IRC logs for #openttd on OFTC at 2014-05-07
            
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05:21:57 <supermop> hi
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06:35:24 <DanMacK> Hey all
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07:45:58 <planetmaker> moin
07:47:01 <Japa_> moin
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09:05:36 <Samu> helo
09:06:03 <Samu> where can i find r26540 again, wanted to retry save game load game
09:06:16 <Samu> for windows 64-bit
09:08:14 <V453000> ask google?
09:10:40 <planetmaker> download-trunk/r26540 ?
09:10:54 <planetmaker> but why do you delete it?
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09:13:36 <Samu> http://bugs.openttd.org/task/6002
09:18:17 <Samu> the bug isn't happening on the newer versions, so I guess it's fixed
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11:56:24 <Samu> there is a problem with an AI from content download. It keeps saying there's an update to CPU AI
11:57:03 <Samu> i download it again and again, and it always says there's an update
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13:41:22 <fjb> Moin.
13:44:46 <__ln___> guten moin
13:45:20 <Eddi|zuHause> that doesn't work
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13:45:58 <Eddi|zuHause> that's like saying "good jour"
13:46:24 <Eddi|zuHause> mixing two different languages
13:47:40 <__ln___> i think the word "two" is from norse, and "different" and "languages" are from french/latin.
13:48:44 <Eddi|zuHause> that may be true, but there are situations where loanwords or foreign words will not be (genrally) accepted
13:56:48 <Eddi|zuHause> the word "two" is most likely from anglian (danish) or saxon (low german) anyway, norse came into the english mix rather late, i presume people used numbers before that :p... in northern germany saying "zwo" instead of "zwei" is very common
13:57:41 <Eddi|zuHause> but numbers are difficult, because they are rather similar in most european languages
13:57:57 <Eddi|zuHause> it's hard to tell where it really came from
14:00:28 <__ln___> probably an ancient emperor told his scientists to invent mathematics, then waited for a few turns, and so numbers were invented.
14:05:06 <Eddi|zuHause> i haven't done that in quite a while
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17:37:13 <George> Hi
17:37:33 <George> how to check in NML are houses drawn transperent or not?
17:39:00 <planetmaker> NewGRFs don't allow to check for that, generally
17:39:24 <planetmaker> Transparency means that the building sprite is palette-converted to transparent. Invisible means they're not drawn
17:40:28 <planetmaker> That's also a thing which cannot be added to checked for. Such check would destroy (desync) multiplayer immediately
17:43:49 <planetmaker> the sprite layout block knows also the property always_draw: 1 or 0. Those buildings sprites with always_draw: 1 will be drawn in invisible mode, too.
17:43:53 <planetmaker> see also http://newgrf-specs.tt-wiki.net/wiki/NML:Spritelayout
17:46:02 <DorpsGek> Commit by translators :: r26569 /trunk/src/lang (8 files) (2014-05-07 17:45:48 UTC)
17:46:03 <DorpsGek> -Update from WebTranslator v3.0:
17:46:04 <DorpsGek> english_AU - 1 changes by mrtux
17:46:05 <DorpsGek> english_US - 1 changes by Supercheese
17:46:06 <DorpsGek> french - 57 changes by glx
17:46:07 <DorpsGek> german - 5 changes by planetmaker
17:46:08 <DorpsGek> korean - 1 changes by telk5093
17:46:09 <DorpsGek> lithuanian - 3 changes by
17:46:10 <DorpsGek> luxembourgish - 51 changes by Phreeze
17:46:11 <DorpsGek> russian - 1 changes by KorneySan
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17:49:01 <George> planetmaker: I want a sprite that is drawn only when a building is transparent
17:49:10 <George> how to do that?
17:49:13 <planetmaker> won't happen
17:49:19 <planetmaker> you don't do that
17:49:28 <DorpsGek> Commit by rubidium :: r26570 trunk/src/lang/russian.txt (2014-05-07 17:49:22 UTC)
17:49:29 <DorpsGek> -Fix: WT3 validation issue
17:49:55 <planetmaker> Generally: do not worry *at all* about transparent mode - it's nothing for a NewGRF author to mind
17:49:56 <frosch123> George: you draw the sprite below another one
17:50:07 <frosch123> set the sprite to not be affected by transparancy
17:50:16 <frosch123> while the other remains affected
17:50:20 <planetmaker> What you should think a bit about is the invisible mode as you need to decide which ones should still be drawn
17:50:28 <planetmaker> Mind that it's used to avoid blocking views
17:51:17 <planetmaker> thus a skyscraper set to always_draw would be abusing the always_draw system, breaking the usability
17:52:02 <planetmaker> generally I draw the terrain ground sprite and the house outline ground sprite
17:52:10 <George> spritelayout Statue_of_Lenin_layout {
17:52:10 <George> ground {
17:52:10 <George> sprite: (terrain_type == TILETYPE_SNOW ? Statue_of_Lenin_ground_snowed_sprite : Statue_of_Lenin_ground_sprite);
17:52:10 <George> }
17:52:10 <George> childsprite {
17:52:11 <George> sprite: ground_sign_tourists_sprite;
17:52:11 <George> always_draw: 1;
17:52:13 <George> }
17:52:13 <George> childsprite {
17:52:15 <George> sprite: (terrain_type == TILETYPE_SNOW ? Statue_of_Lenin_ground_snowed_sprite : Statue_of_Lenin_ground_sprite);
17:52:15 <George> always_draw: 0;
17:52:17 <George> }
17:52:26 <George> Did I understand you right?
17:53:18 <George> the sign would be visible in transperent mode only
17:54:21 <planetmaker> yeah, like that
17:54:46 <planetmaker> though I'd do it different then
17:54:54 <George> how?
17:54:58 <planetmaker> first groundsprite is the groundsprite with the sign
17:55:15 <planetmaker> and then the building sprite including the ground (again), overdrawing the sign again
17:55:41 <planetmaker> thus declare it part of the building itself. But that's just semantics and personal preference
17:55:47 <planetmaker> not better, not worse
17:56:01 <George> the sign does not cover 100% of a ground area
17:57:01 <planetmaker> well, thus making the ground again part of the building, too
17:57:06 <planetmaker> but as said, doesn't matter
17:57:48 <planetmaker> George, and re http://users.informatik.uni-halle.de/~krause/var4X_weight.patch (FS#6004): dunno what others think of it
17:58:16 <George> ask them&?
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18:07:31 <Wolf01> hello o/
18:12:02 <George> planetmaker: this line forces nmlc error sprite: (terrain_type == TILETYPE_SNOW ? Statue_of_Lenin_ground_snowed_sprite : Statue_of_Lenin_ground_sprite);
18:12:19 <George> all parts should be integer
18:14:33 <Alberth> hello Sir W
18:15:03 <George> how to make the right check in sprite layout?
18:15:03 <planetmaker> sprite: statue_snow.png
18:15:03 <planetmaker> hide_sprite: terrain == TILE_TYPE_SNOW
18:15:03 <planetmaker> } { ... (other conditions)
18:15:03 <planetmaker> mind that TILE_TYPE_SNOW is the same as desert
18:15:03 <planetmaker> so check for climate, too
18:16:45 <George> is there a variable for current climate?
18:16:46 <George> climate=CLIMATE_ARCTIC ?
18:17:40 <planetmaker> yeah
18:30:18 <George> http://paste.openttdcoop.org/show/3301/
18:30:25 <George> this is what I got
18:30:37 <George> Do I understand you right
18:33:13 <planetmaker> looks good to me
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18:35:19 <George> not in game
18:35:25 <George> have to look more
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18:35:31 <George> now I have to go
18:35:37 <George> thank for help
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19:43:53 <George> how to get cargo_type if you know cargo_id (cargo classes) only?
19:44:16 <George> It's a house cargo_production CB. (cargo_type * 256) + amount
19:44:49 <George> can I write something like return (TOUR * 256) + 1 ?
19:48:41 <frosch123> i think so
19:49:56 <George> BTW, does 0x20FF in Called multiple times until 0x20FF is returned. have some name, like CB_RESULT_NOPRODUCTION or something like that?
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20:09:54 <frosch123> planetmaker: any suggestion for a name? CB_RESULT_HOUSE_NO_MORE_PRODUCTION or CB_RESULT_HOUSE_NO_MORE_CARGOS ?
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21:34:30 <planetmaker> frosch123, which CB / CB-result?
21:35:11 <frosch123> cargo_production
21:35:23 <frosch123> https://newgrf-specs.tt-wiki.net/wiki/NML:Houses#House_callbacks
21:35:50 <frosch123> it should be similar to CB_RESULT_NO_MORE_ARTICULATED_PARTS
21:36:10 <frosch123> and similar to the industry cb results, which all go like CB_RESULT_IND_xxx
21:36:19 <planetmaker> ah, indeed that should get a value. CB_RESULT_HOUSE_NO_MORE_PRODUCTION sounds good
21:37:06 <planetmaker> but the other suggestion is just as fine... don't know. NO_PRODUCTION reflects better the callback name
21:37:30 <planetmaker> CB_RESULT_HOUSE_NO_CARGO_PRODUCTION?
21:37:56 <frosch123> yup, i am going for that
21:38:23 <frosch123> err, i mean: i am going for CB_RESULT_HOUSE_NO_MORE_PRODUCTION
21:38:42 <frosch123> it is not about no production, but like the artic callback about ending the loop
21:38:43 <planetmaker> ok :)
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21:54:57 <DanMacK> @seen andythenorth
21:54:57 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 1 day, 0 hours, 7 minutes, and 41 seconds ago: <andythenorth> bye
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22:00:46 <Wolf01> 'night
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22:01:40 <Samu> doing pointless stuff again: http://imgur.com/xEXYScH
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22:07:15 <Samu> i dont even know if this would work with the proper signals
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22:33:22 <frosch123> night
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