IRC logs for #openttd on OFTC at 2016-07-08
            
00:19:22 <Samu> 2017, 2046, 2036
00:23:22 <Wolf01> 'night
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01:59:34 <Samu> 2017, 2047, 2037
01:59:39 <Samu> almost there
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08:06:49 <ccfreak2k> uh
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10:18:53 <Wolf01> o/
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13:23:20 <Wolf01> 'night
13:23:22 <Wolf01> :D
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14:47:48 <andythenorth> :P
14:51:54 <andythenorth> automating cargo sprites is a bit of a pisser :P
14:59:53 <andythenorth> vehicles have different lengths
15:00:00 <andythenorth> so the cargo sprites have to have different lenghts
15:00:05 <andythenorth> bit shit
15:00:21 <V453000> gg python :P
15:01:19 <andythenorth> silly vehicles
15:01:31 <andythenorth> silly cargos
15:01:40 * andythenorth considers making all vehicles same length
15:02:38 <V453000> XD finally?
15:03:07 <andythenorth> or 4px cargos
15:03:19 <andythenorth> and just repeat them
15:03:32 <V453000> bigger looks better
15:03:45 <andythenorth> is the truth :|
15:03:55 <andythenorth> I probably have to draw different lengths
15:20:38 <Samu> 2018, 2048, 2039
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15:37:22 <Alberth> hi hi
15:41:53 <andythenorth> lo Alberth
15:42:28 <Alberth> o/
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17:37:23 <Samu> 2019, 2049, 2040
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17:40:33 <Leanden> Andythenorth: do you have a template for create_effect of trains
17:40:43 <Leanden> either electric, diesel or steam etc.
17:40:57 <andythenorth> errr probably
17:41:14 <Leanden> I went to go code it but realised its reeeeeaaalllly long to code
17:41:33 <Leanden> so if theres already a template in place that adjusts the amount of smoke etc for speed/acceleration then thatd likely be easier :)
17:42:10 <andythenorth> I just use the default generators
17:42:32 <andythenorth> there is code for effects in Iron Horse, but it doesn’t affect the generation
17:42:33 <andythenorth> just position
17:42:41 <andythenorth> and it detects railtype I think
17:42:54 <andythenorth> for electro-diesels and such
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17:46:51 <Leanden> what are the defaults?
17:47:02 <Leanden> because i just used SPAWN_EFFECT_DIESEL and there are no effects at all
17:48:55 <Alberth> there is a setting to disable smoke
17:49:23 <Leanden> i disabled breakdown smoke
17:49:25 <Leanden> would that have done it?
17:49:48 <Alberth> never heard of that setting
17:50:15 <Alberth> I only know smoke setting in general, with accelaration etc
17:50:32 <Alberth> so yeah, that might be the one
17:51:08 <Leanden> hmm actually i dont have that flag enabled
17:51:53 <Leanden> https://paste.openttdcoop.org/pnkrfekki
17:52:06 <Alberth> to check you could use a different newgrf, eg iron horse
17:53:04 <Leanden> hmm
17:53:08 <Leanden> i just compiled it again
17:53:12 <Leanden> and the diesel smoke has reappered
17:53:58 <andythenorth> diesel only triggers when accelerating hard
17:54:01 <Leanden> ah no wait
17:54:04 <andythenorth> the defaults have some dubious design choices imho
17:54:09 <Leanden> that with the VISUAL_EFFECT flag
17:54:18 <andythenorth> I sometimes set vehicles to use the steam effect generator
17:54:21 <Leanden> the EFFECT_SPAWN is still not producing any smoke
17:54:47 <andythenorth> Leanden: can you compile any of my grfs? I don’t have time right now to paste the right nml
17:55:01 <andythenorth> Squid, Road Hog, Iron Horse all have vehicle effects ;)
17:55:03 <Leanden> which grf?
17:55:09 <Leanden> which one is trains?
17:55:13 <andythenorth> Iron Horse
17:55:15 <andythenorth> you’d want the nml
17:55:22 <andythenorth> rather than the python
17:55:26 * andythenorth bbl
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17:56:20 <Alberth> ah, right, python magic :)
17:58:17 <Alberth> need a hand with that?
18:00:42 <Leanden> lol
18:00:43 <Leanden> yes
18:00:50 <Leanden> I have the source code for Iron Horse
18:01:04 <Leanden> but i have no idea how to turn it into an NML file i can actually look at :)
18:01:37 <Alberth> "make" mostly, with installing a few dependencies :p
18:01:44 <Leanden> ye tried make
18:01:59 <Leanden> "/bin/sh: /c/Program: No such file or directory /bin/sh: /c/Program: No such file or directory /bin/sh: /c/Program: No such file or directory /bin/sh: /c/Program: No such file or directory"
18:02:48 <Leanden> tells me im missing something somewhere
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18:03:51 <Leanden> any idea what dependancies im missing?
18:04:07 <Alberth> hmm, that would start with /bin/sh probably
18:04:32 <Alberth> random guess (not a windows user) mingw, python2, chameleon
18:04:43 <Alberth> but working on getting a build for you
18:04:54 <Leanden> cheers :)
18:04:59 <Leanden> i have MinGW
18:05:02 <Alberth> unfortunately reinstalled the system, so lost all the usual dependencies
18:05:11 <Leanden> i have python3 i believe
18:05:23 <Leanden> ye i had to reinstall recently so lost all mine as well
18:05:29 <Leanden> chameleon ive never heard of
18:05:40 <Alberth> python templating system
18:06:12 <Leanden> ahh
18:06:19 <Alberth> if you have mingw, then it probably argues with the space character in "c:Program <whatever>"
18:06:44 <Leanden> ye i was just wondering that
18:06:56 <Leanden> should i try and run "make" from gitbash?
18:07:19 <Leanden> nvm got the same error :D
18:09:55 <Alberth> bash is horrible with paths with spaces in it
18:10:18 <Leanden> hmmm
18:10:28 <Leanden> its a system critical folder, so not like i can take the space out either
18:11:08 <Alberth> http://devs.openttd.org/~alberth/iron-horse.nml
18:11:11 <Alberth> 1.2MB
18:11:25 <Leanden> oh thanks :D
18:12:51 <Leanden> *chuckles*
18:12:58 <Samu> 160 hours cpu time and still in 2019
18:13:09 <Leanden> the whole code uses visual_effect_and_powered :D
18:13:41 <Leanden> not the effect_spawn_model_and_powered + callback create_effect: im trying to learn :D
18:15:22 <Alberth> fish and nml have "effect_spawn" in my collection of grf sources
18:16:54 <Alberth> http://devs.openttd.org/~alberth/fish.nml 230KB
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18:49:35 <Leanden> thanks alberth
18:49:38 <Leanden> thats done the trick
18:51:32 <Alberth> great
18:55:48 <Leanden> yay :D
18:56:55 <Leanden> now just to get sounds a'la UKRS
19:00:57 <Alberth> :)
19:01:24 <Alberth> always nice when all the puzzle pieces fit, and it all magically comes to life :)
19:04:40 <Leanden> is the sound effect thing like UKRS possible in NML yet?
19:06:38 <Alberth> I don't know
19:06:57 <Alberth> I never even played UKRS :)
19:13:43 <Leanden> :O
19:15:31 <Leanden> shame on you sir!
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19:16:53 <Alberth> nah, just a strong preference for non-realism :)
19:21:12 <Leanden> ahh :)
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19:52:31 <Samu> 2050, last year at last
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20:11:05 <andythenorth> o
20:12:13 <Alberth> slowly but surely getting there :)
20:12:18 <Alberth> wb andy
20:12:23 <frosch123> hoi
20:12:31 <Alberth> hola
20:13:27 <andythenorth> I guess I have to store the length of each vehicle’s cargo deck / body
20:13:43 <andythenorth> I _could_ encode it in the sprites directly :P
20:14:04 <andythenorth> by drawing a line in a certain colour, and measuring the length with PIL :P
20:14:54 <Alberth> or make an AI that eye-balls it :)
20:15:15 <Alberth> can't just find the cargo deck?
20:15:22 <andythenorth> not trivially
20:15:31 <andythenorth> Leanden: afaik, sound is possible in nml
20:15:55 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Sound_events
20:15:58 <andythenorth> and related props
20:17:24 <andythenorth> working out the length from pixels is probably quite slow
20:17:32 <andythenorth> relative to just having it stored already in a prop
20:17:44 * andythenorth thinking aloud
20:28:30 <andythenorth> bbl
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20:53:24 <Leanden> ye i saw the sound events thing
20:53:38 <Leanden> would need to have a bit of a poke and test5
20:53:50 <Leanden> i think adding lots of wav files to a newgrf would rapidly make it huge
20:54:11 <Supercheese> it's not so bad
20:54:17 <Supercheese> you compress/recode them a bit
21:00:58 <Alberth> just don't use 32bpp :p
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21:07:41 <Leanden> oh i have no plans to
21:08:10 <Alberth> V is near the 1GB size :p
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21:17:19 <Leanden> is pikka still around
21:17:29 <Leanden> id like to see what wav files he used for UKRS
21:17:54 <andythenorth> you can decompile it with grfcodec
21:18:26 <andythenorth> there are 45 different wavs
21:21:01 <Supercheese> ^ that
21:21:10 <Supercheese> small filesizes too
21:24:51 <Leanden> hmmm grfcodec
21:26:30 <andythenorth> I think there’s a windows binary?
21:26:41 <Samu> last month, finally!
21:27:23 <Samu> 2020, 2050, 2043
21:33:36 <Leanden> ye i got it
21:33:41 <Leanden> got the wav files too
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21:41:36 <Samu> 2051! :)
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21:42:56 <frosch123> Leanden: avoid looping sounds, they do not really work
21:42:58 <Samu> 2 more servers to go
21:43:07 <frosch123> only start sounds / random sounds
21:43:18 <Samu> 163 hours cpu time
21:43:33 <Samu> ships + nocab is a really bad combo
21:44:48 <Leanden> oh :(
21:44:54 <Leanden> i was thinking to have running sounds
21:44:57 <Leanden> idling sounds :(
21:45:13 <Leanden> anyone know the format for calling sound effects
21:45:16 <Leanden> the wiki isnt clear
21:45:28 <frosch123> well, try ukrs, and listen
21:46:15 <Leanden> i like ukrs running sounds
21:53:57 <andythenorth> hmm
21:54:03 <andythenorth> perhaps I only need 3/8 and 4/8 cargo sprites
21:54:25 <andythenorth> that would not be so bad
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21:58:09 <Leanden> unknown property name: sound_effect
21:58:22 <Leanden> when i compile with sound_effect in the properties
22:01:36 <Leanden> sound_effect: sound("sfx/dmu_run.wav");
22:01:39 <andythenorth> Leanden: try ‘sound’ and the wav name?
22:01:52 <andythenorth> oh no
22:01:58 * andythenorth reading the spec wrong
22:02:00 <Leanden> thats the line of code from my nml
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22:02:25 <Leanden> which matches the spec as far as i can tell
22:02:43 <andythenorth> what if you put it in the callbacks block?
22:04:00 <Leanden> oo it compiled
22:04:03 <andythenorth> hey
22:04:06 <andythenorth> nml bug :)
22:04:20 <andythenorth> ‘sound_effect’ is missing for trains
22:04:29 <andythenorth> action0properties.py
22:04:47 <andythenorth> only provided for ships, rvs, planes
22:05:06 <frosch123> it never existed for trains
22:05:11 <frosch123> because steam/diesel/electric
22:05:33 <andythenorth> this is why I shouldn’t have commit rights, ever :P
22:05:52 <frosch123> hmm, no, no idea what is the reason
22:06:02 <frosch123> but it's not supported by grf
22:06:41 <frosch123> some cs thing
22:06:57 <andythenorth> engine_class eh
22:07:11 <andythenorth> nvm, callback has same effect
22:15:42 <Leanden> so it wont work?
22:18:33 <Samu> 2020, 2043
22:28:51 <frosch123> haha, I love how the F feature video highlights that wagons do not open when in corners, when V said the other day that the train uses so many spries
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22:33:59 <andythenorth> Leanden: cb should work I think
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