Log for #openttdcoop.devzone on 8th November 2014:
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08:05:34  <DevZone> Project opengfx-mars build #177: FAILURE in 21 sec:
08:18:02  <DevZone> Project opengfx-mars build #178: STILL FAILING in 9.4 sec:
08:37:56  <DevZone> Yippee, build fixed!
08:37:57  <DevZone> Project opengfx-mars build #179-push: FIXED in 2 min 58 sec:
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11:36:20  <DevZone> Project opengfx-mars build #180-push: SUCCESS in 2 min 52 sec:
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12:58:26  <DevZone> Project xussrset - Trains from Russia build #535-push: SUCCESS in 3 min 49 sec:
13:00:29  <DevZone> Project World Airliner Set build #581-push: SUCCESS in 3 min 28 sec:
13:14:35  <DevZone> Project make-nml build #63-push: SUCCESS in 27 sec:
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13:35:32  <planetmaker> hm... if I now start using the ANIM sprite property my source code will become impossible to build with older NML versions...
13:36:12  <Alberth> oh dear :)
13:36:30  <Alberth> what's the purpose of the old versions?
13:36:37  <planetmaker> no problem for NewGRFs. Just pondering whether to do that change for OpenGFX and zBase yet
13:38:49  <Alberth> what would it break?
13:39:11  <Alberth> what caused to become read-only?
13:41:03  <planetmaker> a click on the project page caused it to become read-only (aka closed). Shall I open it for you and assign you developer?
13:41:50  <planetmaker> what would break? It would break that I definitely need to release and package a new NML for a new OpenGFX version so that distros can build it
13:42:01  <planetmaker> without that change it's only a soft requirement to release new NML
13:44:10  <Alberth> nah, just wondering whether something in the project caused it to become infeasible
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13:44:35  <Alberth> I am just hacking the new game window currently, that seems enough for now :)
13:45:03  <planetmaker> no, not really. That repo and most what has been said there simply became obsolete
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13:45:13  <planetmaker> And I wanted to see what the 'close project' button does :P
13:45:25  <Alberth> it worked, obviously :p
13:46:01  <Alberth> as for breaking opengfx + zbase, just wait until a new NML should be released anyway?
13:46:35  <planetmaker> yes. When that's available, no problem. I am just hesitant to add a required extra task to releasing OpenGFX / zBase :)
13:47:46  <planetmaker> and the next NML seemingly will be 0.4.0 due to the py2to3 changes... so yes... maybe we should release that soonish?
13:47:54  <planetmaker> just so that it's off the table?
13:49:38  <Alberth> frosch123 still seems busy in NML :)
13:51:45  <planetmaker> yes... that question was for both of you :)
13:52:10  <planetmaker> anyhow, there's no big rush (yet)
13:52:23  <planetmaker> but it would be nice to release OpenGFX in December before our first beta
13:52:25  <Alberth>   what do you think of blue? :)
13:52:38  <Alberth> it's fine by me, I have no plans with NML currently
13:53:36  <planetmaker> quite an "aggressive" blue. Not sure such a dark blue is the best of contrast with texts either
13:54:04  <Alberth> well yeah, I just copied a random panel from somewhere :)
13:54:04  <planetmaker> I mean, I can read it well, not sure how well it works, if you gray-scale it
13:54:48  <planetmaker> honestly I'm not sure whether I can suggest a better colour
13:54:50  <Alberth> trying to make some room in the window, so I can add a preview-ish thingie, if it works out
13:54:59  <planetmaker> why blue and not a kind of brown like the rest?
13:55:17  <Alberth> yeah, it should become brown :)
13:55:22  <planetmaker> maybe a lighter brown?
13:55:27  <Alberth> also the hole on the left should be closed :)
13:55:42  <planetmaker> so that that part is standing out a bit. Yeah, I wondered about that hole :)
13:55:50  <planetmaker> but attributed that hole to WIP
13:56:12  <Alberth> I expected to have more buttons but it seems there will be only 2 or 3
13:56:26  <Alberth> so maybe the entire column can be removed
13:57:11  <planetmaker> NewGRFs
13:57:27  <Alberth> good point
13:57:44  <Alberth> GSes too I guess
13:57:44  <planetmaker> and then AI
13:57:45  <planetmaker> and GS
13:57:47  <planetmaker> yeah
13:58:12  <planetmaker> IMHO it would make sense to give both, AI and GS a separate tab in that window
13:58:25  <Alberth> very much :)
13:58:29  <planetmaker> currently I have the feeling that GS is easily overlooked
14:01:21  <Alberth> not sure I want to do that now though
14:01:31  <frosch123> Alberth: what i really would like to see, but haven't completely thought through: removal of the settings which only affect new games from the intro screen and moving them to the worldgen / start server
14:01:51  <Alberth> +1
14:01:57  <planetmaker> intro screen = game options?
14:02:06  <frosch123> i.e. only offer "client settings" in the intro gui, but move "gameplay", "company", "newgrf", "script" to worldgen
14:02:31  <planetmaker> oh
14:02:58  <planetmaker> ah, yes. So settings also goes to world gen
14:03:04  <frosch123> it should make it more obvious what settings take effect when
14:03:25  <planetmaker> yes
14:04:30  <frosch123> the next thought in that line was: if the settings tree is accessible from the mapgen window, it would make sense to reduce the mapgen window to a bare minimum of settings, and redirect the rest to the detailed tree
14:05:23  <frosch123> along with the preview idea that would be: only put stuff that affects the preview into the mapgen window
14:05:37  <frosch123> though i am not sure how contradicting that is :p
14:10:12  <frosch123> bbl
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14:23:21  <DevZone> Project World Airliner Set build #582-push: SUCCESS in 3 min 10 sec:
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14:55:54  <DevZone> Project World Airliner Set build #583-push: SUCCESS in 3 min 9 sec:
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16:52:31  <DevZone> Project xussrset - Trains from Russia build #536-push: SUCCESS in 5 min 1 sec:
16:57:51  <DevZone> Project FIRS Industry Replacement Set build #192-push: SUCCESS in 5 min 19 sec:
17:02:53  <DevZone> Project World Airliner Set build #584-push: SUCCESS in 4 min 41 sec:
17:03:21  <DevZone> Project ecs build #72-push: SUCCESS in 27 sec:
17:09:23  <DevZone> Project opengfx-mars build #181-push: FAILURE in 54 sec:
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17:15:04  <krinn> ok same question (lool with the same guys) : hi guys, is bad. anyone wishing put hands in grease to apply one for me?
17:15:55  <Alberth> I already highlighted planet maker in the other channel, so I won't do that again
17:17:04  <krinn> it's ok the non https trick is working
17:17:40  <krinn> let p*lanetmaker sleep well (the * is there to not wake him)
17:18:09  <Alberth> too late, I already highlighted him :)
17:18:30  <Alberth> that's the advantage of asking here, less chance an admin misses your question
17:46:22  <planetmaker> frosch123, keys are less automatic, but rather give permission to commit to every repo :S
17:47:17  * Alberth wonders about read-only repos :p
17:47:33  <planetmaker> would also work to commit via ssh
17:48:08  <planetmaker> and hey, I wasn't sleeping. I was fighting Wesnoth's orcs ;)
17:48:45  <Alberth> winning?
17:50:46  <planetmaker> yeah, just won the 3rd scenario, then saw the highlights here :D
17:51:11  <planetmaker> but I'm playing on easy mode. Need to get into it again and get a feeling for how it goes
17:57:35  <planetmaker> <-- I've some rudimentary description how DevZone is organized here. But doesn't exactly explain the workflow
17:58:34  <planetmaker> ^@ frosch123
17:58:45  <planetmaker> I guess I could expand that description a bit
17:59:18  <planetmaker> alternatively... hm
18:00:17  <Alberth> I should perhaps try that game too
18:06:05  <planetmaker> it's excellent turn-based combat. With nice scenarios and an army development thing as in that you can carry over your trained units from one scenario to the next within a campaign
18:08:57  <Alberth>  old window (top) and current state (bottom 3), the green "generate" button is still temporary
18:09:04  <Alberth> a bit too empty all
18:09:15  <Alberth> and not as small as I hoped
18:10:48  <Alberth> snowline doesn't need to be in the create land tab, then I can drop climate selection too, and balance gets a lot better
18:11:39  <planetmaker> I like what I see
18:12:13  <planetmaker> I don't understand what you just said wrt snowline though
18:12:49  <Alberth> snowline is climate dependent, so it needs to go after climate selection
18:13:02  <Alberth> that's why the first tab exists
18:13:46  <Alberth> hmm, a preview would need snow of course :(
18:13:59  <Alberth> I want to have a preview after the second tab
18:14:18  <Alberth> so you can go back to the parameters, tune, and try again
18:14:25  <planetmaker> :)
18:15:35  <planetmaker> you could rewrite / make the generation more separated: first heightmap, then sea height + snow height / desert ,... but probably not worth it. Not sure
18:15:42  <planetmaker> also way more work
18:15:51  <planetmaker> and probably too much for one step
18:16:35  <Alberth> maybe move sea level and snowline to the preview?
18:16:59  <Alberth> also, can we have rivers in loaded height maps?
18:17:01  <frosch123> Alberth: people said width of windows should be more than height, since that works with modern displays. so adding a preview of same size as the current window on the right should be fine
18:18:09  <Alberth> sure, but I am still struggling with the balance on the current windows :)
18:18:26  <frosch123> you mean the amount of stuff in the tabs?
18:18:39  <Alberth> yeah, the 3rd one is very empty
18:18:48  <Alberth> and the 1st one too, somewhat
18:19:03  <frosch123> well, honestly i wondered whether we should get rid of those climate icons :p
18:19:15  <frosch123> though that may be heresy
18:19:26  <Alberth> while the only reason the 1st one exists is because you need a climate for the snow
18:19:31  <planetmaker> maybe. I had a similar thought
18:19:40  <Alberth> (or are there other reasons?)
18:19:50  <planetmaker> climate buttons, not climates :)
18:20:08  <planetmaker> Alberth, or it could be one button with different images shown depending on selection
18:20:27  <Alberth> hit 3 times to get sub-arctic :p
18:20:31  <frosch123> Alberth: some things do not belong on the second page
18:20:36  <planetmaker> :)
18:20:40  <frosch123> stuff like rivers and snowline also apply to heightmaps
18:20:45  <frosch123> so, they should be on third
18:20:57  <Alberth> frosch123: yeah, I wondered about that
18:21:06  <frosch123> hmm, max map height is tricky though
18:21:06  <Alberth> I was thinking to move them to the preview
18:21:35  <Alberth> oh, loading also does heightmap magic I guess :p
18:21:41  <Alberth> *height
18:21:43  <frosch123> i am not sure whether a preview would feature rivers
18:22:02  <frosch123> rivers take long to generate and are complicated to separate from the code
18:22:12  <frosch123> so i would think the preview would only feature height, water and snow
18:22:43  <Alberth> ok, it's easy to move it :)
18:23:13  <frosch123> the climate is the really tricky one
18:23:25  <frosch123> it also affects the land generation (sadly)
18:23:44  <Alberth> I have not much problems with it being first
18:23:44  <frosch123> so it needs to be selected first, which makes it weird
18:24:01  <Alberth> most users will select that first anyway, and not change it later
18:24:50  <Alberth> and if the window gets a bit less high, it looks quite nice to me
18:25:27  <planetmaker> frosch123, I personally think that the climate needs not affect land generation
18:25:44  <planetmaker> thus that is a linkage which imho could be lifted
18:25:50  <Alberth> it does, temperate flat  != sub-tropic flat
18:25:52  <frosch123> maybe we should get rid of the original mapgen
18:26:01  <planetmaker> that, too
18:26:43  <frosch123> if the climate does not affect the mapgen, we could move it to the deco page
18:27:19  <michi_cc> TGP is not very good for tropic though, it somehow misses the point of that climate :p
18:40:38  <DevZone> Project road-hog build #469-nightlies: SUCCESS in 37 sec:
19:27:17  <DevZone> Project World Airliner Set build #585-push: SUCCESS in 3 min 26 sec:
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21:38:19  <DevZone> Project xussrset - Trains from Russia build #537-push: SUCCESS in 5 min 3 sec:
21:39:18  <DevZone> Project NML for CETS build #10-push: STILL FAILING in 52 sec:
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22:04:21  <DevZone> Project yeti build #101-push: SUCCESS in 5 hr 16 min:
22:08:43  <DevZone> Project xussrset - Trains from Russia build #538-push: SUCCESS in 4 min 23 sec:
22:16:17  <DevZone> Project Central European Trainset build #26-push: FAILURE in 41 sec:
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23:35:18  <DevZone> Project opengfx-mars build #182-push: STILL FAILING in 48 sec:

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