IRC logs for #openttd on OFTC at 2007-08-22
⏴ go to previous day
00:01:01 <Bjarni> anyway I need to get some sleep
00:04:17 *** Phazorx is now known as PhazorxC22
00:07:52 <svip> glx: Error: Insufficient meta-data.
00:10:18 <DaleStan> svip: pastebin the NFO. And there should be a sprite number there.
00:15:04 <DaleStan> svip: Your paste is missing the first two lines. If that's not just an artifact, grfcodec's trying to parse the NFO as version 1, which had a different real-sprite format.
00:16:31 <svip> Cannot read truecolour PCX files!
00:19:04 <DaleStan> Don't write truecolor PCX files. Grab the palette from a grfcodec-generated PCX file (usually, generated with -p 2), and apply it to your PCX file.
00:28:43 <svip> Thanks for the help, DaleStan.
00:28:47 <svip> But I will go to bed now.
00:34:32 <Belugas> those overrides are driving me nuts
00:52:40 <CIA-2> OpenTTD: belugas * r10961 /trunk/src/ (industry.h table/build_industry.h):
00:52:40 <CIA-2> OpenTTD: -Codechange: Flag default substitutes of industry/tiles with a value that cannot be legal.
00:52:40 <CIA-2> OpenTTD: This avoids the forest of coal mine error in the futur
00:59:58 <CIA-2> OpenTTD: belugas * r10962 /trunk/src/industry_cmd.cpp: -Codechange: protect yourself against an illicit substitution
01:16:22 <CIA-2> OpenTTD: belugas * r10963 /trunk/src/ (industry.h industry_cmd.cpp newgrf_industries.cpp):
01:16:22 <CIA-2> OpenTTD: -Revert(10700): Although the idea was good, it was more prone of errors than usefull.
01:16:22 <CIA-2> OpenTTD: So now, it will be better to jump to the overriden tile when it is been marked as an override
01:16:47 <Belugas> i never though i would revert some stuff myself :S
01:17:04 <Belugas> but hey... that's the price to pay when working directly in trunk !
01:18:23 <Greyscale> Where do I get the server for 0.5.2?
01:21:38 <Belugas> have you checked on www.openttd.org?
01:22:05 <Greyscale> I can't find where to get the server
01:22:11 *** Diabolic-Angel has quit IRC
01:22:19 <Greyscale> Found the nightly server though
01:28:18 <Belugas> i don't now much about servers, to be honest
01:29:00 <Belugas> ho wait... are you talking about the dedicated server?
01:30:39 <Belugas> you'll have to wait for Rubidium, glx (maybe) and TrueBrain to come around.
01:30:57 *** Eddi|zuHause2 has joined #openttd
01:31:03 <Greyscale> Aren't all the server versions kept in the same place?
01:31:35 <glx> a non server version can be started as dedicated
01:31:49 <glx> but you may need a lot of unneed libs
01:32:12 <glx> if you want a dedicated only version you must compile it yourself
01:32:14 <Greyscale> it doesn't have X, for one
01:32:50 <glx> you need at least zlib devel
01:35:49 <glx> you then have a dedicated build
01:37:33 <Belugas> thanks for clarification, glx :)
01:40:37 *** Greyscale_ has joined #openttd
01:48:49 <nckomodo> I've been trying to make a lua script that gets the basic server info to no avail because I have no idea what the hell I'm doing with UDP sockets and I'm trying to work off of a PHP script, and I dont know PHP. I spat "0" at the server and it spat "j" back at me
02:14:02 * Sacro charges manveru $5 "hmm" tax
02:15:47 <Greyscale_> will the source compile on PPC
02:16:44 <Greyscale_> I was mostly asking incase there was some i386 hackery going on in it
02:17:03 <Sacro> glx: what about middle endian?
02:38:55 <Greyscale_> hey, anyone got a openttd.cfg I can see?
03:00:30 *** Tino|Home has joined #openttd
05:10:55 <peter1138> _price.build_railvehicle * rvi->base_cost / 256
05:11:20 <peter1138> should now work as they are 64 bit variables
05:16:29 <Noldo> how would you write SetDParam(4, rvi->running_cost_base * _price.running_rail[rvi->running_cost_class] >> 8 << multihead); this without bitshifts
06:29:05 *** ThePizzaKing has joined #openttd
06:30:30 *** Vikthor has joined #openttd
06:39:47 *** Dephenom has joined #openttd
06:52:28 *** Alltaken has joined #openttd
07:01:10 *** marc-andre has joined #openttd
07:08:56 *** ChanServ sets mode: +o Bjarni
07:23:44 *** Dark_Link^sleep is now known as Dark_Link^
07:32:56 <Eddi|zuHause2> ln-: is that supposed to be funny?
07:38:59 <Bjarni> there is a timing issue in the logs
07:39:03 <Bjarni> 10:37:10 <@Bjarni> !logs
07:39:12 <Bjarni> SpComb can tell the future o_O
07:40:49 *** Dark_Link^ is now known as Dark_Link^ute
07:43:01 <ln-> Eddi|zuHause2: no, just odd.
07:45:49 <Noldo> " 1037 10 <@Bjarni> !logs"
07:47:25 <Noldo> what was your timestamp?
07:51:04 <ln-> that's one hour in the past
07:51:19 *** PhazorxC22 is now known as Phazorx
07:52:53 <Bjarni> I hate time travelling and temporal anomalies
08:02:34 *** mikk36[EST] has joined #openttd
08:03:49 <Eddi|zuHause2> they are fun, you just know how to (ab)use them :p
08:04:31 <Eddi|zuHause2> maybe you ought to watch Primeval :)
08:24:58 *** Acido`zik has joined #openttd
08:47:20 *** Maedhros has joined #openttd
08:52:47 <Syphic> got a question for someone about the servers
08:53:02 <Syphic> Why do the games end only after an hour/
08:59:31 <Syphic> I was playing in multiplayer and the game just stopped
08:59:38 <Syphic> and it seems it reset just after 3 hours
09:00:00 <hylje> we dont know about how and why people run their servers
09:00:19 <Syphic> ah... well what is the best way to find a server that has a long lasting game
09:09:18 *** TinoM|Mobil has joined #openttd
09:57:46 <TrueBrain> wtf? you are crazy!
10:13:29 <valhallasw> 4 uur cup a sjoep? :+
10:15:34 <Bjarni> <ln-> danish? <--- you have been contaminated with Sacronish and can't tell Dutch from Danish
10:15:49 <Bjarni> we better terminate you right away before it spreads even further
10:16:08 *** Ammller has joined #openttd
10:16:48 <Eddi|zuHause2> i don't understand what is so difficult with telling cheese from cookies... :p
10:17:31 <Bjarni> cheese smells horribly and cookies don't
10:17:51 *** ChanServ sets mode: +v tokai
10:19:23 <Bjarni> before you guys spoil my appetite :s
10:19:52 <valhallasw> you don't like danablu? :P
10:20:22 <Eddi|zuHause2> you mean i shouldn't link you to goatse? :p
10:32:34 *** Deathmaker has joined #openttd
10:41:13 <Bjarni> good thing I left before you made relies like that
10:58:25 *** Progman has joined #openttd
11:26:51 *** Wezz6400 has joined #openttd
11:57:51 <Ammller> I'm looking for Infos why 0.5.3 isn't going to be final. (not able to search for 0.5.3 on the forum)
12:03:01 <Bjarni> I will give you a hint: read the svn log for the 0.5 branch and see what happened since last RC
12:05:11 <Ammller> ok, thx, just wondering why it takes so long...
12:05:29 <Bjarni> I think it's a severe case of real life
12:06:16 <Ammller> a "spcial" devoper needed to make it final :)
12:06:56 <Bjarni> what do you mean by "spcial" "+e"?
12:07:06 <Bjarni> mentally "special" or ? :p
12:07:26 <svip> +e usually indicates that the user missed an e in the previous line,
12:07:45 <Ammller> yep, a absent developer to make it final
12:08:09 <Ammller> because you say its problem of real live
12:08:29 <peter1138> that's it. absent developers are... absent
12:08:41 <Bjarni> yeah what peter1138 said
12:09:38 <Ammller> Hmm, you should look to be independent
12:10:11 <Maedhros> independent from whom?
12:10:40 <Ammller> but YOU should know :)
12:11:11 *** Eddi|zuHause has joined #openttd
12:11:30 * Bjarni decides to be independent from himself
12:11:39 <Bjarni> kind of like an out of body experience
12:11:47 <peter1138> maybe it means we should remove all dependencies
12:11:58 <peter1138> let's access video memory directly ;D
12:12:30 <Bjarni> but I think that would delay next release and he started complaining that it takes too long
12:14:26 <Ammller> Bjarni: I didn't complaining
12:15:22 <svip> Let's see if this works.
12:16:36 *** Eddi|zuHause has joined #openttd
12:17:08 <svip> I am attempting to import my grf file through the gfxinit.cpp file.
12:19:44 <Bjarni> that should be interesting >:)
12:28:11 <svip> openttd: /home/svip/workspace/OpenTTD/home/svip/openttd-dev/trunk/src/gfxinit.cpp:387: void LoadSpriteTables(): Assertion `load_index == SPR_INNER_HIGHLIGHT_BASE' failed.
12:29:23 <glx> SPR_INNER_HIGHLIGHT_BASE is probably wrong
12:35:00 <glx> + SPR_INNER_HIGHLIGHT_BASE = SPR_FLAGS_BASE + 20,
12:35:49 <glx> so it fails for a good reason :)
12:37:09 *** Diabolic-Angel has joined #openttd
12:40:58 *** Eddi|zuHause has joined #openttd
12:46:35 <svip> Now I have the sprites loaded.
12:46:39 <svip> Now how do I use them. :P
12:47:51 <glx> like you used the normal highlight ones
12:48:05 *** Eddi|zuHause has joined #openttd
12:48:15 <svip> I used a variable for that.
12:49:03 <glx> just use SPR_INNER_HIGHLIGHT_BASE instead SPR_SELECT_TILE
12:50:31 <svip> As in not precisely on tile.
12:51:01 <glx> wrong offset in your grf I guess
12:51:39 *** Eddi|zuHause has joined #openttd
12:52:10 <glx> the numbers after the pcx in the nfo
12:52:19 <Bjarni> now it really sounds like you included the wrong offset :p
12:54:42 <svip> :[ Also, it appear that the "sloping" compared to the usual tile select sprites is wrong
12:56:02 <svip> I inserted them in the nfo file in that order.
12:56:54 <glx> using correct position and offset?
12:56:55 *** Eddi|zuHause has joined #openttd
12:57:08 <svip> I am quite sure about the position.
12:57:38 <svip> I kept the original size of the "blue" from the original select sprites.
12:58:24 <Belugas> and the same coordinates in the nfo itself?
13:00:02 <Belugas> must be something locally
13:00:15 <svip> Perhaps you can't access sites from Canada.
13:00:19 *** Eddi|zuHause has joined #openttd
13:00:27 <Belugas> doubtfull, since i am in canada :)
13:00:54 <Belugas> but as usual, Quebec is different ;)
13:01:18 <Belugas> but i believe it is more related to the shop's policy
13:01:39 <Maedhros> svip: look at the original offsets - they're generally not 0 0, but -31 0 instead
13:01:49 <glx> svip: rename your grf and decode it (to check the positions)
13:03:56 <svip> The pcx inside the grf...
13:04:01 <svip> All my sprites are completely black.
13:06:37 <svip> Or I didn't save the pcx in the correct format.
13:06:53 <svip> i.e. the correct colour mode.
13:07:49 <svip> How many colours may the image contain?
13:09:14 <Maedhros> and you need the specific ttd palette - the colours must be in right position as well as being the right colour
13:09:49 <Maedhros> decode one of the original data files and use the palette from that ;)
13:10:04 *** Eddi|zuHause has joined #openttd
13:11:06 <svip> Now at least the colours are right.
13:17:22 *** Eddi|zuHause has joined #openttd
13:17:30 <svip> Now I just need to figure out how to do the colours, glx.
13:18:10 <svip> :/ Yeah, but I never completely understood what he meant.
13:18:20 <svip> Either he was being too technical or too vague.
13:18:45 <glx> you copy trg1r sprite 771 and place it after your sprites
13:19:07 <glx> and you adapt it to do the correct recolor
13:20:09 <svip> How do I write that sort of code?
13:20:18 <svip> Oh right, that's probably what he said.
13:22:35 <svip> I am a bit confused about the "ðððïïï" part of the code, glx.
13:22:56 <glx> well grfcodec though it was a string :)
13:24:19 <svip> :[ But, mr glx, how does I write in this sort of code?
13:24:26 <svip> I see a lot of 00's and F0's.
13:24:28 <glx> replace them with F0 F0 F0 EF EF EF and remove the quotes
13:25:03 *** stillunk1own has joined #openttd
13:25:20 <svip> Is it a pixel map or a colour map?
13:25:37 <Maedhros> svip: decode it with -t (or something) so grfcodec won't put things in quotes
13:29:11 <svip> :[ I still am a bit confused about how I write it.
13:31:10 <svip> :/ I'll have to go for now.
13:46:20 *** Vikthor has joined #openttd
14:12:38 *** ITSBTH|mIRCSTILLSUCKS^Hiding has joined #openttd
14:13:42 *** thgergo has joined #openttd
14:16:32 *** ITSBTH|mIRCSTILLSUCKS^Hiding is now known as ITSBTH
14:22:38 *** Eddi|zuHause has joined #openttd
14:26:24 *** Eddi|zuHause has joined #openttd
14:52:39 *** ITSBTH|mIRCSTILLSUCKS^Hiding has joined #openttd
14:55:06 *** Deathmaker has joined #openttd
15:07:16 *** Darkebie has joined #openttd
15:07:45 * svip puts Belugas in the water.
15:07:48 *** Frostregen_ has joined #openttd
15:07:55 <Belugas> a case in Delphi does not have "default" keyword as in C :S
15:08:45 *** skidd13 has joined #openttd
15:08:55 <Belugas> it has "else" for the same construction...
15:09:12 <Belugas> just that i'm doing wotk@work and work@ottd at the same time...
15:09:28 <Belugas> my mind is a bit in a flux state
15:10:14 <svip> Trying to take over the world.
15:10:23 <svip> With maple syrup and moose.
15:10:43 <Belugas> well... we do it in a pacific way :D
15:13:58 *** Frostregen_ is now known as Frostregen
15:18:47 *** nckomodo has joined #openttd
15:23:00 *** Farden123 has joined #openttd
15:27:03 *** Farden123 is now known as Farden
15:51:38 *** Nickman has joined #openttd
15:53:35 *** TinoM|Mobil has joined #openttd
16:29:23 <TrueBrain> Blue Dragon is addicting :)
16:29:47 <Wolf01> TrueBrain, did you read the topic about the fast rail toolbar?
16:30:04 <hylje> TrueBrain: enjoy your red rings of death
16:30:08 <svip> It's that Wolf01 guy again.
16:30:13 <TrueBrain> hylje: I refuse to have them
16:30:57 <Wolf01> i think that is really a good idea for the gui on pocket pc
16:31:18 <Belugas> TrueBrain, you should read that topic, you might like the idea of the menu
16:31:31 <TrueBrain> Wolf01: so create it! :)
16:31:45 <Belugas> and you will succeed :)
16:32:07 <svip> I thought for a minute you were talking about some super fast rails.
16:32:14 <svip> Where trains were literally thrown forward.
16:33:33 <svip> Wolf01, you know anything about recolour maps sprites thingoes?
16:34:14 <svip> Those in the nfo file that starts like this:
16:49:17 *** RamboRonny has joined #openttd
16:51:39 *** XeryusTC2 has joined #openttd
16:55:47 *** |Jeroen| has joined #openttd
17:02:02 *** Farden123 has joined #openttd
17:04:48 *** Farden123 is now known as Farden
17:08:23 <TrueBrain> I hate it when people talk to me :p
17:08:40 <Nickman> I have an idea, but I don't know if it's possible
17:08:47 <Nickman> for the 32bpp sprite site
17:09:40 <Nickman> When people upload their blender files, could it be possible to let a script render all the different sprites needed?
17:09:50 <TrueBrain> too much CPU power required for that
17:10:11 <Nickman> only once and could be during night time or so?
17:10:23 <TrueBrain> how long does it take on average to render one blend to PNG?
17:10:27 <hylje> include a grid client in openttd
17:10:58 <Sacro> I don't know is not a question
17:11:25 <TrueBrain> Sacro: it can be a question
17:11:33 <TrueBrain> as he doesn't know that he doesn't know
17:11:37 <TrueBrain> which in fact makes him VERY stupid
17:11:40 <TrueBrain> but that is besides the point
17:11:43 <TrueBrain> it can be a question
17:11:57 <Sacro> TrueBrain: fine, it *shouldn't* be a question
17:12:07 <Nickman> do you know how long one render takes on an average PC?
17:12:38 <Sacro> Nickman: do you know the spec of an "average pc"?
17:12:55 <Nickman> how about on a PIV or something?
17:13:03 <TrueBrain> Nickman: the second problem is: open source software to do the rendering via console
17:13:07 <peter1138> scsi0: PCI Interrupt error blah blah
17:13:10 <peter1138> doesn't look good :o
17:14:02 <Nickman> Well, if you would like the idea, I could supply you with some CPU power if needed ;) (Some dual Xeon power)
17:15:27 <Nickman> alot of possibilities to do that
17:15:48 <svip> You don't know anything about Recolour Sprites, Nickman?
17:16:12 <svip> Cause I am completely blank.
17:16:35 <svip> I am just staring at a massive number of bytes.
17:16:44 <svip> Completely unaware what to do.
17:16:59 <Nickman> do you like the idea or not TrueBrain? :)
17:17:16 <TrueBrain> Nickman: it is not me who has to like or dislike it; it has to be simple for artists
17:17:20 <TrueBrain> I truely don't care about anything else
17:17:52 <Nickman> isn't uploading a .blend file much simpler then rendering all the sprites? ;)
17:18:00 <TrueBrain> Nickman: ask them, not me
17:18:07 <TrueBrain> as I don't know what is needed to render them
17:18:15 <svip> What are you talking about?
17:18:21 <svip> The New Graphics Development?
17:19:52 <Maedhros> svip: each colour has a palette position. this position is used as an index for the recolour sprite
17:20:12 <Maedhros> svip: then the colour pointed to by the recolour sprite at that position is the colour that actually gets drawn
17:20:21 <svip> So... what if I wanted to create a red palette colour sprite?
17:20:38 <Maedhros> you need to know which colours you want to replace first
17:21:04 <Maedhros> ... which is where in the palette?
17:21:37 <glx> PALETTE_SEL_TILE_RED is sprite 772, PALETTE_SEL_TILE_BLUE 773
17:22:01 <glx> so you want something like these too recolor sprite for your recolor
17:22:20 <svip> I am looking at the 773 right now.
17:23:12 <svip> Byte 12 to 17 always seems to be set.
17:23:26 <svip> Followed by a 0F, what does those bytes mean?
17:24:19 <glx> look in the palette to see what color they are
17:25:20 <svip> They are apparently the "bluish" colour.
17:25:33 <svip> With some sort of gradient.
17:25:39 <svip> As they cover colours 131 to 133.
17:26:50 <svip> So these are the colours I want instead. Good good.
17:27:55 <glx> yes you change the "bluish" values to the colors you want
17:30:23 <svip> Dinner at this time? Shesh.
17:45:20 <svip> glx, should I add my define for it in my own header.
17:45:23 <svip> Or in the sprites header?
17:46:03 <svip> But I'd prefer to do it after the SPR_INNER_HIGHLIGHT_BASE.
17:46:16 <svip> As I can refer to it as SPR_INNER_HIGHLIGHT_BASE + 19.
17:54:38 <Wolf01> Rubidium... and when there isn't the keyboard and the toolbar is too large to fit in the screen?
17:57:28 *** Tlustoch has joined #openttd
18:00:35 <Wolf01> any suggestion of where i should place a function to call the gui when pressing the mouse button for 50 ticks?
18:04:36 <Greyscale_> is it me or is openttd server totally ignoring diff_custom
18:10:27 <svip> I'm having a problem with the town ratings.
18:10:34 <svip> They appear all to be set at 500 by default.
18:10:51 <svip> But yet when I look at the local authority window, it is possible to see towns having no opinion about me.
18:11:12 <svip> So my question is, what stores wither or not a town has an opinion about a player?
18:11:13 <Belugas> destroy some houses, like a lot :)
18:11:26 <svip> Since it is apparently not town->ratings[].
18:13:33 <svip> The town on the right hates me.
18:13:40 <svip> While the town on the left likes me.
18:14:02 <Wolf01> how slooooow the game with all that highlight
18:14:18 <svip> :/ I thought it would be slow as hell.
18:14:27 <svip> But I haven't seen an effect on performance so far.
18:14:41 <svip> But that's because I have done some testing.
18:14:51 <svip> Want me to try something wilder?
18:15:04 <Wolf01> strange, i had slowness also on 64x64 with the station catchement areas highlight
18:15:31 <svip> :/ Maybe my computer is awesome.
18:15:42 <Wolf01> then i decided to highlight only the tiles on the viewport
18:16:05 <svip> The tiles are only called by the function who draws the tiles.
18:16:07 <Wolf01> but i had very strnge and weird effects
18:16:09 <svip> Thus always within viewport.
18:16:29 <svip> :D It's funny though, Wolf01.
18:16:38 <Wolf01> _cursor.pos.x, _cursor.pos.y, 121, 23, <- where's the error?
18:16:40 <svip> You know the title menu?
18:16:49 *** |Jeroen| has joined #openttd
18:16:49 <Wolf01> static const WindowDesc _fast_main_gui_desc = {
18:16:50 <Wolf01> _cursor.pos.x, _cursor.pos.y, 121, 23,
18:17:00 <svip> The zoning highlight also occurs there if not turned off.
18:17:05 <Wolf01> outside the context it says nothing :P
18:17:50 <Wolf01> yes, you need to disable it where is the GAME_SOMETHING
18:18:04 *** ITSBTH|mIRCSTILLSUCKS^Hiding has quit IRC
18:18:32 <Wolf01> which indicates whether you are on game, editor or title
18:19:00 <Wolf01> follow the transparency
18:19:16 <Wolf01> i'm sure i had to do it for transparencies
18:21:21 <svip> Sure it was GAME_SOMETHING?
18:21:29 <svip> I know you don't literally mean "SOMETHING".
18:21:33 <svip> But that it starts with GAME_
18:23:00 <Wolf01> it was GM_EDITOR for sure
18:24:25 <svip> Only with the scenario editor.
18:25:41 <Wolf01> look for the game modes
18:26:13 <Wolf01> if !GM_EDITOR && !GM_MENU_OR_HOW_IT_IS_CALLED then highlight()
18:27:01 <Wolf01> or if GM_EDITOR || GM_MENU disable_highlight()
18:27:20 <svip> if(_game_menu != GM_NORMAL) return;
18:28:15 <Wolf01> _game_mode != GM_NORMAL;
18:29:10 <svip> Typos makes fools of us all.
18:29:26 *** eQualizer has joined #openttd
18:31:06 <Wolf01> i don't understand instead why the new gui won't appear near the mouse cursor
18:36:03 <Tlustoch> What is SLOPE_ELEVATED? It looks like it's not used anywhere.
18:41:34 *** raimar2 has joined #openttd
18:42:11 *** Diabolic-Angel has quit IRC
18:42:26 <Eddi|zuHause> yes, unless you set diff_level to 3
18:42:40 <Belugas> Tlustoch, landscape.cpp:132 thinks otherwise
18:42:55 <Eddi|zuHause> i should remember to check if i actually am at the bottom of the chat before replying :p
18:43:18 <Eddi|zuHause> Greyscale_: that was for you, btw.
18:43:42 <Greyscale_> Eddi|zuHause, fuck
18:44:22 <Belugas> Tlustoch, so does slope.h:32, which describe exactly whaat is SLOPE_ELEVATED
18:44:39 <Belugas> Greyscale_, watch your language, please
18:44:43 <Wolf01> there's a way to react on left click in the viewport without having something to click under the cursor?
18:45:18 <Belugas> Wolf01, you mean apart from ground tile?
18:45:28 <Eddi|zuHause> what language? i thought he wrote "oh great thanks for pointing that out" :p
18:45:57 *** stillunknown has joined #openttd
18:46:08 <Belugas> well... it could be interpreted like agressive...
18:46:42 <Belugas> i would rather see "damnd", "darn", "too bad", "grrr", ":(" and so on
18:46:45 <Eddi|zuHause> well, yes, his choice of words leaves kind of a little ambiguousity
18:46:57 <svip> Hm, Belugas, how do I read this: byte have_ratings; ??
18:47:21 <Eddi|zuHause> svip: it's a variable declaration...
18:47:24 <Wolf01> i should transform the cursor on placeproc function after 50 ticks, if no other tool is selected
18:47:25 <Belugas> immediate answer : with your eyes :D
18:49:11 <Eddi|zuHause> a variable declaration consists of two identifiers... one denotes the (hopefully existing) variable type, and the other the (hopefully not existing) new variable name...
18:49:14 <Belugas> svip, if you had use grep or any other search tool in the source code,
18:49:23 <Belugas> you would have seen that it is a bit mask,
18:49:30 <Belugas> that will ahve a bit set
18:49:48 <Belugas> otherwise, it is not set
18:50:23 <svip> But I assume more than one player can have ratings with one town?
18:50:43 <Eddi|zuHause> yes, you have 8 bits in a byte... one for each player...
18:50:59 <svip> So how do I know which bit is the _local_player?
18:51:20 <Eddi|zuHause> (1 << _local player)?
18:51:49 <Belugas> you could search the code a bit, you know...
18:51:57 <Belugas> the answers are pretty obvious
18:52:21 <svip> HASBIT(t->have_ratings, _local_player); ?
18:52:38 <Eddi|zuHause> sounds like a plan :p
18:54:52 <Tlustoch> But have you seen SLOPE_ELAVATED in the game? It's not even on tileh.png in docs.
18:55:54 <Belugas> Tlustoch, i've given you the two lines of code that uses it.
18:55:54 *** skidd13 has joined #openttd
18:56:23 <Tlustoch> When it's in the code it does not mean it has some meaning.
18:56:47 <Belugas> SLOPE_ELEVATED = SLOPE_N | SLOPE_E | SLOPE_S | SLOPE_W, ///< all corner are raised, similar to SLOPE_FLAT
18:56:55 <Belugas> quite meaningfull to me
18:57:28 <Eddi|zuHause> what are the nbsp for in there?
18:57:45 <Tlustoch> Yes, but have you actually seen this kind in the game?? I can't remember. Besides that, it's not possible to build road leading to such square.
18:59:11 <Belugas> well, if you have not seen one tile like taht, how would you build on it ?;)
18:59:21 <Belugas> the point it, you cannot build on everything
19:06:09 <Belugas> but i wonder if it is usefull to show something for the towns that do not know you
19:07:49 <Noldo> I was of the irc because the computer I irc from was in a room with 10cm of water on the floor and we decided that it's best to shut it down
19:09:03 <Eddi|zuHause> svip: the yellowish orange could use more red in it
19:09:32 <svip> Pick colours from the palette, and I can insert them.
19:09:55 <Wolf01> ah when happened to me, i put under it some plastic crates (those for the bottles for precision) and it worked also with 5 cm of water on the floor
19:10:34 <Wolf01> the problem was the storm outside... but i have an ups...
19:13:22 <Eddi|zuHause> svip: well, assuming the red colour is 184, why not use 186 for the orange?
19:13:46 <svip> True, but I thought it was "too" close.
19:15:16 <Wolf01> but at least it doesn't cycle
19:15:30 <Wolf01> because ottd is not photoshop
19:16:55 <Eddi|zuHause> and there seem to be two pixel arrows in the steep slope sprite, look at the town that hates you, there's a road from the top right to the bottom left, and left of the end of that road, there's a steep slope
19:17:15 <Eddi|zuHause> if you zoom in very far, you notice that there are transparent pixels where they shouldn't be
19:18:20 <Eddi|zuHause> s/arrows/errors/
19:18:25 <Eddi|zuHause> what a stupid mistake...
19:22:53 <glx> nice svip, it seems to work :)
19:24:00 <svip> In this picture, you can actually see all the possible colours.
19:24:09 <Eddi|zuHause> the black looks totally odd...
19:24:35 <svip> I wondering if I should move to grey.
19:25:56 <TrueBrain> Wolf01: do you mind if I take your 57.png and use it for my own testing?
19:25:57 <Belugas> do not higlight those tiles at all, in my opinion
19:26:37 <Belugas> like only those that have a meaning
19:27:06 <Wolf01> but a little help on the fast toolbar gui will be appreciated :P
19:29:43 <Eddi|zuHause> svip: is there a chance you could make this highlighting code reusable, for lets say, if you wanted to visualise a tile valuator for the noai branch?
19:32:03 <Eddi|zuHause> or for what celestar called "zones of interest", where there could be different land purchase costs, if it is in a city center
19:32:25 <svip> The code itself doesn't go through all the tiles.
19:32:28 *** Diabolic-Angel has joined #openttd
19:33:29 <Eddi|zuHause> yeah, i understand that... what i meant to say was: make it an easy way to change on what criteria a tile is highlighted in which colour...
19:34:09 <svip> struct HighlightCriteria { }
19:34:28 <Eddi|zuHause> i'm not sure if a struct is what you search for :)
19:34:59 <Eddi|zuHause> more like a virtual or templated function call
19:35:00 <svip> But a "search" function would sorta require a different function.
19:35:35 <Noldo> I'm too tired to push my patches :/
19:36:09 <Rubidium> I'm too tired to even make patches :(
19:37:13 <Eddi|zuHause> svip: i'm thinking about a line like "sprite = Evaluate(tile, evaluation_mode)"
19:37:45 <Eddi|zuHause> or "sprite = Evaluate<evaluation_mode>(tile)"
19:38:05 <Eddi|zuHause> or "sprite = evaluator.Evaluate(tile)"
19:38:29 <svip> I'm still not sure I follow.
19:40:53 <Eddi|zuHause> well, you can then have a function "Sprite Evaluate(Tile tile)" which gathers information from the tile, decides which sprite to use for the recolouring, and returns that
19:41:17 <Eddi|zuHause> the type names might be off...
19:41:22 <Eddi|zuHause> view this as pseudocode :)
19:42:18 <Ammler> svip: maybe easier would be to use your patch in the build mode, like I like to build a station and see directly where I can build it and where not
19:43:24 <svip> Eddi|zuHause gots a point.
19:45:33 <Ammler> hmm, maybe you already thought to do it this way... :)
19:45:42 <svip> Ammler; true, but as of right now, the highlight "overshadows" the select tiles of building a station for instance.
19:46:00 <svip> For that reason, I am considering creating an even "inner" highlight tile.
19:46:06 <svip> And not use the "select tile" at all.
19:50:57 <Ammler> I also would like to see a forbit terraform on tiles, where belongs to a "hat me" city.
19:51:54 <Eddi|zuHause> svip: maybe you can mess with the sprite sorting order, so the mouse-driven highlight overides the "stationary" highlight
19:53:16 <Eddi|zuHause> this brickland looks very promising :)
19:54:55 <TrueBrain> nah, it is just some testing of mine
19:55:02 <Eddi|zuHause> the red one is supposed to be rough land? you might put some smaller bricks on there...
19:55:16 <TrueBrain> the problem is if you generate this from any blender or what ever
19:55:20 <TrueBrain> it aint pixel perfect that easily
19:55:29 <TrueBrain> I now took the original graphic and painted over it
19:55:32 <TrueBrain> so it is 100% correct
19:56:34 <svip> <Ammler> I also would like to see a forbit terraform on tiles, where belongs to a "hat me" city. <<< :D "hat you too".
19:56:36 <Eddi|zuHause> oh, and Wolf01 complained that toyland skips the "low grass" stages...
19:56:48 <TrueBrain> Eddi|zuHause: toyland does a lot of nasty things :p
19:56:50 <Eddi|zuHause> even though there are sprites for it
19:59:11 <TrueBrain> hmm, 2 times 50% alpha != 100% visible :p
20:01:53 <svip> Well, I have decided, on Eddi|zuHause's suggestion to make the evaluation functions.
20:03:19 <svip> Should I create a type for that, Eddi|zuHause?
20:03:24 <svip> Like ZoningEvoluationMode
20:03:40 <Eddi|zuHause> that is totally up to you :)
20:03:56 <svip> I was just listing to suggestions.
20:04:28 <Eddi|zuHause> but an enum is most likely a sane choice
20:04:28 <svip> Also, what does enum { } do?
20:04:39 <svip> As you can see, I was gonna ask.
20:04:55 <TrueBrain> www.google.com "C++ enum"
20:05:11 <Eddi|zuHause> i am _not_ a C++ teacher :)
20:05:23 <Eddi|zuHause> i don't even know C++ that well...
20:07:25 <TrueBrain> @kick Sacro enough is enough already
20:07:25 *** Sacro was kicked by DorpsGek (enough is enough already)
20:07:44 <TrueBrain> some people really don't know when to stop...
20:07:57 <Eddi|zuHause> what exactly was wrong with my english?
20:08:14 <TrueBrain> personally, I wouldn't know
20:08:23 <TrueBrain> but Sacro became all knowing when it comes down to english
20:08:31 <TrueBrain> Sacro: really, stop trying to correct peopel ALL_THE_TIME
20:08:39 <TrueBrain> once in a while is okay, but now you are just annoying
20:09:00 * Sacro sits and fidgets over the change in tense
20:09:04 <TrueBrain> @kick hylje a warned person counts for two (bad translation from a dutch verb)
20:09:04 *** hylje was kicked by DorpsGek (a warned person counts for two (bad translation from a dutch verb))
20:10:11 <TrueBrain> sick and tired that your english seemly has to be 100% correct in this channel
20:10:32 <Eddi|zuHause> i still don't see a mistake...
20:10:52 <TrueBrain> don't let it keep you up at night :)
20:11:14 <Eddi|zuHause> i have enough things that keep me up at night already :p
20:11:49 <Eddi|zuHause> uhm... not exactly :p
20:12:22 <TrueBrain> hmm, I try to make soft-edges, but it is kind of hard
20:12:30 <Ammler> How does servers.openttd.org identify a server? (thought is network_id)
20:13:17 <Rubidium> Eddi|zuHause: I think Sacro meant you are neither an English teacher, which IMO doesn't mean you write bad/wrong English.
20:13:32 <TrueBrain> Rubidium: read the backlog
20:13:45 *** XeryusTC2 is now known as XeryusTC
20:14:40 <Rubidium> TrueBrain: I did, but Eddi|zuHause thought he made a mistake in English, which he didn't (I think)
20:15:57 <Eddi|zuHause> he did not sound like he meant the teaching...
20:16:03 <svip> How do I make it into a type?
20:16:08 <Eddi|zuHause> and i also don't think i made a mistake
20:16:09 <svip> typedef int EvaluationMode?
20:16:26 <Eddi|zuHause> svip: an enum is automatically a type
20:16:40 <Rubidium> I think Sacro deserves it to be on my ignore list too ;)
20:17:32 * Bjarni adds Sacro to his ignore list
20:17:38 *** Hendikins is now known as Hendikins|ADLMEL
20:17:40 <Sacro> Eddi|zuHause: i meant no offnce
20:17:42 <Bjarni> I don't like sad people
20:18:19 <Bjarni> btw why should we ignore Sacro (besides the fact that he appears to be sad right now)?
20:18:29 <TrueBrain> same reason we tend to ignore you :p
20:18:46 <Bjarni> he can't be that bright
20:20:02 <Bjarni> heh. Sacro is actually active
20:20:21 <Bjarni> but he claims to be bright....
20:20:33 <Sacro> i think Bjarni has me on ignore
20:21:04 * Bjarni removes Sacro from his ignore list
20:21:18 <Bjarni> it makes no sense to ignore him and then read the logs to see what he says :p
20:21:19 <Rubidium> Bjarni: "reasonably bright" == bright enough to get to a computer and connect to IRC
20:21:42 <Bjarni> he might be bright enough to do that
20:21:42 <Sacro> Rubidium: through a bouncer on my home linux server using x-chat for windows over ssh
20:21:51 <svip> trunk/src/zoning.h:15: error: `SpriteID' does not name a type
20:22:33 <Eddi|zuHause> missing include?
20:23:06 <Bjarni> what does line 15 look like?
20:23:12 <svip> SpriteID is defined in openttd.h
20:23:16 <svip> Every file refers to that one.
20:23:24 <svip> Line 15: SpriteID TileZoningEvaluation(TileIndex tile, EvaluationMode ev_mode);
20:23:31 <Eddi|zuHause> yes, but not necessarily before zoning.h
20:23:48 <Bjarni> but does zoning.h include openttd.h before line 15?
20:35:44 <TrueBrain> grr, TT tiles are just not what one expect them to be :p
20:36:26 <mikegrb> we are moving next month anybody know where to buy TT tiles for the new kitchen?
20:37:43 * Sacro needs to learn about french signalling
20:40:06 <TrueBrain> glx: what is on the links?
20:40:19 <TrueBrain> would have been fun :)
20:40:48 <Ammler> TrueBrain: will this ip:port identify expire?
20:41:19 <TrueBrain> simply because there is no need
20:41:19 <Eddi|zuHause> you mean fun like with www.penisland.net? :p
20:41:28 <TrueBrain> why you want to know Ammler?
20:41:40 <Ammler> means, I can use the link to the server detail page
20:41:52 <TrueBrain> I think I finally understand how tiles are painted in TT :)
20:41:58 <TrueBrain> I can now make grid-tiles :)
20:42:14 <Ammler> even, if I have the server down for weeks sometimes
20:42:27 <TrueBrain> Ammler: you keep the same 'id' on the MS
20:42:38 <TrueBrain> as those 'id's do not have any real value what so ever
20:45:19 <Ammler> and it will generate a new id, if you use dynIP?
20:48:34 <Ammler> dynIP? just good to know the difference, thought thats the reason of the netwok_id to support also dynIP with static server details
20:50:06 <Ammler> value in section [network]
20:50:27 <TrueBrain> that has nothing to do with server, it is a key to track clients
20:50:28 <Ammler> (no explanation in the wiki for it)
20:50:40 <TrueBrain> yeah, as it is unused :)
20:55:44 <TrueBrain> ToyLand is weird... multiple tiles are identical and still used
20:57:43 <CIA-2> OpenTTD: miham * r10964 /trunk/src/lang/ (6 files): (log message trimmed)
20:57:43 <CIA-2> OpenTTD: -Update: WebTranslator2 update to 2007-08-22 22:57:00
20:57:43 <CIA-2> OpenTTD: croatian - 9 fixed, 13 changed by knovak (22)
20:57:43 <CIA-2> OpenTTD: italian - 10 fixed by lorenzodv (10)
20:57:43 <CIA-2> OpenTTD: japanese - 5 fixed by ickoonite (5)
20:57:44 <CIA-2> OpenTTD: polish - 10 fixed, 1 changed by meush (11)
20:57:44 <CIA-2> OpenTTD: slovak - 77 changed by lengyel (77)
20:58:51 <Greyscale_> is there a default rcon password?
20:59:38 <TrueBrain> (which means: disabled)
21:04:50 <Eddi|zuHause> is that supposed to be an improvement since last time? :p
21:07:06 <TrueBrain> (and yes, I know, it aint lego :p)
21:18:16 *** glx|away has joined #openttd
21:18:16 *** ChanServ sets mode: +v glx|away
21:18:28 *** Frostregen_ has joined #openttd
21:18:51 *** [1]Mark has joined #openttd
21:19:12 *** glx is now known as Guest1596
21:19:12 *** [1]Mark is now known as Mark
21:19:12 *** glx|away is now known as glx
21:19:38 *** Frostregen_ is now known as Frostregen
21:21:18 *** Diabolic1Angel has joined #openttd
21:22:24 *** Diabolic-Angel has quit IRC
21:23:05 *** stillunknown has joined #openttd
21:24:07 *** Vikthor has joined #openttd
21:38:22 <Greyscale_> TrueBrain, what the hell is that picture?
21:40:45 <TrueBrain> Greyscale_: I am trying out 32bpp a bitr
21:40:55 <TrueBrain> the first image is 8bpp, the last 2 image are 32bpp
21:41:00 <TrueBrain> where the tiles 'merge' together
21:41:09 <TrueBrain> instead of having a hard line
21:41:20 <TrueBrain> much easier on the eye
21:41:22 <Greyscale_> first one is lego though :P
21:42:00 <Greyscale_> toyland hurts my eyes
21:42:10 <TrueBrain> brickland hurts your eyes less
21:47:36 <TrueBrain> wow, I would never have guessed!
21:54:30 <svip> Are you going to use those LEGO rail tracks?
21:54:43 <TrueBrain> currently I am just 'stealing' Wolf01's work
21:56:58 <TrueBrain> for your info, those 3 tiles took around 3 hours
21:59:25 *** alex____ has joined #openttd
22:05:22 <TrueBrain> finishing all base-tiles most likely takes a day
22:05:30 <TrueBrain> so... it might take a while, as Wolf01 says all the time :)
22:07:02 <svip> He spends too much time complaining.
22:07:18 <TrueBrain> nah, you need the break
22:09:18 <svip> Why not drink in the break.
22:12:12 <TrueBrain> now let's see if we can make going up and down as pretty as flat...
22:43:29 *** Diabolic1Angel has quit IRC
23:08:20 *** Greyscale has joined #openttd
23:10:49 *** Greyscale_ has joined #openttd
23:13:16 *** Nickman has joined #openttd
23:14:39 <TrueBrain> k, 4 tiles left for this night....
23:28:37 *** Greyscale has joined #openttd
23:39:56 <Ailure> oh yeah, almost forgot about that lego landscape
23:40:07 <Nickman> you had some fun with the lego tiles I see? :)
23:41:16 <TrueBrain> when you destroy, they color like this
23:42:08 <Nickman> are those the tiles Wolf made?
23:42:16 <TrueBrain> lightly based on it
23:42:24 <TrueBrain> very lightly in fact, I only took the round-looking-thingy
23:43:27 <Nickman> you made them youself? :)
23:43:51 <Nickman> in the mood for it? :)
23:44:46 <TrueBrain> now I need to remember some basic commands in GIMP to make my life a bit easier :p
23:44:59 <TrueBrain> like how to make a color mask
23:45:58 <Nickman> so making the renders of uploaded .blend would'nt be that hard... :)
23:46:12 <TrueBrain> so it would be best to make that also possible
23:46:58 <Nickman> I think it will be best if we have the .blend files
23:47:26 <Nickman> Because when another zoom is added perhaps, the renders could be made by the team so we won't need to contact all the artists to make them
23:47:45 <Nickman> btw, do you know how to return a pointer to something in Squirrel?
23:47:45 <TrueBrain> still I think this isn't going to work as simple as we hope for ground-tiles
23:47:56 <TrueBrain> you have to be a bit more specific
23:48:09 <TrueBrain> anyway, I am toying with brickland for the last few hours now, and any renderer will fuck it up terrible
23:48:20 <TrueBrain> as it has to be pixel perfect to avoid black lines between the tiles
23:49:05 <TrueBrain> and to make nice lines between tiles, you really have to manually correct things
23:49:22 <Nickman> so automatic rendering would be off the chart because of pixels not colourd because of the viewpoint or so?
23:49:33 <TrueBrain> it is possible for everything else
23:49:34 <Nickman> for ground tiles that is indeed true
23:49:38 <TrueBrain> busses don't have to be pixel perfect
23:49:45 <Nickman> for houses and stuff it isn't that important :)
23:49:45 <TrueBrain> as they are single objects
23:50:01 <TrueBrain> but all ground-tiles (which includes rail!) has to be pixel-perfect
23:50:05 *** Diabolic-Angel has joined #openttd
23:50:13 <TrueBrain> so I am still very unsure about all of this
23:50:31 <Nickman> I think rails should be a layer on top of the ground tiles, but that will be a BIG change I think :D
23:50:49 <TrueBrain> but the connection has to be pixel perfect too
23:51:22 <TrueBrain> so about 20% has to be done manually
23:51:27 <Nickman> but how come when you change the land tiles, the tiles underneath the rails don't change...
23:51:28 <TrueBrain> the rest can be from a .blend file
23:51:38 <TrueBrain> it depends on the rail I believe
23:52:03 <TrueBrain> takes a while for KDE to load all images :p
23:52:12 <Nickman> About the squirrel thing
23:52:22 <TrueBrain> maglev and normal rail to now have the ground-tile added
23:52:25 <Nickman> I'm building my pathfinder making it extend the AIPathfinder class
23:52:53 <Nickman> but that has to return a pointer
23:53:15 <Nickman> do I just return the object and everything will be fixed, or do i need to return something special in my Squirrel PF?
23:53:51 <TrueBrain> Squirrel can't extend the AIPathfinder class I guess
23:54:01 <TrueBrain> as C++ can't call directly to it
23:54:08 <TrueBrain> and I doubt we have wrappers covering that :)
23:54:18 <TrueBrain> the idea is that Squirrel always extends C++, but C++ never extends Squirrel
23:54:39 <TrueBrain> (mostly because of the speed issues, but also the include mess it would create)
23:54:52 <Nickman> so I can't make a pathfinder? :)
23:55:03 <TrueBrain> not in Squirrel for general usage
23:55:10 <TrueBrain> but if you did it in Squirrel, porting to C++ isn't that complicated
23:57:39 <TrueBrain> bah, I based my lego sprites on green
23:57:43 <TrueBrain> it should have been white
23:57:50 <TrueBrain> hmm, amybe I can change that easily...
23:57:58 <Nickman> I started in C++, then I went to Squirrel, now I have to go back to C++ :p
23:58:01 <TrueBrain> but that will be for tomorrow :p
23:58:07 <TrueBrain> Nickman: life is a bitch :)
23:58:14 <Nickman> with white you can just use colour overlay wright? :)
23:58:27 <TrueBrain> and yes, then color overlays are what you expect
23:58:34 <TrueBrain> now I put orange over it and I get red
23:59:40 <svip> I forgot I never fixed that.
23:59:47 <svip> trunk/src/zoning.h:13: error: `SpriteID' does not name a type
continue to next day ⏵