:51  <andythenorth> and we setup spritesets
19:54:58  <zephyris> Ammler: I haven't managed to get a more verbose log yet, I will try a bit more though
19:55:13  <planetmaker> zephyris, the problem is pushing?
19:55:24  <planetmaker> what's the error (you probably said, but I missed it)?
19:55:28  <planetmaker> I'm on it, andythenorth
19:55:49  <andythenorth> spriteset_ground looks fine
19:56:02  <andythenorth> each of these statements calls a class from
19:56:07  <andythenorth> I've partially documented them
19:57:04  <andythenorth> so a spriteset will by default use the industry spritesheet, and create non-snow and snow spritesets for it
19:57:25  <andythenorth> you can also pass a type, and it will use groundtiles.png instead
19:57:33  <andythenorth> types are found in get_ground_tile_x_start() method of
19:57:37  <andythenorth> they're just strings
19:57:57  <andythenorth> there is also a sprite class that can be used instead, for erm...sprites :)
19:58:21  <andythenorth> in the python files, I don't do any magic to concatenate the industry name
19:58:32  <andythenorth> it's too magical, and not very pythonic :)
19:58:49  <andythenorth> easier to write out variable names and nml identifiers in full, manually
19:59:17  <andythenorth> in templates we *do* use concatenation, because it's fine there
20:01:32  <andythenorth> planetmaker: shout if you have questions?
20:02:18  <Ammler> zephyris: you used the special synchroinze tool?
20:03:08  <zephyris> The log was just the same, tbh i'm not sure if it was running a standard push or a synch
20:03:36  <planetmaker> uhm... yes, andythenorth... I'm trying to figure what to do :D
20:03:37  <Ammler> you could also email the changes to me
20:03:43  <Ammler> then I check it
20:04:13  <Ammler> but use the email changes function of tortoise
20:04:14  <andythenorth> planetmaker: first delete the two tree sprites :P
20:04:21  <andythenorth> they're from the food market and not needed
20:04:50  <andythenorth> and delete them from l39 because they'll cause the compile to fail
20:05:35  <Ammler> well, I could only imagine it is a bad file
20:05:50  <andythenorth> planetmaker: you know quite some python, right?  Or not much?
20:05:51  <Ammler> I guess, just disabling hooks for you might be easieest
20:05:57  <planetmaker> andythenorth, not right really
20:06:14  <andythenorth> ok, so maybe I explain what is doing what?
20:06:41  <zephyris> ah, hang on, are .orig files a problem by any chance?
20:06:52  <planetmaker> I know it rather rudimentary. in we define a few sets
20:06:54  <andythenorth> everywhere you see industry.add_spriteset() or whatever, we're calling a method on the industry (imported from
20:07:01  <planetmaker> or however you call that var type
20:07:15  <planetmaker> by calling the init of that object, I guess
20:07:20  <andythenorth> yes
20:07:24  <andythenorth> the id parameter we pass (by my convention), is an nml identifier
20:07:28  <andythenorth> and should usually just be a string
20:07:35  <andythenorth> it will just get written into the nml
20:07:43  <andythenorth> there's no magic to that
20:08:00  <andythenorth> which means we can do all kinds of flexible, custom nml if we want, and the framework doesn't get in the way
20:08:33  <andythenorth> sometimes we can just call an industry method directly, like industry.add_industry_layout
20:08:46  <andythenorth> and sometimes we want to refer to it, so we give it a reference
20:08:54  <andythenorth> like spriteset_ground = industry.add_spriteset()
20:09:54  <andythenorth> so industry.addspritelayout is referring to the spriteset_ground object, and spriteset_ground_overlay object, and spriteset_1 object
20:10:38  <andythenorth> but let's just try converting this
20:11:00  <andythenorth> hmm
20:11:08  <andythenorth> hardware_store has a non-standard spritesheet
20:11:10  <andythenorth> interesting
20:11:11  <andythenorth> nvm
20:11:41  <andythenorth> step 1: from hardware_store.pypnml, copy the spritest co-ordinates, offsets etc (0, 0, 64, -33)
20:12:22  <andythenorth> step 2: update the spriteset_1 in with these
20:13:00  <andythenorth> so the result will be     sprites = [(0, 0, 64, 64, -31, -33)]
20:13:03  <planetmaker> uhm... which 2 of the 6 values do I miss?
20:13:13  <andythenorth> x-height and x-offs
20:13:28  <andythenorth> those are probably always standard, but tbh, if they're ever not, it makes templating insanely hard
20:13:31  <planetmaker> I've 2x -33 ?
20:13:32  <andythenorth> so I just write all 6 out by hand
20:14:12  <andythenorth> I don't know about the 2x -33 :)
20:14:16  <andythenorth> I only had one :)
20:15:06  <andythenorth> sprites = [(0, 0, 64, 64, -31, -33)]
20:16:04  <andythenorth> step 3: replace l28 with
20:16:05  <andythenorth>      type = 'empty',
20:16:17  <andythenorth> trailing comma there is spurious, oops
20:16:21  <zephyris> ok, so I have created a rev so the latest revision doesn't include the .orig file
20:16:46  <planetmaker> I'm not yet clear which of the two sprites... goes into which spriteset... really
20:16:57  <zephyris> but pushing still fails, do I have to make sure .orig files are not in any of the intermediate revisions?
20:17:16  <planetmaker> what about the ground overlay one?
20:17:25  <andythenorth> planetmaker: depends on the industry + type of spriteset we're converting
20:17:34  <planetmaker> I guess the ground overlay should go?
20:17:38  <andythenorth> ground overlay for this industry is currently 'none'
20:17:56  <andythenorth> but I will draw them all, so we just put in a blank sprite
20:18:08  <Ammler> zephyris: yes
20:18:12  <andythenorth> if you look in groundtiles.png, it will make more sense
20:18:21  <Ammler> you would need to strip the commit
20:18:42  <planetmaker> <andythenorth> sprites = [(0, 0, 64, 64, -31, -33)] for the spriteset_1, yes?
20:18:47  <andythenorth> yes
20:18:51  <andythenorth> absolutely :)
20:18:52  <Ammler> but I check, if I can disable the hook
20:19:10  <andythenorth>
20:19:15  <andythenorth> ^ mine
20:19:26  <planetmaker> can't say I understand it really
20:19:32  <planetmaker> first all x then all y?
20:19:52  <andythenorth> same as nml expects
20:20:05  <andythenorth> x, y, width, height, xoffs, yoffs
20:20:09  <andythenorth> I could document it
20:20:19  <andythenorth> if I hadn't written it, I would be confused too
20:22:09  <Ammler> zephyris: what url to you push to?
20:22:10  <andythenorth> same order as
20:22:59  <Brot6> test: update from r123 to r128 done -
20:23:22  <andythenorth> and the values from the list are written into l16 and l23 here
20:24:20  <andythenorth> planetmaker: shout when your matches my paste 1826 above :)
20:25:47  <zephyris> ssh://
20:25:49  <Ammler> zephyris: anyway, hook is disabled
20:26:01  <Ammler> please try to push again, no need to cleanup
20:26:19  <Ammler> (might be too complicated for an artist :-P
20:27:15  <Ammler> if you would have pushed every commit
20:27:20  <Ammler> it would be easier
20:27:33  <zephyris> Sounds about right :) It's being pushed now, might take up to ~30 mins depending on upload speed
20:27:43  <zephyris> fair enough, I will try to make sure I do that in the future!
20:27:56  <Ammler> so shall I enable the check again?
20:28:05  <Ammler> after your push succeeded?
20:28:32  <zephyris> Yup, once this push has gone through. It should take zbase to r294
20:28:46  <Ammler> I tried, my tortoise client showed a nice message about bad file
20:29:23  <Ammler> and at the bottom there is your error
20:29:42  <Ammler> exit 1 or whatever
20:30:36  <Ammler> oh, and awesome work on zbase, btw :-)
20:32:54  <zephyris> Thanks :D
20:34:42  <Brot6> zBase - Revision 290:3a7bf44980c5: Fix (r288): /64->/128 conversion. Rerender from frame 0000 to avo... XzephyrisX @
20:34:43  <Brot6> zBase - Revision 291:630f84618a18: Merge XzephyrisX @
20:34:43  <Brot6> zBase - Revision 292:34f67409c953: Fix: Tidy from merge. XzephyrisX @
20:34:43  <Brot6> zBase - Revision 293:f0aab759414b: Update: Add some test detailing on a couple of temperate houses. XzephyrisX @
20:34:46  <Brot6> zBase - Revision 294:7c2bac090652: Fix: Delete .orig file from merge. XzephyrisX @
20:36:39  <Ammler> zephyris: everything here?
20:37:23  <Ammler> so you just need to update zbuild or is there also something to code?
20:38:52  <Ammler> zephyris: he, and always pull before commit :-)
20:39:28  <Ammler> (and update)
20:40:35  <zephyris> Yeah, nothing needs coding, just updating zbuild (which I don't have a clue how to do!)
20:41:52  <planetmaker> getting there :-) andythenorth
20:42:08  <andythenorth> do you need any more tips, or reverse engineering it?
20:42:39  <Ammler> zephyris: that is "documented" by Rubidium in the ticket
20:43:21  <Ammler> (I could do that for you)
20:43:22  <planetmaker> hardware_store_til in line 44 of that's the tile as defined above)... is it defined somewhere further?
20:43:42  <andythenorth> l20
20:43:48  <andythenorth> is all
20:43:54  <zephyris> It would involve me installing a linuxy os in a vm... If you don't mind doing it that would be great!
20:44:35  <andythenorth> tile object doesn't do much yet, it's pretty dumb
20:44:36  <planetmaker> that's the tile definition itself?
20:44:37  <Ammler> after the commit, it needs around 1h to build, so you will have the new grf aroundish midnight
20:44:51  <andythenorth> yes
20:45:13  <andythenorth> it could in principle be extended, and template all the tile (action 0) nml
20:45:20  <andythenorth> but I didn't bother
20:45:49  <planetmaker> ok
20:45:55  <andythenorth> he, tile only has one prop :P
20:45:55  <andythenorth> id
20:45:58  <planetmaker> what next? :-)
20:46:19  <zephyris> Cool. Is there any way to make updating from the subrepos more automatic?
20:46:36  <andythenorth> planetmaker: one small thing, change the id for spriteset_1 to 'hardware_store_spriteset_1'
20:46:46  <andythenorth> i.e. the id parameter values
20:46:47  <andythenorth> value *
20:47:15  <planetmaker> not to ${} ?
20:47:21  <Ammler> zephyris: you mean trigger rebuilds, which don't need changes in zbasebuild?
20:47:24  <andythenorth> nope :)
20:47:29  <andythenorth> this is in the .py file
20:47:43  <andythenorth> it's just missing '_1' at the end, and the spritelayout will whine
20:47:55  <andythenorth> I'll explain why in a minute
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20:49:11  <andythenorth> planetmaker: if you now change hardware_store.pypnml to match this, your compile should work
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20:49:13  <andythenorth>
20:49:20  <andythenorth> although in game, your snow sprites will be ?
20:49:36  <andythenorth> but that's ok, we're migrating in stages
20:49:39  <planetmaker>
20:49:51  <zephyris> Yeah, I guess; triggering rebuilds upon changes from either zbase or zbasebuild, and grabbing changes from both subrepos as part of that...
20:50:32  <andythenorth> planetmaker: that looks about right
20:51:00  <andythenorth> you might have to modify an id to get a build working
20:51:19  <planetmaker> builds that very way
20:51:35  <andythenorth> yup
20:51:49  <andythenorth> did you modify hardware_store.pypnml yet?
20:51:54  <andythenorth> as paste above?
20:52:03  <planetmaker> shouldn't I rename the spritesets, too
20:52:05  <planetmaker> ?
20:52:15  <planetmaker> for ground
20:52:38  <andythenorth> the names used are actually arbitrary, as long as they are same everywhere in .py file
20:52:41  <Brot6> zBuild - Revision 71:fd6304808069: Update: rebuild on request (close #4437) XAmmlerX @
20:53:04  <andythenorth> the ids I tend to make match the ids in the pnml file being migrated from
20:53:27  <andythenorth> e.g. the ids for spritesets and spritelayouts, it's less hassle if they are same as the old ones
20:53:47  <planetmaker> hm, why did it ocmpile... I didn't change .pypnml
20:53:55  <andythenorth> that's fine
20:54:03  <andythenorth> you make no calls to the industry object yet
20:54:07  <andythenorth> except for .id
20:54:14  <andythenorth> so everything just keeps working cpp style
20:54:18  <andythenorth> it's quite important, that note
20:54:22  <planetmaker> changed .pypnml, too
20:54:30  <planetmaker> to match the naming of layout and sets
20:54:31  <andythenorth> got a paste?
20:54:34  <Ammler> zephyris: we might need to ask Rubidium & Alberth, if it makes sense at all
20:54:48  <Ammler> we could add hooks to autofetch and commit zbuild
20:55:31  <planetmaker> updated diff
20:55:33  <zephyris> Sure. Its not an issue, so long as someone is happy to do the updates manually of/c... It has worked pretty well so far really
20:55:37  <planetmaker> that's all changes I have
20:55:45  <planetmaker> to comitted code
20:55:53  <zephyris> It might make it that little bit easier to keep updated
20:56:04  <Ammler> zephyris: well not for zbasebuild anyway, as they can also update zbuild
20:56:31  <Ammler> but if the code is done and you only pimp sprites, it could indeed make sense to autocommit
20:56:53  <andythenorth> planetmaker: ok, that's fine, it compiles ok right?
20:57:36  <planetmaker> compile, yes. untested ingame
20:57:44  <andythenorth> ok
20:57:44  <andythenorth>
20:57:53  <andythenorth> you need to modify .pypnml to suit that
20:58:03  <andythenorth> I can diff if you prefer
20:58:44  <andythenorth>
20:59:02  <andythenorth> chameleon has comments in form <!--! -->
20:59:09  <andythenorth> so some lines are commented currently
20:59:19  <Ammler> zephyris: anyway, the push to zbuild triggered a rebuild which is done quite exactly after an hour
20:59:21  <planetmaker> that paste is fine
20:59:24  <andythenorth> ${industry.get_spritesets()} is probably self explanatory o_O
21:00:07  <zephyris> Awesome :)
21:00:12  <zephyris> Thanks for all the help
21:00:31  <Ammler> thanks for comming by :-)
21:02:47  <Ammler> planetmaker: did we disable "Allow cross-project issue relations" on purpose?
21:03:07  <Ammler> my "cloe 4437" on zbuild didn't close the ticket on zbasebuild
21:03:16  <planetmaker> not that I know
21:03:24  <Ammler> shall I enable it?
21:03:49  <planetmaker> I don't mind
21:06:30  <zephyris> andythenorth: I can commit some 32bpp sprites to the firs repo if you would like... Or would it be easier to set up a separate sub-repo?
21:06:37  <andythenorth> not sure
21:06:42  <Brot6> zBaseBuild - Bug #4437 (Feedback): Updating sprites XzephyrisX @
21:06:42  <Brot6> zBaseBuild - Bug #4437 (Feedback): Updating sprites XAmmlerX @
21:06:45  <andythenorth> I don't understand sub-repos :)
21:07:18  <andythenorth> I figure life is easier if you stick them in the firs repo
21:07:23  <andythenorth> how big do these things get?
21:07:40  <andythenorth> current FIRS repo is about 70MB or so locally
21:08:00  <andythenorth> planetmaker: need next step yet?
21:08:28  <planetmaker> doesn't compile yet... or I miss a line
21:08:45  <andythenorth> what's the error?  Python or nml?
21:09:35  <zephyris> andythenorth: its already bigger than that (80mb) just for the aluminium, biorefinery, brewery, brickwork and farm... so quite big!
21:10:32  <andythenorth> hmm
21:10:37  <Ammler> I would make a 2nd repo, it is no big deal to merge later if you want it in one repo
21:11:07  <planetmaker>
21:12:44  <planetmaker> so it looks like python
21:12:57  <zephyris> I'll put in a request for a new repo, I reckon it's tidier
21:13:21  <Brot6> zBuild - Bug #4448 (New): DevZone compile failed XcompilerX @
21:13:25  <planetmaker> hm
21:13:29  <andythenorth> planetmaker: paste your
21:13:30  <planetmaker> zbuild fails? :-(
21:13:52  <planetmaker>
21:13:56  <Ammler> nmlc ERROR: Image file "vehicles/road/normal_trucks/8bpp/128m_0415.png": 8bpp image does not have a palette
21:14:03  <planetmaker> oh
21:14:14  <Ammler> zephyris: is that from your commit?
21:15:00  <zephyris> bugger, might be
21:15:11  <zephyris> I'll run a check
21:15:33  <Ammler> planetmaker: what you think about FIRS ez sprites?
21:15:49  <andythenorth> planetmaker: l28, change 'sprites = ' to 'type ='
21:18:50  <planetmaker>
21:19:01  <planetmaker> sorry, wrong paste
21:19:31  <planetmaker> nmlc ERROR: "sprites/nml/generated_pnml/hardware_store.pnml", line 80: Block with name 'hardware_store_spriteset' is already defined
21:20:07  <andythenorth> k
21:20:33  <andythenorth> so an nml error is usually something in the .pypnml file
21:20:38  <andythenorth> paste that? :)
21:21:26  <planetmaker>
21:21:46  <andythenorth> ok remove lines 18-21 ;)
21:22:05  <andythenorth> the spriteset will be provided for you by the call to the industry method
21:22:32  <planetmaker> doh, yeah
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21:23:07  <planetmaker> success
21:23:21  <andythenorth> win
21:23:35  <andythenorth> the rest is trivial for this industry, because there's only one layout
21:23:43  <andythenorth> and only one spritelayout too :P
21:23:49  <planetmaker> :-)
21:24:07  <andythenorth> remove the CPP spritelayout line
21:25:17  <andythenorth> I'll paste something actually
21:26:18  <andythenorth>
21:26:54  <andythenorth> l39 and l50 are one of my favourite features
21:27:06  <andythenorth> only need to define industry layout in one place now
21:27:15  <andythenorth> instead of layout, and switches
21:28:24  <andythenorth> .pypnml file looks like this
21:28:27  <andythenorth> meh
21:28:32  <andythenorth>
21:31:35  <andythenorth> planetmaker: any luck with those? :)
21:32:03  <planetmaker> I don't want to copy verbatim but compile, compare till it works. So not yet
21:32:17  <planetmaker> then I learn more :-)
21:32:18  <Brot6> zBase - Revision 295:901f44c51254: Fix: Correct palette for normal truck 0415 & remove blank palette... XzephyrisX @
21:32:19  <zephyris> ammler: The incorrect palette is fixed. I also removed unused (i.e. blank) mask sprites for one arctic building, hopefully that doesn't break things too :s
21:32:30  <andythenorth> planetmaker: makes sense
21:32:34  <andythenorth> I learn by commenting :P
21:35:57  <Brot6> zBuild - Revision 72:f06108cf3c54: Update/Fix: new zbase sprites XzephyrisX @
21:36:02  <Ammler> zephyris: committed in your name, so you got the blame ;-)
21:36:39  <planetmaker> lol, andythenorth , it helps tremendously to uncomment the pypnml lines in the beginning of hardware_store.pypnml :-) success. again
21:36:45  <andythenorth> yarp
21:37:01  <zephyris> I deserved it :) It is a pain managing 143347 files though!
21:37:13  <planetmaker> :-)
21:37:17  <Ammler> hehe, believeable
21:37:21  <andythenorth> planetmaker: so that might be done?
21:37:25  * planetmaker blames zephyris for making just too much of too nice graphics
21:37:27  <andythenorth> it builds?  sprites look ok in game?
21:37:35  <planetmaker> it builds. Ingame: no idea yet ;-)
21:37:52  <planetmaker> I'll check. And commit, if fine
21:38:49  <planetmaker> hm, where did I find the hardware store (and which time)?
21:39:11  <andythenorth> in game?  near towns
21:39:20  <andythenorth> any year
21:40:01  <planetmaker> he. only in closest zoom it fails to look a bit out-of-place with zbase :-)
21:40:24  <andythenorth> I believe that's being worked on :P
21:40:46  <zephyris> Ammler: sad times, looks like removing those blank sprites will break things :( are you set up to make a little change to sprites/base/base-4404-houses-town-snow.pnml ?
21:41:11  <planetmaker> it accepts food, fruit and alcohol, right?
21:41:20  <planetmaker> hm, no
21:41:22  <andythenorth> hardware store :O
21:41:26  <planetmaker> (translation issue) :D
21:41:26  <andythenorth> not in my game :)
21:41:39  <planetmaker> I'm looking for the right industry. I don't recall my translation ;-)
21:41:50  <Ammler> zephyris: dunno, if I shall touch that code, I am not a dev in this project :-)
21:42:08  <planetmaker> goods, building materials. that's it
21:42:10  <Brot6> zbuild: compile of r72 still failed (#4448) -
21:42:26  <Ammler> if it is obvious easy, I might
21:42:29  <planetmaker> my translation (literally) is metal dealer
21:43:29  <Ammler> make[1]: *** No rule to make target `towns/arctic/4477-4479/8bpp/64m_0004.png', needed by `zbase_base.grf'.  Stop.
21:43:50  <zephyris> yup, that's the error I thought might happen
21:45:54  <planetmaker> looks alright, andythenorth. Except that the entry to the store is at the cliff ;-)
21:46:02  <planetmaker> but that's not his fault
21:46:05  <planetmaker> *its
21:46:29  <Brot6> zBaseBuild - Bug #4450 (New): Removed mask sprites (arctic town building) XzephyrisX @
21:47:00  <planetmaker>
21:47:08  <planetmaker> ^ zephyris also ;-)
21:47:35  <zephyris> noted :D
21:47:58  <planetmaker> really, kudos on this... love it :-)
21:48:39  <Ammler> zephyris: I guess, fiddling with code is above my paygrade :-)
21:48:47  <planetmaker> (though I see room for improvement especially with shores, unanimated water and the exagerated uniformity of grass)
21:48:53  <Ammler> I don't have a clue about that stuff :-P
21:49:45  <Ammler> I see the files in the nml, but no clue, if I simply can remove it
21:49:56  <andythenorth> planetmaker: does snow work?
21:49:57  <andythenorth> should do
21:50:06  <planetmaker> good point, I test
21:50:10  <andythenorth> it would have errored on build by now if snow was wrong
21:50:18  <andythenorth> snow is entirely magic now :P
21:50:49  <Ammler> it looks like though
21:51:25  <planetmaker> andythenorth, but the building has no snowy stage?
21:51:29  <planetmaker> (ground does)
21:51:41  <planetmaker> hm... wait
21:51:49  <planetmaker> off by one. my vision
21:51:49  <andythenorth> interesting :)
21:51:57  <planetmaker> err-wrong-height
21:52:52  <planetmaker> yes, has snow at same level as houses
21:53:01  <planetmaker> win!
21:53:44  <planetmaker> pushed
21:54:00  <andythenorth> great
21:54:04  <andythenorth> now do clay_pit :P
21:54:08  <zephyris> Ammler: I went for it and made the nml changes myself. Wish me luck, first nml coding ever!
21:54:11  <Brot6> FIRS Industry Replacement Set - Revision 3066:7094e91487f5: Codechange: Convert hardware store to py... XplanetmakerX @
21:54:17  <andythenorth> I opened clay pit and closed it again
21:54:20  <Brot6> zBaseBuild - Bug #4450 (Closed): Removed mask sprites (arctic town building) XzephyrisX @
21:54:20  <Brot6> zBaseBuild - Revision 245:1ab6c495dab4: Fix: Remove unused (blank) masks from arctic house 4477-4479... XzephyrisX @
21:54:20  <Brot6> zBaseBuild - Bug #4450 (Closed): Removed mask sprites (arctic town building) XzephyrisX @
21:54:40  <andythenorth> planetmaker: \o/
21:54:46  <Ammler> zephyris: now commit zbuild and push
21:54:58  <Brot6> firs: update from r3065 to r3066 done (3 warnings) -
21:55:36  <andythenorth> one more industry done
21:55:54  <Ammler> else tell me when I should
21:56:05  <Ammler> that is about the only thing I can with zbase :-P
21:56:07  <andythenorth> planetmaker: clay pit has 55 spritesets and 52 spritelayouts :)
21:56:23  <andythenorth> I decided to leave that one until later :P
21:57:45  <zephyris> Ammler: I will give it a go myself... fingers crossed
21:57:58  <planetmaker> lol, andythenorth :-)
21:58:32  <andythenorth> planetmaker: fences btw are done as per l76 here
21:58:37  <planetmaker> Admittedly I have not yet grasp the benefit over the previous method. But I feel better now that I understand the new :-)
21:58:38  <andythenorth> or l104
21:58:57  <planetmaker> and important is that you feel home there ;-)
21:59:01  <andythenorth> there's no comp sci benefit, I just don't get on with CPP macros very well
21:59:09  <planetmaker> ^
21:59:24  <andythenorth> this gets more interesting when we want to do economies
22:00:03  <planetmaker> they're complicated anyway :-)
22:00:13  <andythenorth> it becomes quite easy to define how each industry behaves, per economy
22:00:25  <andythenorth> then template the properties in
22:00:32  <andythenorth> I could do it quite fast
22:00:50  <andythenorth> don't even need to convert the graphics chain for that :P
22:01:02  <andythenorth> but better to finish one task before starting next
22:01:06  <planetmaker> :-)
22:01:21  <andythenorth> and I want to talk to yexo or alberth about it
22:01:27  <andythenorth> they are better programmers than me
22:01:34  <planetmaker> I'm looking forward to zeph's sprites... I wonder how they fit into the new scheme, though...
22:01:34  <andythenorth> I might ducktape it horribly :P
22:01:49  <planetmaker> the 32bpp sprites follow a different pattern than 8bpp templates
22:02:05  <andythenorth> that can be worked around
22:02:09  <planetmaker> but... will work out somehow
22:02:27  <andythenorth> it's quite easy to switch templates on conditions
22:02:39  <andythenorth> there's a lot of logic available via chameleon
22:02:45  <andythenorth> which is mostly good, if used right :P
22:02:51  <planetmaker> :)
22:03:08  <planetmaker> basically it probably needs a template which eats one file per sprite
22:03:32  <andythenorth> if there is a list of filenames, or a naming convention, it's not hard
22:03:48  <andythenorth> make a 32bpp version of this or such
22:04:01  <andythenorth> I have no idea how 32bpp is handled yet
22:04:25  <planetmaker> judging by zbase, there'll be a naming convention. or it's easily devised
22:04:37  <andythenorth> or explicit lists can be given
22:04:40  <andythenorth> repeat over list
22:05:15  <andythenorth> k
22:05:19  <andythenorth> so bedtime for me
22:05:52  <planetmaker> for me very soon too. Sleep well, andythenorth
22:06:01  <planetmaker> and thanks for the walk-through. Much appreciated
22:06:02  <andythenorth> btw, anyone who looks at a template full of <tal:blah> is expected to think 'wtf?'
22:06:11  <andythenorth> that's standard first reaction
22:06:28  <andythenorth> but story for another day
22:06:30  <andythenorth> good night
22:06:35  *** andythenorth has left #openttdcoop.devzone
22:06:37  <planetmaker> :-)
22:10:10  <zephyris> Ammler: I am setting up my local clone of zbuild and it seems to be downloading a complete copy of the linked repos... is that right?
22:10:28  <planetmaker> yes
22:10:47  <zephyris> When I do the commit I assume it will be smart enough to not make a copy of the linked repos, but maintain the link. Is that right?
22:10:53  <planetmaker> the main repo has three sub-repos which you also pull when you pull the main repo
22:11:04  *** frosch123 has quit IRC
22:11:10  <planetmaker> on the server, yes
22:11:24  <planetmaker> I setup the repos such that it is symlins
22:11:26  <zephyris> cool
22:11:27  <planetmaker> *symlinks
22:11:49  <planetmaker> on your machine you need to setup the symlinks yourself
22:11:55  <zephyris> I'm sure when I screw it up it can all be reverted anyway :)
22:12:02  <planetmaker> :-)
22:13:55  <Ammler> zephyris: just check before commit or push, the only change in zbuild is ususally .hgsubstate
22:14:10  <planetmaker> yup
22:14:34  <Ammler> and you should work on those repos then, so when you can't symlink
22:14:47  <planetmaker> zephyris, and mind: if you commit to one of the subrepos, the main repo does not automatically update
22:14:49  <zephyris> Cool. Its good to learn how to do all this myself :)
22:15:06  <Ammler> change your workflow so your workcopy is in those repos
22:15:14  <planetmaker> so the main repo then will have the same rev as before - which requires the previous version of the subrepo
22:15:53  <Ammler> this will change when you commit
22:17:47  <zephyris> I didn't follow that...
22:21:32  <Ammler> .hgsubstate will be updated to the rev of the workcopy in the subrepos on commit
22:22:09  <Ammler> that file is important to publish the revisions of "stable" subrepos
22:22:40  <Ammler> and if you push that to the server, it will build a grf
22:23:12  <Ammler> Rubidium: and Alberth basically worked a day and build zbasebuild locally to test
22:23:41  <Ammler> if they are happy with their "daywork" they updated hgsubstate and pushed
22:24:57  <zephyris> I think that makes sense
22:25:14  <Ammler> so basically they had never failed zbuild builds :-)
22:25:15  <zephyris> Probably time to go to bed so I am more awake before I start breaking things though
22:25:53  <Ammler> I build locally zbasebuild
22:26:00  <Ammler> if it succeeds, I will push
22:26:31  <zephyris> That would be great, thanks
22:27:01  <Ammler> locally you will have nmlc cache
22:27:06  <Ammler> so building is much faster
22:27:20  <Ammler> well, might not help you
22:27:54  <Ammler> you need basically to push to see if it builds :-)
22:30:00  <zephyris> Awesome
22:30:08  <zephyris> Thanks again, and goodnight!
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22:34:00  <Brot6> zBase - Bug #4452 (New): another palette issue XAmmlerX @
23:07:06  <Rubidium> Ammler: yeah, I'd like NML to continue parsing images until it had all, even if one fails ;)
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