Log for #openttdcoop.devzone on 4th January 2015:
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10:39:49  <DevZone> Project 2ccts build #372-push: SUCCESS in 1 min 40 sec:
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14:36:01  <frosch123> V453000: Sylf: how do you upload stuff to bananas?
14:36:09  <frosch123> do you have a python installation on windows to run musa?
14:49:26  <frosch123> planetmaker: i created a jenkins job to cxfreeze musa to
14:49:55  <frosch123> the resulting exe can display the help message when run with wine, but crashes when actually trying to upload something
14:50:45  <frosch123> my windows vm otoh simply refuses to start it, telling me to reinstall the application
14:50:47  <frosch123> so no idea :/
15:15:21  <V453000> frosch123: I have musa here
15:15:39  <frosch123> native on windows?
15:15:40  <V453000> I always download the .grf to here, write changelog, and upload it
15:15:46  <V453000> what do you mean native? :D
15:15:55  <frosch123> how did you install it? :p
15:16:08  <V453000> no clue tbh
15:16:13  <V453000> dont remember
15:16:20  <Alberth> how do you run it? :)
15:17:21  <V453000> through command line
15:17:50  <frosch123> "python musa" or something?
15:18:33  <V453000> no I have it in a folder, cd there, run some upload.bat or whatnot
15:18:40  <V453000> but I probably do have python installed
15:18:59  <frosch123> ok, so the hard way :)
15:19:32  <V453000> shrug :D
15:19:33  <V453000> is fine
15:20:29  <V453000>" target="_blank"> what causes this?" target="_blank">
15:20:33  <V453000> nice, double link XD
15:20:47  <Elyon> :D
15:21:34  <V453000> I think YETI had a similar issue at some point but I cant seem to remember what was it
15:21:38  <V453000> some zextent values?
15:21:43  <V453000> or something with offsets?
15:21:56  <frosch123> is there something wrong with the image?
15:22:04  <V453000> well yeah the jagged edges
15:22:13  <V453000> shouldnt be there
15:22:16  <Elyon> it should be noted that each of those grey tiles has a rail groundsprite beneath it
15:22:25  <frosch123> those are from the baseset
15:22:27  <V453000>
15:22:29  <V453000> the sprites used
15:22:43  <frosch123> if you draw your own graphics as buildings, then they will be above
15:22:51  <V453000> right
15:22:54  <Elyon> oh interesting
15:22:59  <frosch123> for track-tiles you need to draw them as buildings anyway
15:23:02  <V453000> I wonder how yeti does it xd
15:23:16  <Elyon> so, just buildings with zextent 0 or 1?
15:23:31  <frosch123> leave zextent to the default value
15:23:37  <V453000> yeah yeti has everything as buildings
15:23:45  <V453000> and yeti does leave zextent as default. :)
15:23:48  <frosch123> oh, wait, nfo has no defaults :p
15:23:51  <Elyon> there is no default zextent value in nfo
15:23:52  <Elyon> :p
15:23:54  <Elyon> indeed
15:24:11  <V453000> O_O
15:24:13  <Elyon> nfo more like nfuntimes
15:24:14  <V453000> didnt know that XD
15:24:17  <frosch123> so, for non-track tiles: xoffset=yoffset=zoffset=0, xextent=yextent=16, zextent=50
15:24:26  <Elyon> 50?!
15:24:34  <Elyon> zomgwat
15:24:36  <V453000> XD
15:24:41  <V453000> I expected some wtf like that
15:24:48  <frosch123> for track-tiles: two bounding boxes at 0,0 and 12,0 with extent 4,16,50
15:24:50  <Elyon> I've been using 7 for cargoes
15:25:05  <frosch123> the extents are in world coordinates
15:25:07  <Elyon> okay, thanks a lot
15:25:14  <frosch123> which is 16 per tile in x/y direction
15:25:17  <frosch123> and pixels in z directions
15:25:29  <Elyon> still, 50 pixels is a tonne
15:25:34  <Elyon> but whatever works :D
15:25:51  <V453000> I never really understood how the hell zextent works tbh
15:25:52  <frosch123> the actualy zextent value does not really matter, but it should be more than your buildings are tall, or the will glitch with bridges behind the station
15:26:16  <Elyon> ohkay
15:26:21  <Elyon> will try this immediately
15:26:43  <Elyon> so, I keep the baseset groundsprite and just make stuff on top be buildings?
15:27:10  <frosch123> yes, usually stations use the default groundsprite
15:27:26  <frosch123> in particular for track-tiles it's the only way to draw proper rail tracks
15:28:49  <Elyon> mm
15:29:40  <frosch123> as in: openttd intercepts the default ground sprite, and draws the graphics from the trackset instead
15:30:49  <Elyon> won't a zoffset of 50 for a station base mess with stuff on top of this base?
15:31:14  <frosch123> zextent=50, zoffset=0
15:31:31  <frosch123> and yes, if we support bridges over stations, it should be smaller than the bridge :p
15:31:31  <Elyon> ah yes, my mistake. Question is the same, though
15:31:53  <V453000> XD glitchhell feature incoming? :P
15:31:57  <Elyon> I meant further sprites on top of the base in an adv. sprite layout
15:32:17  <Elyon> (thanks for that adv. sprite layout btw!)
15:32:27  <frosch123> anyway, the exact valued does not matter, it only needs to be roughly correct
15:32:35  <frosch123> 40 or 60 does not matter
15:32:46  <Elyon> I'll put 50 if that's the nml default
15:33:12  <frosch123> ok, if you have more than one bounding box in your layout, you need to adjust the offsets to each other
15:33:18  <Elyon> also wow it takes a while to compile already
15:33:26  <frosch123> but i would recommend against using more than 1 bounding box for non-track, and 2 for non-track tiles
15:33:31  <frosch123> use child sprites instead
15:33:37  <Elyon> and position by pixel?
15:33:45  <Elyon> but it's so /easy/ to position by bb
15:34:09  <frosch123> well, do it, if you like :)
15:34:16  <Elyon> meh whatever, I'm not writing the code anyway :D
15:34:18  <frosch123> but don't complain about incorrect sorting of sprites
15:34:25  <Elyon> s/meh //
15:37:39  <Elyon> okay that works:
15:38:05  <Elyon> now the issue is that the tile hover indicator is invisible over the tiles
15:38:30  <frosch123> that's also the case for houses :)
15:38:39  <V453000> hell yeah :)
15:38:43  <Elyon> oh. Okay... So, that's okay?
15:40:09  <frosch123> it only looks weird with those flat sprites
15:40:20  <frosch123> it's more intuitive if there is an actual house
15:40:22  <V453000> I LIKE IT :D
15:49:24  <Elyon> trick question: what if I want a zoffset of 80? :D
15:49:40  <Elyon> err 80h
15:50:11  <frosch123> you use child sprites instead :p
15:50:54  <frosch123> anyway, zoffset>16 makes little sense
15:51:43  <Elyon> true
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16:49:45  <DevZone> Project 2ccts build #373-push: SUCCESS in 1 min 34 sec:
18:40:49  <DevZone> Project road-hog build #581-nightlies: SUCCESS in 48 sec:
18:59:48  <frosch123> yay, now it works
19:00:04  <frosch123> nmlc failed as well on my vm, but it gave a more useful error message
19:00:19  <Alberth> \o/
19:00:25  <frosch123> installing the msvc runtime enviroment fixed it both
19:00:47  <Alberth> cxfreeze dependency ?
19:01:38  <frosch123> python dependency even
19:01:54  <Alberth> :O
19:02:44  <frosch123> i guess the different error message is due to python27 vs python33
19:02:53  <frosch123> the latter gives a better error :)
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21:30:07  <Elyon> hmm, I'm getting a warning on an Action1 where I'm using an extended byte for num-ent
21:30:28  <Elyon> "Found byte 1 of a 3-byte escape while reading byte 1 of a 1-byte field."
21:30:52  <Elyon> `-1 * -1 1 4 1 \b*3733` should work, yes?
21:36:13  <frosch123> looks fine to me
21:36:47  <Elyon> Action1 hates it
21:36:55  <Elyon> or grfcodec or someone
21:37:00  <Elyon> s/one/thing
21:37:20  <frosch123> yeah, looks like a nforenum bug
21:37:28  <Elyon> just changed it to `1 4 1 FF \w3733`
21:37:44  <Elyon> worked alright
21:37:49  <frosch123> well, the \b* will work, despite the warning
21:37:54  <Elyon> I can see what it was getting at
21:38:02  <Elyon> I'd rather not have the warning :p
21:38:26  <Elyon> of course I could disable it, but that might disable warnings for other places where I do want them
21:38:30  <frosch123> if(CheckLength(length,(data.ExtractByte(3)==0xFF)?6:4,INVALID_LENGTH,ACTION,1,ONE_OF,4,6))return 0; <- anyway, it's caused by the check for extended byte itself :p
21:38:41  <frosch123> also, noone implemented extended action1 into nforenum
21:38:46  <frosch123> do we care?
21:38:57  <Elyon> FF \w is fairly simple
21:39:06  <Elyon> yet takes up two bytes too many when used with values <255
21:39:29  <frosch123> better don't use zi4 sprites then :p
21:39:31  <Elyon> but in my case, 3733 > 254
21:42:08  <Elyon> what?
21:42:10  <Elyon> why not?
21:46:53  <frosch123> you were argueing about 2 bytes of a >100MB newgrf
21:48:06  <Elyon> the grf is only 1.9 MiB at the moment
21:58:51  <Rubidium> frosch123: we ought to use return(0) so nforenum can become space free
22:00:09  <frosch123> but that is two chars instead of one
22:00:36  <frosch123> there are cases of "return(uint)-4;" though
22:03:01  <Rubidium> yeah, but if it were to be space concious, the parentheses around data.ExtractByte(3)==0xFF should have been omitted
22:07:16  <Elyon> you can probably save a lot of space by obnoxious use of #define as well
22:14:43  <Rubidium> Elyon: it's more a bit of a flame-ish to the source code of nforenum that barely contains any spaces
22:15:17  <Elyon> and why is this the case?
22:15:20  <Rubidium> which makes things, just like old Latin, somewhat less readable
22:16:20  <Elyon> latin at least has spaces
22:16:36  <Supercheese> Well, modern latin
22:16:54  <frosch123> do you have a highlight on "latin"? :)
22:16:59  <Supercheese> Hah, no
22:17:10  <Supercheese> maybe is a good idea though ;)
22:17:51  <Rubidium> Elyon:
22:18:59  <Elyon> okay so nforenum is latin
22:19:09  <Elyon> somewhat legible where it not for the lack of spaces
22:20:29  <Rubidium> (the same holds for old Greek though):
22:21:20  <Rubidium> oh, and interpunction... but heh, who uses that?
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