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03:45:13 <Brot6> Redmine HG Patch Queue - Revision 126:fc2d22b14f3d: more tests and clean up (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/fc2d22b14f3d 03:45:13 <Brot6> Redmine HG Patch Queue - Revision 127:ba77bd83b909: purge deprecated patches (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/ba77bd83b909 03:45:13 <Brot6> Redmine HG Patch Queue - Revision 128:176ce4f0b252: patch for related revision of issues (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/176ce4f0b252 03:45:14 <Brot6> Redmine HG Patch Queue - Revision 129:b95063a5195e: typo in commit msg (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/b95063a5195e 04:01:00 <Brot6> Redmine HG Patch Queue - Revision 126: more tests and clean up (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/126 04:01:00 <Brot6> Redmine HG Patch Queue - Revision 127: purge deprecated patches (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/127 04:01:00 <Brot6> Redmine HG Patch Queue - Revision 128: patch for related revision of issues (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/128 04:01:00 <Brot6> Redmine HG Patch Queue - Revision 129: typo in commit msg (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/129 04:01:02 <Brot6> HEQS "Heavy Equipment" Set - Revision 371: Change: amber beacons for rail mog (andythenorth) @ http://dev.openttdcoop.org/projects/heqs/repository/revisions/371 04:01:05 <Brot6> NFORenum - Revision 406: Change: arch should depend on the building host (Ammler) @ http://dev.openttdcoop.org/projects/nforenum/repository/revisions/406 04:01:08 <Brot6> #openttdcoop - Revision 106: Feature: make script localizeable, use compiler.conf to change CONSTs (Ammler) @ http://dev.openttdcoop.org/projects/home/repository/revisions/106 04:01:12 <Brot6> GRFCodec - Revision 178: Change: arch should depend on the building host (Ammler) @ http://dev.openttdcoop.org/projects/grfcodec/repository/revisions/178 04:02:26 <Brot6> Redmine HG Patch Queue - Revision 126:fc2d22b14f3d: more tests and clean up (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/fc2d22b14f3d 04:02:26 <Brot6> Redmine HG Patch Queue - Revision 127:ba77bd83b909: purge deprecated patches (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/ba77bd83b909 04:02:26 <Brot6> Redmine HG Patch Queue - Revision 128:176ce4f0b252: patch for related revision of issues (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/176ce4f0b252 04:02:28 <Brot6> Redmine HG Patch Queue - Revision 129:b95063a5195e: typo in commit msg (Yuya Nishihara) @ http://dev.openttdcoop.org/projects/redmine-patches/repository/revisions/b95063a5195e 04:02:32 <Brot6> HEQS "Heavy Equipment" Set - Revision 371:51ae7b43e9be: Change: amber beacons for rail mog (andythenorth) @ http://dev.openttdcoop.org/projects/heqs/repository/revisions/51ae7b43e9be 04:02:36 <Brot6> NFORenum - Revision 406:57d2f7fac4bf: Change: arch should depend on the building host (Ammler) @ http://dev.openttdcoop.org/projects/nforenum/repository/revisions/57d2f7fac4bf 04:02:40 <Brot6> #openttdcoop - Revision 106:8322045683d4: Feature: make script localizeable, use compiler.conf to... (Ammler) @ http://dev.openttdcoop.org/projects/home/repository/revisions/8322045683d4 04:02:44 <Brot6> GRFCodec - Revision 178:043b8a913e09: Change: arch should depend on the building host (Ammler) @ http://dev.openttdcoop.org/projects/grfcodec/repository/revisions/043b8a913e09 05:16:21 *** Mazur_ has joined #openttdcoop.devzone 05:16:31 <Mazur_> Good morning. Just looking around for a moment. 05:17:23 *** Mazur_ has left #openttdcoop.devzone 05:59:00 <Brot6> HEQS "Heavy Equipment" Set - Feature #1131 (New): Possibly rewrite credits (andythenorth) @ http://dev.openttdcoop.org/issues/1131 05:59:00 <Brot6> FISH - Bug #908 (Closed): missing files (andythenorth) @ http://dev.openttdcoop.org/issues/908#change-2933 05:59:00 <Brot6> FISH - Bug #821 (Closed): Small Coaster - running cost is 0 (andythenorth) @ http://dev.openttdcoop.org/issues/821#change-2934 06:00:31 <Brot6> FISH - Bug #693 (Closed): warnings about unused set IDs and not reached defaults (andythenorth) @ http://dev.openttdcoop.org/issues/693#change-2935 06:11:59 <Brot6> FISH - Feature #1132 (New): River Boats need loading state graphics (andythenorth) @ http://dev.openttdcoop.org/issues/1132 06:17:13 <Brot6> FISH - Feature #1133 (New): Set capacity of large river boat to 480t? (andythenorth) @ http://dev.openttdcoop.org/issues/1133 06:17:13 <Brot6> FISH - Feature #1134 (New): Look for bounding box errors (andythenorth) @ http://dev.openttdcoop.org/issues/1134 06:19:39 <Brot6> FISH - Feature #1135 (New): Medium Mixed Hovercraft (andythenorth) @ http://dev.openttdcoop.org/issues/1135 06:19:39 <Brot6> FISH - Feature #1136 (New): Large Freight Hovercraft (andythenorth) @ http://dev.openttdcoop.org/issues/1136 06:19:39 <Brot6> FISH - Feature #1137 (New): Laker (andythenorth) @ http://dev.openttdcoop.org/issues/1137 06:21:56 <Brot6> FISH - Feature #1138 (New): Show cargos in loading graphics? (andythenorth) @ http://dev.openttdcoop.org/issues/1138 06:21:56 <Brot6> FISH - Feature #1139 (New): Fix offsets / loading sprites for Log Raft (andythenorth) @ http://dev.openttdcoop.org/issues/1139 06:21:56 <Brot6> FISH - Feature #1140 (New): Convert Utility Vessels to cpp offsets (andythenorth) @ http://dev.openttdcoop.org/issues/1140 06:24:34 <Brot6> FISH - Bug #1134 (New): Look for bounding box errors (andythenorth) @ http://dev.openttdcoop.org/issues/1134 06:24:34 <Brot6> FISH - Feature #1141 (New): More greeble on ships (andythenorth) @ http://dev.openttdcoop.org/issues/1141 06:24:34 <Brot6> FISH - Feature #1142 (New): Medium Paddle Steamer (andythenorth) @ http://dev.openttdcoop.org/issues/1142 06:26:29 <Brot6> FISH - Feature #1143 (New): Tow Boats (andythenorth) @ http://dev.openttdcoop.org/issues/1143 06:28:47 <Brot6> FISH - Feature #1144 (New): Hydrofoil (kometa) (andythenorth) @ http://dev.openttdcoop.org/issues/1144 06:28:47 <Brot6> FISH - Feature #1145 (New): Hovercraft Passenger Large (andythenorth) @ http://dev.openttdcoop.org/issues/1145 06:33:42 <Brot6> FISH - Feature #1146 (New): Steam versions of coasters, traders (andythenorth) @ http://dev.openttdcoop.org/issues/1146 06:56:42 <Brot6> FISH - Feature #1146 (New): Steam and diesel 'eras' for coasters, traders (andythenorth) @ http://dev.openttdcoop.org/issues/1146 07:22:06 <Brot6> FIRS Industry Replacement Set - Feature #1147 (New): Rejig Sheep Farm so house is not split over ... (andythenorth) @ http://dev.openttdcoop.org/issues/1147 07:31:53 <Brot6> FIRS Industry Replacement Set - Feature #818: Sandpit improvements (andythenorth) @ http://dev.openttdcoop.org/issues/818#change-2943 07:42:09 <Brot6> FIRS Industry Replacement Set - Feature #1148 (New): Noddy all-terrain vehicle (andythenorth) @ http://dev.openttdcoop.org/issues/1148 07:49:28 <Brot6> FIRS Industry Replacement Set - Feature #1149 (New): Mud-plugger off-road heavy hauler (andythenorth) @ http://dev.openttdcoop.org/issues/1149 07:58:16 *** Alberth has joined #openttdcoop.devzone 09:10:19 *** Seberoth has joined #openttdcoop.devzone 09:53:25 *** ODM has joined #openttdcoop.devzone 10:04:27 *** DJNekkid has quit IRC 10:21:11 *** DJNekkid has joined #openttdcoop.devzone 11:19:26 <Brot6> FIRS Industry Replacement Set - Feature #1149: Mud-plugger off-road heavy hauler (planetmaker) @ http://dev.openttdcoop.org/issues/1149#change-2944 11:20:50 <planetmaker> ^ andythenorth , I moved those two issues to HEQS. Seems more appropriate. Complain, if I was wrong ;-) 11:21:11 <Brot6> HEQS "Heavy Equipment" Set - Feature #1148 (New): Noddy all-terrain vehicle (andythenorth) @ http://dev.openttdcoop.org/issues/1148 11:21:11 <Brot6> HEQS "Heavy Equipment" Set - Feature #1149 (New): Mud-plugger off-road heavy hauler (andythenorth) @ http://dev.openttdcoop.org/issues/1149 11:21:11 <Brot6> HEQS "Heavy Equipment" Set - Feature #1149: Mud-plugger off-road heavy hauler (planetmaker) @ http://dev.openttdcoop.org/issues/1149#change-2944 12:41:00 *** Yexo has joined #openttdcoop.devzone 12:52:30 <Brot6> 2cc train set - Bug #1128: Rename train vehicle type (Muzzy) @ http://dev.openttdcoop.org/issues/1128#change-2947 12:52:46 *** Seberoth has quit IRC 13:15:24 *** thgergo has joined #openttdcoop.devzone 13:38:52 *** frosch123 has joined #openttdcoop.devzone 15:02:00 *** Seberoth has joined #openttdcoop.devzone 16:32:05 * andythenorth goes away to do other things 16:33:08 <Alberth> not sure how much safer it is here :p 17:15:50 <Ammler> reboot... 17:19:41 *** Terkhen has quit IRC 17:19:41 *** Brot6 has quit IRC 17:19:45 *** Ammler has quit IRC 17:19:53 *** V453000 has quit IRC 17:19:55 *** Hirundo has quit IRC 17:20:17 *** andythenorth has quit IRC 17:21:31 *** Hirundo has joined #openttdcoop.devzone 17:22:32 *** Terkhen has joined #openttdcoop.devzone 17:23:04 *** Ammler has joined #openttdcoop.devzone 17:24:01 *** V453000 has joined #openttdcoop.devzone 17:24:32 *** andythenorth has joined #openttdcoop.devzone 17:25:36 *** Brot6 has joined #openttdcoop.devzone 18:06:55 <thgergo> smatz I think maybe I have found the origin of the pillar problems 18:07:36 <thgergo> there is something undocumented thing in the bridge pillar drawing 18:11:08 <frosch123> are you talking about the problem with bridgepillars, that they can never have the correct length on all slopes? 18:12:13 <thgergo> yes 18:12:30 <thgergo> for original bridges 18:12:56 <frosch123> the problem is just that the sprites always contain two pillars, 18:13:09 <thgergo> the z coordinate is getting from various corners 18:13:11 <frosch123> so you cannot draw them correctly 18:13:17 <thgergo> such as suspension bridges 18:14:36 *** Seberoth has quit IRC 18:15:40 <thgergo> * "side" specifies the side the pillars stand on. 833 * The length of the pillars is then set to the height of the bridge over the corners of this edge. 834 * 835 * axis==AXIS_X axis==AXIS_Y 836 * side==false SW NW 837 * side==true NE SE 838 * 839 * I have no clue, why this was done this way. 840 */ 841 bool side = HASBIT(i 18:16:41 <frosch123> hmm, i guess i wrote those :p 18:16:44 <thgergo> I found this while exploring the source tunnelbridge_cmd.cpp 18:17:45 <frosch123> anyway, the main problem is, that there is no "right" 18:18:16 *** Seberoth has joined #openttdcoop.devzone 18:18:52 <thgergo> its good to know, it requests witch corner`s height information of a tile should be used. But with newgrfs, how can I set those? 18:19:00 <thgergo> Am I missing something? 18:19:30 <thgergo> Now It requests it very strange method... 18:19:44 <frosch123> yup, it is kind of random :) 18:19:51 <frosch123> but what is "right" ? 18:20:04 <thgergo> http://www.tt-forums.net/viewtopic.php?f=29&t=46303&hilit=pillar 18:20:06 <Webster> Title: Transport Tycoon Forums • View topic - Pillar height issue and solution (at www.tt-forums.net) 18:20:10 <thgergo> for example 18:20:34 <thgergo> you mean right the correct method? 18:20:56 <frosch123> thgergo: the point is, it cannot be done correct 18:21:26 <thgergo> maybe It should be an alibity to set it manually isnt it? 18:23:26 <thgergo> Anyway whats the current method to determinate the "right" corner? Or is it really random generated?:D 18:24:01 <frosch123> thgergo: the pillar sprites contain two half pillars 18:24:13 <frosch123> every tile draws draws a sprite for its pillars 18:24:24 <frosch123> thus the sprite contains a half pillar on the left, and a half pillar on the right 18:24:42 <frosch123> if there are different heights on both ends of the tile, it is always wrong on one end 18:25:04 <frosch123> some bridges have only one pillar in the sprite, instead of two half pillars 18:25:20 <thgergo> indeed. 18:25:28 <frosch123> in that case a pillar is missing on one end of the bridge 18:26:23 <thgergo> Thats why I used one pillar per tile, instead of two half 18:26:24 <frosch123> if you want to "fix" that, you need sprited containing only one pillar, and not both 18:26:57 <frosch123> that could be done similiar to the halftile foundations by only drawing a half sprite. but that would need testing as well 18:27:28 <thgergo> The problem is the determining the "right" corner is depents on very strange things... such as newgrf order, newgrf ids I dont get it. 18:28:09 <frosch123> one could make it depend on the bridgepart 18:29:04 <frosch123> i.e. the "BridgePieces" stuff 18:29:18 <thgergo> yeah 18:29:50 <thgergo> that would be an elegant solution to make it changeable... 18:31:07 <thgergo> but now I dont see any logic how this is actually calculated now... according to the tt-forums url, something is very "strange" with the current method 18:32:23 <frosch123> currently it depends on the spritenumber of the pillarsprite 18:33:20 <thgergo> hmm that could explain the things 18:33:29 <frosch123> are you using fixed actiona spritenumbers? 18:33:34 <thgergo> yes 18:33:41 <thgergo> dinamically 18:34:06 <thgergo> the sprites number can be mixed up 18:34:41 <thgergo> like reserving them in 1-2-3-4 then applying them for bridgeparts by "4-2-1-3" 18:34:50 <thgergo> with a completly different order 18:41:48 <thgergo> but this currend code doesnt even realible. Sprite id-s could be wrong, even modifying the newgrf loading order. 18:46:58 <thgergo> at the noment Industrial "Stations Reneval v0.8.0" really dont likes any bridgeset:D I-ve tested, it with other newgrfs TTRS bridges too. It screwes up those too:P 18:53:18 * planetmaker senses future work on TBRS 19:00:01 <thgergo> indeed planetmaker 19:00:03 <thgergo> :) 19:00:14 <planetmaker> :-) 19:00:34 <thgergo> HASBIT(image, 0); explains all of the strange behaviour there... 19:00:38 <planetmaker> thgergo, you may then (also) want to consider to provide rail bridges without tracks 19:00:55 <thgergo> for nutranks? 19:01:01 <planetmaker> for SwedishRail 19:01:03 <planetmaker> :-D 19:01:05 <frosch123> http://devs.openttd.org/~frosch/diffs/topic46303.diff <- makes it depend on the bridgepiece 19:01:28 <planetmaker> actually for any RailTypes newgrf 19:01:29 <frosch123> in a way, so it works for the default suspenstion bridges in 3 of 4 cases 19:02:46 <thgergo> yeah but for only suspension bridges... 19:02:59 <Brot6> 2cc train set - Bug #1128: Rename train vehicle type (planetmaker) @ http://dev.openttdcoop.org/issues/1128#change-2948 19:04:10 <planetmaker> Hm... frosch123 has a bridge a possibility to know whether it will be over-drawn by a railtypes newgrf? 19:04:30 <thgergo> planetmaker Its not related to that 19:04:44 <planetmaker> nor my question to what you talk about :-P 19:05:00 <thgergo> http://www.tt-forums.net/viewtopic.php?f=29&t=46303&hilit=pillar 19:05:01 <Webster> Title: Transport Tycoon Forums • View topic - Pillar height issue and solution (at www.tt-forums.net) 19:05:05 <thgergo> have a look at on this 19:05:12 <frosch123> planetmaker: as there is no action3 for bridges: no 19:05:14 <planetmaker> I'm fully aware that you talk about something else 19:05:24 <frosch123> the bridge cannot distinguish railtypes 19:05:36 <frosch123> so some may be normal, some new railtypes 19:05:51 <planetmaker> frosch123, so... there's no way around to providing basically sprites with underlay for bridges as I'll always have to over-draw the default tracks present there, right? 19:06:07 <planetmaker> a pity :-) 19:06:10 <frosch123> planetmaker: code NewBriidges with action3 19:06:14 <planetmaker> hehe :-) 19:06:20 <frosch123> then you can also let the grf supply custom pillar sprites 19:06:21 <thgergo> :P 19:06:23 <frosch123> with correct height 19:08:40 <planetmaker> Sounds nearly like a plan... if there weren't so many other plans... :S 19:12:46 <thgergo> planetmaker: our current problem is: HASBIT(image, 0). 19:12:46 <thgergo> It actually depends on ODD-or EVEN is the spritenumber. 19:12:46 <thgergo> so lets say TBRS pillar working with a spriteid 123. Then it will be glichy if it accidently gets an EVEN spriteid for expamle 124:( 19:13:07 <thgergo> but if I see this correct a workaround can be made within the newgrf 19:14:18 <thgergo> so if it got an EVEN spriteid, reserve a dummy sprite then the next will be obviosly ODD:D 19:15:23 *** FooBar has joined #openttdcoop.devzone 19:16:09 <FooBar> good morning/evening/afternoon/night (pick one) everyone :) 19:17:26 <andythenorth> ooh 19:17:29 <andythenorth> hi FooBar 19:17:30 <andythenorth> spooky 19:17:44 <FooBar> spooky? 19:17:53 <andythenorth> was just thinking about a FIRS feature 19:18:07 <andythenorth> I want to start a new game to test industry closure, but I'd quite like to play Arctic... 19:18:22 <andythenorth> ...and that means sorting out farm placement with respect to snowline :) 19:18:32 <FooBar> I recently played a game of FIRS from 1900 to 2030... :) 19:18:38 <andythenorth> any good? 19:18:48 <FooBar> mostly, yes 19:19:18 <andythenorth> any improvement thoughts? 19:19:20 <FooBar> unserviced industries not closing at all annoyed me a bit, but the *supplies and clustering worked surprisingly well 19:19:32 <FooBar> I just read that you did something about the closing 19:19:44 <andythenorth> I made them not close at all :) 19:19:48 <andythenorth> it's unfinished 19:20:03 <andythenorth> closing is more annoying than not closing 19:20:04 <FooBar> well yes, the not closing I noticed :P 19:20:29 * andythenorth wonders about a MP game... 19:20:41 * andythenorth has never played MP 19:20:43 <FooBar> furthermore, I missed the power plant at first, but then noticed that you actually don't need the damn thing, as its far more useful to drag coal to either the steel mill or the cement plant 19:20:52 <planetmaker> andythenorth, we just recently had it on PS... 19:20:54 <planetmaker> but yeah :-) 19:20:55 <andythenorth> the power plant is rubbish :) 19:21:10 <FooBar> so I'm largely in favour of not including that any more 19:21:20 * planetmaker likes power plants 19:21:38 <FooBar> moneymakers with coal still work beautifully 19:21:40 <andythenorth> I like them for nostalgia reasons, and if you want a realistic game. But they have no game purpose 19:21:50 <planetmaker> coal sink? 19:21:57 <andythenorth> why bother? 19:22:05 <Alberth> planetmaker just like the black hole behavior of power plants :p 19:22:11 <Alberth> *likes 19:22:14 <andythenorth> makes sense when nothing else accepts coal 19:22:22 <FooBar> you can use a steel mill as coal sink just as well, just don't use the mill for anything else 19:22:44 <planetmaker> I know 19:22:52 <planetmaker> but it's not the same ;-) 19:22:53 <FooBar> speaking about MP, I only played that a few time over LAN, never over WAN 19:23:08 <andythenorth> I never seem to have the right version of anything 19:23:10 * planetmaker only plays MP. And only via i-net 19:23:12 <FooBar> I guess I still like playing on my own too much 19:23:27 *** frosch123 has quit IRC 19:23:38 <andythenorth> shall we code something? 19:23:48 * planetmaker misses the patience to play a whole game through... time passes too fast for that 19:23:53 <FooBar> actually, I was kinda recoding the Metro Track set 19:24:02 <andythenorth> nml? 19:24:48 <FooBar> no, just NFO. The set was rather complex already and I didn't feel like wasting perfectly good NFO... 19:25:09 <planetmaker> how can it have been complex w/o railtypes? 19:25:44 <planetmaker> a bunch of actionA and that's it... 19:26:09 <planetmaker> possibly depending upon presence of some other newgrfs. 19:26:11 <FooBar> some 1600 lines of code 19:26:31 <planetmaker> honestly: what for? 19:26:55 <planetmaker> it can only be actionA 19:27:06 <planetmaker> bracketed by action7 19:27:08 <FooBar> both TTD and ogfx support for all climates and support for 3 road sets 19:27:24 <FooBar> and then some parameter stuff, but that isn't to exciting 19:29:52 <FooBar> I figured that it would cost me too much time to rewrite every action A block to NML. That probably involves a lot of copy/paste, but a simple "I keep all this and just add something" looked favourable to me... 19:30:20 <FooBar> Not that I don't like NML, but I'm a bit hesitant... 19:32:05 <andythenorth> planetmaker: could you help with an advanced varact 2 19:32:12 <Alberth> we need a NFO -> NML converter :) 19:33:02 <planetmaker> FooBar, all that in 1153 lines of NML 19:33:34 <planetmaker> probably even more than metrotracks has ;-) 19:34:34 <planetmaker> as I know of no set which has random fences ;-) 19:35:00 <FooBar> you're talking about the swedish rails? 19:35:08 <planetmaker> Not sure about left / right hand traffic level crossings with old / modern style. snowy, electric and normal rail depots 19:35:09 <planetmaker> yes 19:35:16 <FooBar> :) 19:35:45 <planetmaker> andythenorth, not sure... 19:36:03 <planetmaker> they're not my strong point in NFO... I know no variable name there :-) 19:38:16 <thgergo> FooBar: the exactly same problem with TBRS... 19:40:10 <andythenorth> bah, where did paste.openttd.org go? 19:40:17 <planetmaker> closed down. 19:40:22 <planetmaker> use pastebin.com 19:40:36 <FooBar> well, I just stick to NFO for now, regardless what planetmaker thinks :P 19:40:56 <andythenorth> planetmaker I just need to check difference between current tile height and snowline height 19:41:27 <andythenorth> the advanced varact 2 part is not hard, but I have no idea how to get the two heights 19:41:47 <planetmaker> snowline height is a global variable 19:42:16 <planetmaker> current tile height... *some* - dunno which 40+ or 60+ range 19:43:58 *** Alberth has left #openttdcoop.devzone 19:45:55 <planetmaker> andythenorth, height is accessible via var 60, industry tiles 19:49:11 <planetmaker> and global var 97 is the snowline height 19:50:27 <planetmaker> the difficulty is to extract the HH from the var60: xxxxHHxx 19:50:47 <planetmaker> which can be done by means of a shift operation \Du<< 19:51:43 <planetmaker> you probably want to shift it 16 positions 19:51:58 <planetmaker> though... I'm always confused with little and big endian. 19:52:17 <planetmaker> If I'm wrong, then you don't use the shift operator but just divide the crap (after masking) by 256 19:52:22 <planetmaker> (=FF) 19:52:32 <planetmaker> hm... no. 0x100 19:58:42 <Brot6> 2cc train set - Bug #1128: Rename train vehicle type (Muzzy) @ http://dev.openttdcoop.org/issues/1128#change-2949 20:06:22 <andythenorth> planetmaker: thanks. 20:08:38 <Brot6> 2cc train set - Bug #1128 (Rejected): Rename train vehicle type (planetmaker) @ http://dev.openttdcoop.org/issues/1128#change-2950 22:07:12 *** Seberoth has quit IRC 22:08:44 *** FooBar has quit IRC 22:11:27 *** ODM has quit IRC 23:09:02 *** Yexo has quit IRC 23:36:57 *** welshdragon has quit IRC 23:59:41 *** thgergo has quit IRC