IRC logs for #openttd on OFTC at 2016-01-04
            
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01:18:32 <Wolf01> 'night
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12:08:44 <Wolf01> hi o/
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12:29:58 <DDR> Hiiii
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13:47:41 <__ln__> related, https://www.youtube.com/watch?v=l7mt6AKKhq4
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14:15:26 <Wolf01> eh, too bad the R-world doesn't have the vehicles never expire switch
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15:16:29 <V453000> wat
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17:31:46 <Wolf01> http://img-9gag-fun.9cache.com/photo/am98ZN4_460sv.mp4 oh f***k, oh f***k, wait...
17:36:10 <Alberth> ha :)
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17:38:10 <George> Hi
17:39:26 <_dp_> pbs in action
17:39:34 <George> Does anyone know when do NMLC generates "error nmlc ERROR: Syntax error, unexpected end-of-file" ?
17:41:01 <Alberth> quite likely when it misses some closing thing, like a } somewhere
17:41:35 <George> FAR plugin says all {} are correct
17:42:14 <Alberth> a ) then?
17:42:23 <George> Also :(
17:42:34 <Alberth> ] ?
17:42:42 <George> Also
17:43:02 <Alberth> ie some symbol that opens a new list-like scope, and needs a closing symbol at the end
17:43:04 <Wolf01> BOM?
17:43:11 <Alberth> nah
17:43:16 <George> What is BOM?
17:43:28 <Alberth> that would be a decoding error
17:44:00 <Alberth> BOM is a special sequence of characters in unicode that defines the encoding of the document
17:44:21 <Alberth> it is discouraged but some editors insert it anyway :(
17:44:45 <George> what is the hex form for BOM?
17:44:53 <Wolf01> then it might be one of the '"` and all the others i can't even type because i don't have a mac :P
17:45:15 <Alberth> https://en.wikipedia.org/wiki/Byte_order_mark
17:45:40 <Alberth> but NML handles BOM
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17:46:24 <Wolf01> good to know, i had bad times with that shit in html :|
17:46:27 <V453000> George: it happened to me when I used the sort for purchase list and it had no things inside of it
17:46:32 <V453000> I think
17:46:49 <V453000> no that was actually an internal error
17:46:54 <V453000> hm somewhere else
17:46:54 <Alberth> does FAR plugin understand comments? maybe you didn't close it?
17:47:07 <V453000> but where ._. I definitely saw end of file error before
17:47:10 <Alberth> hmm, does nml have /* */ style comment at all?
17:47:19 <V453000> yes for npp+
17:47:31 <V453000> yeah /**/
17:47:40 <Alberth> ah, so missing */ could be a problem :)
17:48:11 <Alberth> does FAR plugin understand comments of NML?
17:48:24 <Alberth> maybe it's counting ) } or ] in comments too
17:50:27 <George> What a pity NMLC does not report a string of the error
17:51:09 <V453000> paste the code and lets see
17:51:20 <V453000> Alberth: no
17:51:20 <Alberth> in case of missing */ that could be a few MB error :)
17:52:12 <Alberth> not understanding or not counting :)
17:52:15 <Alberth> ?
17:53:42 <planetmaker> hi hi
17:53:42 <George> I can't upload it to https://paste.openttdcoop.org/ - it fails (10 mb)
17:54:06 <V453000> counting
17:54:10 <V453000> XD
17:54:16 <V453000> hi pm :)
17:54:18 <Alberth> ok
17:54:23 <planetmaker> George, a text editor with appropriate highlighting could do the trick to show you where it goes wrong. There's highlighting files available for some editors
17:54:28 <planetmaker> oh, and happy new year :)
17:54:39 <Alberth> best wishes planetmaker
17:54:41 <V453000> happy new year
17:54:57 <V453000> yeah notepad++ should show that no problem
17:55:04 <George> Yes I use FAR's editor with colouring plugin
17:55:06 <planetmaker> V453000, I promised to look at some repo for you. Can you remind me which?
17:55:27 <planetmaker> George, it needs the *appropriate* colouring plug-in which understands the syntax
17:56:20 <planetmaker> other colouring plug-ins may work 90%, but fail for detection of un-terminated comments
17:56:44 <V453000> planetmaker: BRIX
17:56:52 <V453000> :)
17:58:09 <Alberth> George from the end of the file look for "*/" (ie find the last */ in your file). Note the line. Then look for "/*" from the end. The latter should be higher in the file.
17:58:50 <Alberth> gtg now
18:00:11 <George> https://dev.openttdcoop.org/documents/24
18:00:36 <George> Can it show such errors?
18:01:41 <planetmaker> http://bundles.openttdcoop.org/nml/push/LATEST/ <-- I'd use the one which comes with your (or the latest) NML version
18:01:49 <^Spike^> George what did you try to upload that big? :)
18:01:56 <planetmaker> there are xml for notepad++ and kate
18:02:13 <^Spike^> if i know what i might be able to tweak it for paste, but in general it's a paste :)
18:02:24 <George> ^Spike^: xussr set nml
18:02:53 <planetmaker> in case of doubt, use c++ syntax-highlighting, George
18:02:54 <^Spike^> hmm
18:03:23 <V453000> nice, NUTS only has 2.7MB
18:03:36 <^Spike^> i think it's the webserver limit somewhere then
18:06:16 <George> I've instlled xml from http://bundles.openttdcoop.org/nml/push/LATEST/ for notepad++ - how can I find the unexpected EOL now?
18:14:56 <^Spike^> George does it happen to give you an error perhaps when you try it?
18:15:25 <George> ^Spike^: what do you mean?
18:15:44 <^Spike^> when you try to paste the 10mb does it give an error msg or just fails?
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18:17:06 <^Spike^> i think you hit a limit :)
18:19:29 <George> 413 Request Entity Too Large nginx/1.9.0
18:19:38 <^Spike^> i shall fix nginx aswell then :)
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18:25:10 <^Spike^> George you can try again i don't give any guarantees considering i can't paste the lorem ipsum i got 139 times to get 10MB of data :)
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18:41:20 <George> strange, but this time I can't even press the paste button.
18:43:33 <planetmaker> V453000, George your repos should now be there and ready for your use
18:43:39 <V453000> =D
18:43:43 <V453000> thank you so much :)
18:43:54 <George> planetmaker: thank you
18:44:20 <V453000> I cannot check right now but I will try to push tomorrow evening
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18:44:57 <planetmaker> no rush either ;)
18:45:15 <V453000> :)
18:45:30 <V453000> not using any textures, so will push 3D sources as well this time
18:45:54 <V453000> 300MB atm ...
18:47:32 <^Spike^> planetmaker you object if i also send disk notifications to V? ;)
18:47:37 <^Spike^> to prevent yeti all over again ;)
18:48:22 <V453000> brix will not be translated
18:48:24 <V453000> solves all
18:48:26 <^Spike^> hehe
18:48:35 <^Spike^> there is 1 language... none? :)
18:48:40 <V453000> yes
18:48:45 <^Spike^> good point :)
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18:50:58 <V453000> and I will only push 3D sources with releases
18:51:06 <V453000> renders are a lot too in this case though
18:51:21 <V453000> shitload of big sprites
18:51:24 <^Spike^> as said we got checks for that, and automated cleanup by now
18:51:28 <V453000> x2 cause render & final sprites
18:53:38 <V453000> what checks btw? :)
18:53:52 <^Spike^> disk checks that you don't fill up the nfs share again :D
18:53:59 <^Spike^> aka you get e-mails! :)
18:54:00 <V453000> XD
18:54:06 <V453000> I dont want any emails
18:54:09 <^Spike^> hehe
18:54:11 <V453000> got shitload of emails already
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18:57:17 <V453000> http://www.tt-forums.net/download/file.php?id=188797 http://www.tt-forums.net/download/file.php?id=188719 <3
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19:13:37 <Alberth> the light at the edges of the track (where it changes to the grey background isn't correct, is it?
19:15:31 <Alberth> ie at the up-ramp of the yellow bridge, tracks show light is coming from the right, yet, the gravel at the right is darker than at the left
19:25:52 <V453000> I understand not :0
19:26:41 <V453000> tracks on bridges have a dark grey background
19:26:45 <V453000> but what is the issue?
19:27:04 <V453000> the dark grey background is not like grass which is much brighter
19:29:32 <V453000> the light is coming from the same angle all the time, everything you see in this picture except trees is rendered in one scene, with one - same - sun
19:36:07 <Alberth> track is under the grey stuff then?
19:36:44 <Alberth> maybe it's the uniform grey then, but the grey + gravel look flat-ish to me
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19:36:58 <Alberth> hoi, and best wishes
19:37:31 <frosch123> hola :)
19:37:48 <Alberth> tracks show sun is coming from the right
19:39:00 <Alberth> yet, the gravel at the left (which I until now assumed to be on top of the grey stuff) is lighter rather than darker, which you'd expect as its surface is away from the sun
19:39:20 <Alberth> (ie I expect it to be darker)
19:39:25 <Alberth> but it's not
19:39:48 <V453000> ahhh
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19:40:23 <V453000> the gravel is a hole in surface, not surface - on top of it gravel - on top of it sleepers and tracsk
19:40:25 <Alberth> maybe it's lack of shadow on the grey stuff at the left from the gravel or so
19:40:56 <V453000> the reason is that when you render tracks, you need to finish the edges of the sprite which should connect at Z coordinate of 0
19:41:00 <V453000> to make them connect properly
19:41:16 <V453000> of course it could be hacked but I would need more 3D models for it, which I did not feel like making yet
19:41:42 <V453000> so the easiest way to do it is to have rail tops at 0, then a hole, and the track model (gravel) end at 0 again
19:41:45 <V453000> does that make sense?
19:43:24 <Alberth> maybe I am having a hard time with the small holes then? I can see you want an non-straight edge, but holes?
19:43:38 <V453000> sure
19:43:38 <Alberth> I understand the technical reason now :)
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19:44:30 <V453000> the technical stuff could easily be fixed just by making 2 models, one for each view
19:44:42 <V453000> but ehhh, making stuff align properly is enough hell this way already
19:44:50 <peter1138> needs some ambient occlusion
19:45:25 <V453000> needs a lot of things, but yeah that could help tons
19:46:04 <V453000> at the same time though, in a lot of places there is a TON of hacks and illusions, and occlusion could actually show some XD
19:46:10 <peter1138> So has that patch for rails been tried yet? :p
19:46:19 <V453000> idk :[
19:46:45 <Alberth> maybe the edge of the hole is wrong then? http://www.tt-forums.net/download/file.php?id=188719 If you look at the down-ramp of the SW/NE tunnel, how can the NW edge be darker then the flat gravel in between the tracks?
19:47:14 <Alberth> ie tunnel left-top to bottom right
19:47:17 <andythenorth> o/
19:47:30 <Alberth> euhm, bottom left to top right, even
19:48:01 <Alberth> moin andy
19:48:18 <V453000> well the edges are different colour, the dark/bright you mean has nothing to do with shading probably
19:48:55 <V453000> I thought the mud at the edges near ground would be wet, middle of tracks dry
19:48:58 <V453000> just visual thing though
19:49:11 <V453000> hi north
19:49:47 <Alberth> add yetis sprinkling the edge then, maybe :)
19:50:23 <V453000> xd
19:51:45 <Alberth> well, I don't know, it breaks the illusion in some way, but it's hard to put my finger on it
19:52:01 <V453000> regardless, I agree that typical "gravel is a heap below tracks" would make a lot more sense
19:52:40 <andythenorth> stupid isn’ternet
19:52:45 <andythenorth> slow
19:52:51 <V453000> and maybe just mirroring the model would actually still work with the same model
19:52:52 * andythenorth can’t see yeti picture
19:52:53 <V453000> hmmmmmmmmm
19:52:59 <V453000> I really dont want to redo rail tracks again XD
19:53:08 <Alberth> yeah well, you also dig deep holes for bulldozing, it seems :)
19:53:25 <V453000> YES
19:53:29 <V453000> dozing = nuking
19:53:32 <Alberth> which is not expected, but looks very nice, imho :)
19:54:01 <andythenorth> +1
19:54:15 <V453000> yes especially under radio tower, beacon, power plant or a house
19:54:36 <V453000> these sprites will be made so that they cover the hole, in X mode the hole will be visible
19:54:44 <Alberth> :D
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19:55:54 <Alberth> perhaps just radio tower and beacon? it should stay a bit special-ish imho
19:56:09 <V453000> ?
19:56:24 <Alberth> "house" is a lot of holes
19:56:39 <Alberth> so it becomes normal rather than an exception
19:56:40 <V453000> the second bulldozed tile is used in many places, under some houses, under some industries, and under radio/beacon
19:56:59 <andythenorth> something is off about the SW-NE down slopes, but can’t figure out what
19:57:00 <V453000> I cant do much with that
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19:57:33 <andythenorth> they look like they’re 30 degree horizontal curves, not vertical slopes
19:57:42 <andythenorth> dunno wtf causes that
19:57:49 <andythenorth> the SE-NW slopes look great
19:58:09 <V453000> different angle, less shadows
19:58:10 <V453000> simple
19:58:35 <V453000> I will probably make a sort of 3-point lighting instead of 1 sun
19:58:40 <V453000> to solve exactly this kind of shit
19:58:44 <andythenorth> ah fuck, it’s the underlying tile colour :)
19:58:49 <andythenorth> nothing to do with the track
19:58:52 <V453000> oh
19:58:53 <V453000> hm
19:59:04 <V453000> well the terrrain slope shading will change lots
19:59:10 <V453000> got a ticket on that already
20:00:54 <V453000> I just thought about it yesterday ... I will make the materials on the sloped terrain tiles different
20:01:05 <andythenorth> wise
20:01:19 <V453000> will look relatively natural and do not need to mess with postproduction and do adjustments with some masks
20:01:49 <V453000> or of course I could also do adjustments only to sloped terrain in postproduction
20:01:52 <V453000> will see
20:02:01 <Alberth> so great, you're getting fooled, and you don't even see it :p
20:02:03 <andythenorth> V453000: (to confirm only what I mean is what you mean) https://dev.openttdcoop.org/attachments/download/7600/BRIX.png
20:02:12 <andythenorth> blue circle = obvious down slope
20:02:20 <andythenorth> red circle = not obvious, looks flat
20:02:25 <V453000> yes
20:02:36 <V453000> we mean the same
20:02:36 <andythenorth> yay
20:02:45 <V453000> fuken slope shading = hell with 3D
20:03:04 <andythenorth> ach just use different textures per slope? :P
20:03:22 <V453000> yeah, that or apply adjustments in post
20:03:35 <V453000> applying adjustments in post lets me see the result better but it less precise
20:03:51 <V453000> might first do it in post, then get the values and translate them to the material
20:03:53 <V453000> sort of
20:04:06 * andythenorth likes solving visual puzzles :)
20:04:06 <V453000> but translating brightness adjustments to materials is WTF
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20:05:17 <V453000> maybe if I just duplicate the sprite and let it overlay itself to make the effect clearer would be enough
20:05:26 <V453000> lazy solutions are crawling in XD
20:06:35 <andythenorth> always
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20:35:54 <_dp_> is there a way to see where does openttd get opengfx from?
20:36:26 <_dp_> coz it certainly is somewhere but I can't find it %)
20:43:27 <V453000> ? :d
20:46:46 <frosch123> try some -d parameter
20:48:28 <frosch123> _dp_: for example "-d misc=1"
20:48:31 <frosch123> lists all tar files
20:48:40 <frosch123> and ogfx probably is inside a tar
20:49:00 <_dp_> frosch123, yeah, ty, it shows something...
20:49:29 <_dp_> -d 3
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