IRC logs for #openttd on OFTC at 2016-12-24
            
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00:54:11 <_dp_> Can I not set individual callback with engine_override?
00:54:59 <_dp_> It seems to make original ones invalid :(
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02:05:25 <Wolf01> 'night
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02:44:01 <Eddi|zuHause> _dp_: no, you cannot override single callbacks, only all of them at once
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08:38:22 <andythenorth> o/
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12:33:28 <lorran78> hello
12:34:02 <lorran78> i launch a bash make with ogfx-rv but i have an error :
12:34:26 <lorran78> File "<string>", line 1, in <module> TypeError: Required argument 'year' (pos 1) not found
12:39:16 <lorran78> is there a newgrf with original planes (i wanted to modify the introduction date) ?
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12:53:01 <Eddi|zuHause> all newgrfs contain the original vehicles. so just start with an empty grf
12:53:24 <andythenorth> is santa
12:53:43 <Eddi|zuHause> santa is usually around 18:00
12:53:51 <andythenorth> we have English santa
12:53:51 <Eddi|zuHause> in these parts of the world
12:53:53 <andythenorth> he comes tomorrow
12:54:07 <Eddi|zuHause> it's 13:00 now
12:54:14 <andythenorth> my kids would prefer Euro-Santa I think
12:55:09 <andythenorth> eh so FIRS
12:55:29 <andythenorth> ‘Efficiency: Zero | Hero | Nero’
12:57:57 <andythenorth> also
12:58:28 <andythenorth> this business with Coal = 3/8, Iron Ore = 3/8, Limestone = 2/8
12:58:32 <andythenorth> seems unnecessary
12:59:05 <andythenorth> instead of adding up the ratios, why not: 1 cargo delivered = 25%, 2 cargos delivered = 50%, 3 cargos delivered = 100%
12:59:06 <andythenorth> ??
12:59:35 <Eddi|zuHause> why would that make a fundamental difference?
12:59:43 <andythenorth> two reasons
12:59:51 <andythenorth> (1) andythenorth doesn’t have to bother defining ratios
13:00:25 <andythenorth> (2) some cargos are more advantageous at some industry types than other, which is a strategic balance that wasn’t intended or sought
13:00:46 <andythenorth> also (3) no need to show the ratios in the FIRS docs
13:01:09 <Eddi|zuHause> well, i'm not leaning either way
13:01:34 <andythenorth> I think it’s a neutral choice for gameplay, but seems simpler to explain (and implement)
13:20:17 <lorran78> yes it contains original but not files with details? i must have file to modify it :)
13:23:43 <Eddi|zuHause> lorran78: you can modify an empty file
13:24:39 <Eddi|zuHause> lorran78: have you done the nml tutorial yet?
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13:33:13 <andythenorth> frosch123: seen my cb 3A proposal?
13:33:15 <andythenorth> o_O
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13:34:30 <Wolf01> o/
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13:45:11 <andythenorth> lo Wolf01
13:53:42 <andythenorth> ach
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14:16:22 <andythenorth> so 3 input cargos means 3 values for efficiency
14:16:31 <andythenorth> and 2 input cargos means 2 values for efficiency
14:16:50 <andythenorth> so do I have 5 different values?
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15:12:00 <frosch123> andythenorth: i am not a fan of ad-hoc solutions when it comes to apis that are supposed to stay forever
15:12:41 <frosch123> also, didn't you just complain last week that there are not enough text parameters?
15:12:52 <andythenorth> I did, but then I designed better :)
15:12:56 <frosch123> so, building all text with a single callback is kind of the opposite
15:13:00 <andythenorth> true
15:13:16 <andythenorth> it would be hard to pack enough info in the existing text stack
15:13:31 <frosch123> i am up for making the "waiting to be processed" more general in the base game, since it is overspecific to stockpiling
15:13:57 <frosch123> but all other text specific to single input cargos should be done via cb37
15:14:36 * andythenorth wonders what text would be best
15:18:44 <andythenorth> could we move the ‘0 tonnes’ into parentheses?
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15:18:55 <andythenorth> Requires: Fish (0 tonnes waiting to be processed)
15:39:20 * andythenorth starts an NRT game
15:42:37 <andythenorth> SV or Busy Bee? o_O
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16:17:22 <frosch123> finished and pushed convert-road
16:20:27 <andythenorth> yay
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16:20:30 <andythenorth> I’ll recompile
16:24:20 <andythenorth> frosch123: more artefacts on building a bridge with HAUL
16:24:24 * andythenorth screenshots
16:25:12 <andythenorth> http://dev.openttdcoop.org/attachments/download/8260/NRT-artefact-2.png
16:25:26 <andythenorth> convert is pretty cool
16:27:35 <frosch123> well, which spritegroups does HAUL provide?
16:29:02 <frosch123> i see missing roadstop and bridge
16:31:13 <frosch123> cursor: optional; overlay: present; ground: present; catenary_front: optional; catenary_back: optional; bridge: missing; depot: optional; roadstop:missing
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16:32:52 <andythenorth> right
16:33:09 * andythenorth fixes that
16:34:06 <andythenorth> fewer hax
16:34:42 <frosch123> are there drive-in stops for HAUL?
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16:36:15 <andythenorth> yes
16:36:25 <andythenorth> but sprites are borked currently
16:36:35 <frosch123> yay, visual effects with broken-aircraft smoke :)
16:37:03 <andythenorth> you found a mining truck?
16:37:33 <frosch123> same with steam logging truck
16:38:12 <andythenorth> would be a shame not to use the effects cb properly :)
16:39:50 * andythenorth wonders what overlays HAUL has
16:40:13 <andythenorth> underlay + overlay is slightly overkill for most roads
16:40:15 <andythenorth> nvm
16:40:19 <frosch123> you can see them on the depot currently
16:40:47 <frosch123> for roads overlays are usually transparent
16:41:06 <frosch123> but they are used in depots
16:41:22 <frosch123> though not sure whether it stays like that
16:42:35 <andythenorth> overlay isn’t optional, right?
16:42:45 <frosch123> no, not optional
16:42:55 <frosch123> but for roads usually transparent
16:44:37 <frosch123> maybe we could make them optional for that reason
16:45:29 <andythenorth> could use them for the white lines :P
16:48:58 <andythenorth> ha my drive in stops are borked now :D
16:49:09 <andythenorth> more spritesets needed I guess
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17:02:38 <andythenorth> fixed
17:07:10 <andythenorth> frosch123: is there a place I can look which spritesets are required, rather than asking you?
17:07:36 <andythenorth> I am working with the copy of nml railtype example, which is only partially relevant I think
17:07:45 <frosch123> https://newgrf-specs.tt-wiki.net/wiki/Action3/Railtypes#cargo-type <- you could extrapolate from that :)
17:08:03 <frosch123> required: overlay, ground, brdige, roadstop
17:08:17 <frosch123> optional: cursors, catenary_front, catenary_back, depot
17:08:29 <andythenorth> trying to figure out if junction is needed
17:08:41 * andythenorth suspects not
17:08:46 <frosch123> no idea what "junction" is
17:09:25 <andythenorth> me neither :)
17:10:00 <andythenorth> also “/* underlay for crossings w/o tracks */“
17:10:24 <andythenorth> can’t figure where that would apply to NRT
17:10:47 <frosch123> those are the regular sprites, which you see everywhere
17:11:30 <frosch123> a regular tile consists of: (road or tram underlay) + road overlay + tram overlay
17:11:58 <andythenorth> yes
17:12:25 <andythenorth> is there an easy way to see the count of sprites per spriteset?
17:13:43 <andythenorth> nvm
17:14:26 <frosch123> https://paste.openttdcoop.org/pwckflwuf
17:14:32 <frosch123> gui may be incorrect there
17:14:46 <frosch123> and roadstop is missing
17:14:49 <frosch123> but the rest should be fine
17:15:05 <andythenorth> awesome thanks
17:15:21 <andythenorth> I think some of the copy-paste railtype spritesets have too many sprites for NRT
17:15:28 <andythenorth> due to crossing underlay / overlay etc
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17:20:46 <andythenorth> frosch123: http://dev.openttdcoop.org/attachments/download/8261/road-hog.tar
17:20:49 <andythenorth> fixed a few things
17:21:10 <andythenorth> depots are borked, I will sort later, very child-loud here right now
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17:25:26 <Wolf01> "can the game X be played cross platform?" "no, the games are written in different languages"
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18:31:18 <andythenorth> what depot sprites should HAUL vehicles get? o_O
18:31:35 <andythenorth> similar to default RV, or completely different? o_O
18:42:00 <frosch123> taller?
18:42:22 <frosch123> made of galvanized sheet metal?
18:42:44 <andythenorth> possibly yes
18:42:57 <andythenorth> there are some from Pikka’s railtype set, that are adapted from FIRS machine shop
18:43:03 <andythenorth> seems appropriate :P
18:45:01 <andythenorth> not sure they’ll look right though
18:45:06 <andythenorth> logic doesn’t always win
18:45:47 <frosch123> you could take the aircraft hangar :p
18:46:23 <andythenorth> EL http://www.abc.net.au/reslib/201110/r847584_7974706.jpg
18:46:25 <andythenorth> RL
18:46:40 <andythenorth> aircraft hangar would be ok :)
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19:45:47 <DorpsGek> Commit by translators :: r27708 /trunk/src/lang (catalan.txt russian.txt) (2016-12-24 19:45:38 +0100 )
19:45:48 <DorpsGek> -Update from Eints:
19:45:49 <DorpsGek> catalan: 26 changes by juanjo
19:45:50 <DorpsGek> russian: 9 changes by Lone_Wolf
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20:37:34 <Wolf01> To-do list for tomorrow: sleep, get up, sleep again, get up again, shower, read some news, go to a friend's house, eat pizza, back to home
20:39:28 <frosch123> what's the first "get up" for?
20:39:48 <Wolf01> Look at the clock
20:40:47 <andythenorth> go back to sleep :P
20:47:34 <andythenorth> Wolf01: italians eat pizza? :o
20:47:34 <andythenorth> I thought it was a snack only
20:47:55 <Wolf01> We have real pizza here
20:48:05 <Wolf01> It's an entire meal
20:49:36 <frosch123> andythenorth: do you still want to do a christmas forum post?
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20:51:08 <Wolf01> My favourite: baked potatoes, sausage, onion, grana padano (cheese), pepper, over the classic pizza (tomato+mozzarella)... and I think I forgot an ingredient or two
20:51:55 <andythenorth> frosch123: eh why not :)
20:52:01 <frosch123> potatoes on pizza?
20:52:08 <frosch123> i get beans and stuff
20:52:21 <frosch123> but potatoes or pasta on pizza is weird
20:53:25 <Wolf01> Nah, it's a bomb, but the taste is really good :P
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21:14:39 <andythenorth> frosch123: dev thread? o_O
21:14:56 * andythenorth making a better Road Hog to go with it
21:15:05 <frosch123> which dev thread?
21:16:15 <andythenorth> a new one? o_O
21:16:28 <frosch123> oh, you man dev forum
21:16:33 <Wolf01> The one he wants to write to spoil to the world the fun we have with NRT :P
21:16:41 <andythenorth> forum / thread /s sorry :)
21:16:49 <andythenorth> maybe it’s premature
21:16:58 <andythenorth> there aren’t any newgrf docs yet
21:17:05 <frosch123> i guess graphic dev would be weird
21:17:28 <andythenorth> yup
21:17:29 <frosch123> so ottd dev, with link to binary, nml_git and roadhog?
21:17:40 <andythenorth> I think so yes :)
21:17:49 <andythenorth> depends if we want people to find bugs
21:18:01 <andythenorth> or we just keep it secret until April
21:18:30 <frosch123> nothing is happening from feb+apr
21:18:38 <frosch123> so, either now or never :)
21:18:46 <andythenorth> now
21:19:32 <frosch123> feb-apr we are busy explaining to eddi, why we did stuff the way we did it
21:20:15 <andythenorth> Eddi is writing the docs? o_O
21:20:22 * andythenorth can’t, the newgrf wiki won’t let me in
21:20:27 <andythenorth> I even made a new user
21:24:06 <andythenorth> frosch123: have you got any idea for witty post? Or will it just be factual? o_O
21:25:35 <frosch123> dunno, silversurfer released 4 updates today
21:25:46 <frosch123> lots of cars
21:25:52 <frosch123> now, lots of roads
21:28:32 <Wolf01> https://www.tt-forums.net/download/file.php?id=190570 <- this picture made me want a full alphabet newgrf object
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21:37:29 <andythenorth> ha ha
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22:01:32 * Wolf01 is waiting to copy/paste his message on andy's thread...
22:04:34 <lorran78> sorry for the long response but i've already managed to compile another source with nml and bash too it's a new error for me :)
22:05:32 <lorran78> where find empty grf source?
22:05:59 <lorran78> i found only emptygrf from within ingame dl but no source
22:10:14 <andythenorth> Wolf01: I have to write the post :o
22:10:28 <andythenorth> I am drawing depots :P
22:22:07 <lorran78> Eddi|zuHause ? i answer for ur question
22:38:26 <andythenorth> have depots always clipped out of the GUI?
22:39:17 <frosch123> yes, though i guess we could fix that
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22:42:26 <andythenorth> http://dev.openttdcoop.org/attachments/download/8262/haul-depots.png
22:42:36 <lorran78> hum i have some strange bug :/
22:42:39 <andythenorth> needs some pixels tweaking
22:42:42 <lorran78> 2 in fact
22:43:26 <lorran78> first when i set a year introduction for a train (modified opengfx+trains) sometime the game set 1 year more
22:43:48 <lorran78> and even if i set year introduction for wagons it doesnt work
22:44:06 <andythenorth> could lose the roof greeble maybe
22:44:07 <lorran78> it's always 1925 something like that
22:44:27 <andythenorth> lorran78: the game randomises vehicle introduction dates by ~16 years or so
22:44:50 <lorran78> oh okay
22:45:04 <lorran78> when i set 100 it could be 100-16 or 100+16?
22:45:17 <andythenorth> something like that
22:45:28 <lorran78> but what about wagons date?
22:46:07 <andythenorth> same afaik
22:46:24 <lorran78> but i set 0 and it's 1925 ...
22:46:33 <lorran78> it's somekind far lol
22:47:02 <lorran78> i modified all wagon*.pnml and set 0
22:47:50 <lorran78> i set it inside this : item(FEAT_TRAINS, flatbed_wagon) {
22:47:59 <lorran78> property of course
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22:49:49 <lorran78> and i asked some hours ago what can i do for this error on road vehicule opengfx+ grf with command bash CC=gcc make: File "<string>", line 1, in <module> TypeError: Required argument 'year' (pos 1) not found
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22:57:10 <andythenorth> lorran78: hard to diagnose without some source code
22:57:13 <andythenorth> what have you changed?
22:57:21 <andythenorth> have you got a diff?
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23:33:59 <lorran78> re andy
23:34:01 <lorran78> hum
23:35:11 <lorran78> the error come from the source code named : ogfx-rv-0.4.1-source
23:35:21 <lorran78> from the http://bundles.openttdcoop.org
23:35:38 <lorran78> it seems the compilation has error maybe? :/
23:38:08 <lorran78> i added introduction_date to all 3 sort or rail to test but same bug
23:38:22 <lorran78> always 1925 or so to the wagons
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