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#openttd IRC Logs for 2007-08-22

---Logopened Wed Aug 22 00:00:11 2007
00:10<@peter1138>_price.build_railvehicle * rvi->base_cost / 256
00:11<@peter1138>should now work as they are 64 bit variables
00:16<Noldo>how would you write
00:16<Noldo>how would you write SetDParam(4, rvi->running_cost_base * _price.running_rail[rvi->running_cost_class] >> 8 << multihead); this without bitshifts
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00:47<Noldo>updated it
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02:23|-|Dark_Link^sleep changed nick to Dark_Link^
02:34<Eddi|zuHause2>ln-: is that supposed to be funny?
02:37<SpComb>Logs: (old: )
02:38<@Bjarni>there is a timing issue in the logs
02:39<@Bjarni>10:37:10 < SpComb> Logs: (old: )
02:39<@Bjarni>10:37:10 <@Bjarni> !logs
02:39<@Bjarni>SpComb can tell the future o_O
02:40|-|Dark_Link^ changed nick to Dark_Link^ute
02:43<ln->Eddi|zuHause2: no, just odd.
02:45<Noldo>" 1037 10 <@Bjarni> !logs"
02:47<Noldo>what was your timestamp?
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02:51<ln->that's one hour in the past
02:51|-|PhazorxC22 changed nick to Phazorx
02:52<@Bjarni>I hate time travelling and temporal anomalies
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03:03<Eddi|zuHause2>they are fun, you just know how to (ab)use them :p
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03:04<Eddi|zuHause2>maybe you ought to watch Primeval :)
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03:35<SpComb>Bjarni: which logs?
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03:52<Syphic>got a question for someone about the servers
03:53<Syphic>Why do the games end only after an hour/
03:54<Syphic>anyone here?
03:59<Syphic>I was playing in multiplayer and the game just stopped
03:59<Syphic>and it seems it reset just after 3 hours
04:00<hylje>we dont know about how and why people run their servers
04:00<Syphic>ah... well what is the best way to find a server that has a long lasting game
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04:06<Syphic>thx anyways
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04:57<TrueBrain>sjoep sjoep!
04:57<TrueBrain>wtf? you are crazy!
05:13<valhallasw>4 uur cup a sjoep? :+
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05:15<@Bjarni><ln-> danish? <--- you have been contaminated with Sacronish and can't tell Dutch from Danish
05:15<@Bjarni>we better terminate you right away before it spreads even further
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05:16<Eddi|zuHause2>i don't understand what is so difficult with telling cheese from cookies... :p
05:17<@Bjarni>cheese smells horribly and cookies don't
05:17<@Bjarni>most of the time
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05:18<valhallasw>danablu :r
05:19<@Bjarni>bbl lunch
05:19<@Bjarni>before you guys spoil my appetite :s
05:19<valhallasw>you don't like danablu? :P
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05:20<Eddi|zuHause2>you mean i shouldn't link you to goatse? :p
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05:41<@Bjarni>good thing I left before you made relies like that
05:41<@Bjarni>I never eat cheese
05:41<@Bjarni>or goatse :P
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06:14[~]manveru <3 cheeeeese
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06:57<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)
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07:03<@Bjarni>I will give you a hint: read the svn log for the 0.5 branch and see what happened since last RC
07:05<Ammller>ok, thx, just wondering why it takes so long...
07:05<@Bjarni>I think it's a severe case of real life
07:06<Ammller>a "spcial" devoper needed to make it final :)
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07:06<@Bjarni>what do you mean by "spcial" "+e"?
07:07<@Bjarni>mentally "special" or ? :p
07:07<svip>+e usually indicates that the user missed an e in the previous line,
07:07<Ammller>yep, a absent developer to make it final
07:08<svip>Ooo, glx is here.
07:08<Ammller>because you say its problem of real live
07:08<svip>Real Life(tm)*
07:08<@peter1138>that's it. absent developers are... absent
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07:08<@Bjarni>yeah what peter1138 said
07:08<@Bjarni>that's the main issue
07:09<Ammller>Hmm, you should look to be independent
07:10<Maedhros>independent from whom?
07:10<Ammller>but YOU should know :)
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07:11[~]Bjarni decides to be independent from himself
07:16<@Bjarni>kind of like an out of body experience
07:16<@peter1138>maybe it means we should remove all dependencies
07:16<@peter1138>let's access video memory directly ;D
07:16<@Bjarni>good plan
07:16<@Bjarni>but I think that would delay next release and he started complaining that it takes too long
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07:16<Ammller>Bjarni: I didn't complaining
07:16<Ammller>just asked
07:16<svip>Let's see if this works.
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07:17<svip>I am attempting to import my grf file through the gfxinit.cpp file.
07:19<@Bjarni>that should be interesting >:)
07:28<svip>:( No.
07:28<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.
07:29<+glx>SPR_INNER_HIGHLIGHT_BASE is probably wrong
07:29<svip>What should it be then?
07:29<+glx>show the diff
07:29<svip>Two seconds.
07:34<+glx>flags.grf has 29 sprites
07:35<+glx>so it fails for a good reason :)
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07:46<svip>Good, glx.
07:46<svip>Now I have the sprites loaded.
07:46<svip>Now how do I use them. :P
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07:47<+glx>like you used the normal highlight ones
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07:48<svip>I used a variable for that.
07:48<svip>Namely SPR_SELECT_TILE.
07:49<+glx>just use SPR_INNER_HIGHLIGHT_BASE instead SPR_SELECT_TILE
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07:50<svip>Shoot, glx.
07:50<svip>They are "off".
07:50<svip>As in not precisely on tile.
07:51<+glx>wrong offset in your grf I guess
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07:51<svip>Offset? O_o
07:52<+glx>the numbers after the pcx in the nfo
07:52<@Bjarni>now it really sounds like you included the wrong offset :p
07:54<svip>:[ Also, it appear that the "sloping" compared to the usual tile select sprites is wrong
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07:55<svip>Bjarni: Here is my sprite image:
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07:56<svip>I inserted them in the nfo file in that order.
07:56<+glx>using correct position and offset?
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07:57<svip>I am quite sure about the position.
07:57<svip>I kept the original size of the "blue" from the original select sprites.
07:58<@Belugas>and the same coordinates in the nfo itself?
07:59<@Belugas>empty page :(
07:59<+glx>not here
08:00<@Belugas>must be something locally
08:00<svip>That's strange.
08:00<svip>Perhaps you can't access sites from Canada.
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08:00<@Belugas>doubtfull, since i am in canada :)
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08:00<@Belugas>but as usual, Quebec is different ;)
08:01<@Belugas>but i believe it is more related to the shop's policy
08:01<Maedhros>svip: look at the original offsets - they're generally not 0 0, but -31 0 instead
08:01<+glx>svip: rename your grf and decode it (to check the positions)
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08:02<@Belugas>Hey Maedhros~
08:02<Maedhros>hey Belugas
08:03<svip>:o glx.
08:03<svip>The pcx inside the grf...
08:04<svip>All my sprites are completely black.
08:05<+glx>so your grf is broken
08:06<svip>Or I didn't save the pcx in the correct format.
08:06<+glx>maybe wrong palette yes
08:06<svip>i.e. the correct colour mode.
08:07<svip>How many colours may the image contain?
08:09<Maedhros>and you need the specific ttd palette - the colours must be in right position as well as being the right colour
08:09<Maedhros>decode one of the original data files and use the palette from that ;)
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08:10<svip>:D There we go.
08:11<svip>Now at least the colours are right.
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08:17<svip>Now I just need to figure out how to do the colours, glx.
08:17<+glx>well has richk said
08:18<svip>:/ Yeah, but I never completely understood what he meant.
08:18<svip>Either he was being too technical or too vague.
08:18<+glx>you copy trg1r sprite 771 and place it after your sprites
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08:19<+glx>and you adapt it to do the correct recolor
08:20<svip>How do I write that sort of code?
08:20<svip>Oh right, that's probably what he said.
08:22<svip>I am a bit confused about the "ðððïïï" part of the code, glx.
08:22<+glx>well grfcodec though it was a string :)
08:23<svip>Safe to ignore?
08:24<svip>:[ But, mr glx, how does I write in this sort of code?
08:24<svip>I see a lot of 00's and F0's.
08:24<+glx>replace them with F0 F0 F0 EF EF EF and remove the quotes
08:24<+glx>they are color indexes
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08:25<svip>I assumed as much.
08:25<svip>Is it a pixel map or a colour map?
08:25<svip>I am making?
08:25<svip>Or what exactly?
08:25<Maedhros>svip: decode it with -t (or something) so grfcodec won't put things in quotes
08:29<svip>:[ I still am a bit confused about how I write it.
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08:31<svip>:/ I'll have to go for now.
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09:58<svip>I'm back, glx.
09:58[~]svip nods.
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10:07<@Belugas>I'm contaminated!!
10:07[~]svip puts Belugas in the water.
10:07<svip>Now cool off.
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10:07<@Belugas>a case in Delphi does not have "default" keyword as in C :S
10:08<svip>Then what do you do?
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10:08<@Belugas>it has "else" for the same construction...
10:09<@Belugas>just that i'm doing wotk@work and work@ottd at the same time...
10:09<@Belugas>my mind is a bit in a flux state
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10:10<svip>Pfft, Canadians.
10:10<svip>Trying to take over the world.
10:10<svip>With maple syrup and moose.
10:10<@Belugas>well... we do it in a pacific way :D
10:12<@Belugas>hello skidd13
10:13<skidd13>hello Belugas
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11:27<@Belugas>hi Wolf01 :)
11:29<TrueBrain>Blue Dragon is addicting :)
11:29<Wolf01>TrueBrain, did you read the topic about the fast rail toolbar?
11:29<TrueBrain>very doubtful
11:30<hylje>TrueBrain: enjoy your red rings of death
11:30<svip>It's that Wolf01 guy again.
11:30<hylje>oh no :(
11:30<TrueBrain>hylje: I refuse to have them
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11:30<Wolf01>i think that is really a good idea for the gui on pocket pc
11:31<@Belugas>TrueBrain, you should read that topic, you might like the idea of the menu
11:31<TrueBrain>Wolf01: so create it! :)
11:31<Wolf01>i will do!
11:31<@Belugas>and you will succeed :)
11:31<svip>Meh, Wolf01.
11:32<svip>I thought for a minute you were talking about some super fast rails.
11:32<svip>Where trains were literally thrown forward.
11:33<svip>Wolf01, you know anything about recolour maps sprites thingoes?
11:34<svip>Those in the nfo file that starts like this:
11:34<svip> <num> * 257 00
11:38[~]Belugas opens up newindu.asm
11:38<TrueBrain>good luck Belugas
11:39<@Belugas>thanks :)
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11:59<@Belugas>enough for now
11:59<@Belugas>resuming work@work
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12:08<Nickman>hi TrueBrain :)
12:08<TrueBrain>I hate it when people talk to me :p
12:08<TrueBrain>hi Nickman :p
12:08<Nickman>I have an idea, but I don't know if it's possible
12:08<Nickman>for the 32bpp sprite site
12:09<Nickman>When people upload their blender files, could it be possible to let a script render all the different sprites needed?
12:09<Nickman>hehe :D
12:09<TrueBrain>too much CPU power required for that
12:10<hylje>render cluster
12:10<Nickman>only once and could be during night time or so?
12:10<TrueBrain>how long does it take on average to render one blend to PNG?
12:10<hylje>include a grid client in openttd
12:10<Nickman>I don't know?
12:10<Sacro>I don't know is not a question
12:10<Nickman>Can you tell me?
12:11<Nickman>better Sacro? :p
12:11<TrueBrain>Sacro: it can be a question
12:11<TrueBrain>as he doesn't know that he doesn't know
12:11<TrueBrain>which in fact makes him VERY stupid
12:11<TrueBrain>but that is besides the point
12:11<TrueBrain>it can be a question
12:11<Sacro>TrueBrain: fine, it *shouldn't* be a question
12:12<Nickman>do you know how long one render takes on an average PC?
12:12<Sacro>Nickman: do you know the spec of an "average pc"?
12:12<Nickman>how about on a PIV or something?
12:13<TrueBrain>Nickman: the second problem is: open source software to do the rendering via console
12:13<@peter1138>scsi0: PCI Interrupt error blah blah
12:13<@peter1138>doesn't look good :o
12:13<svip>Anyone in here who can help me with stuff like this: ???
12:14<Nickman>Well, if you would like the idea, I could supply you with some CPU power if needed ;) (Some dual Xeon power)
12:14<svip>Over ssh?
12:14<Nickman>perhaps :)
12:15<Nickman>alot of possibilities to do that
12:15<svip>You don't know anything about Recolour Sprites, Nickman?
12:15<Nickman>nope :D
12:16<svip>:( Aw.
12:16<svip>Cause I am completely blank.
12:16<svip>I am just staring at a massive number of bytes.
12:16<svip>Completely unaware what to do.
12:16<Nickman>do you like the idea or not TrueBrain? :)
12:17<TrueBrain>Nickman: it is not me who has to like or dislike it; it has to be simple for artists
12:17<TrueBrain>I truely don't care about anything else
12:17<Sacro>TrueBrain: else...?
12:17<Nickman>isn't uploading a .blend file much simpler then rendering all the sprites? ;)
12:18<TrueBrain>Nickman: ask them, not me
12:18<Nickman>I don't know :)
12:18<Nickman>hehe :D
12:18<TrueBrain>as I don't know what is needed to render them
12:18<svip>What are you talking about?
12:18<svip>The New Graphics Development?
12:18<Nickman>something like that
12:19<Maedhros>svip: each colour has a palette position. this position is used as an index for the recolour sprite
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12:20<Maedhros>svip: then the colour pointed to by the recolour sprite at that position is the colour that actually gets drawn
12:20<svip>So... what if I wanted to create a red palette colour sprite?
12:20<Maedhros>you need to know which colours you want to replace first
12:21<Maedhros>... which is where in the palette?
12:21<+glx>PALETTE_SEL_TILE_RED is sprite 772, PALETTE_SEL_TILE_BLUE 773
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12:22<+glx>so you want something like these too recolor sprite for your recolor
12:22<svip>I am looking at the 773 right now.
12:23<svip>Byte 12 to 17 always seems to be set.
12:23<svip>(that is not 00).
12:23<svip>Followed by a 0F, what does those bytes mean?
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12:24<+glx>they are color indexes
12:24<+glx>look in the palette to see what color they are
12:25<svip>They are apparently the "bluish" colour.
12:25<svip>With some sort of gradient.
12:25<svip>As they cover colours 131 to 133.
12:26<svip>So these are the colours I want instead. Good good.
12:27<+glx>yes you change the "bluish" values to the colors you want
12:30<svip>:/ Damn.
12:30<svip>Dinner at this time? Shesh.
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12:45<svip>glx, should I add my define for it in my own header.
12:45<svip>Or in the sprites header?
12:45<+glx>in sprites.h
12:46<svip>But I'd prefer to do it after the SPR_INNER_HIGHLIGHT_BASE.
12:46<svip>As I can refer to it as SPR_INNER_HIGHLIGHT_BASE + 19.
12:46<+glx>yes like that
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12:54<Wolf01>Rubidium... and when there isn't the keyboard and the toolbar is too large to fit in the screen?
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13:00<Wolf01>any suggestion of where i should place a function to call the gui when pressing the mouse button for 50 ticks?
13:04<Greyscale_>is it me or is openttd server totally ignoring diff_custom
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13:10<svip>I'm having a problem with the town ratings.
13:10<svip>They appear all to be set at 500 by default.
13:10<svip>But yet when I look at the local authority window, it is possible to see towns having no opinion about me.
13:11<svip>So my question is, what stores wither or not a town has an opinion about a player?
13:11<@Belugas>destroy some houses, like a lot :)
13:11<svip>Since it is apparently not town->ratings[].
13:13<svip>:D Belugas.
13:13<svip>The town on the right hates me.
13:13<svip>While the town on the left likes me.
13:14<Wolf01>how slooooow the game with all that highlight
13:14<svip>It isn't slow actually.
13:14<svip>It's quite fast.
13:14<svip>:/ I thought it would be slow as hell.
13:14<svip>But I haven't seen an effect on performance so far.
13:14<Wolf01>what is the map size?
13:14<svip>But that's because I have done some testing.
13:14<svip>Want me to try something wilder?
13:15<Wolf01>strange, i had slowness also on 64x64 with the station catchement areas highlight
13:15<svip>:/ Maybe my computer is awesome.
13:15<Wolf01>then i decided to highlight only the tiles on the viewport
13:16<svip>The tiles are only called by the function who draws the tiles.
13:16<Wolf01>but i had very strnge and weird effects
13:16<svip>Thus always within viewport.
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13:16<svip>:D It's funny though, Wolf01.
13:16<Wolf01>_cursor.pos.x, _cursor.pos.y, 121, 23, <- where's the error?
13:16<svip>You know the title menu?
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13:16<Wolf01>static const WindowDesc _fast_main_gui_desc = {
13:16<Wolf01> _cursor.pos.x, _cursor.pos.y, 121, 23,
13:17<svip>The zoning highlight also occurs there if not turned off.
13:17<Wolf01>outside the context it says nothing :P
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13:17<Wolf01>yes, you need to disable it where is the GAME_SOMETHING
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13:18<Wolf01>which indicates whether you are on game, editor or title
13:19<Wolf01>follow the transparency
13:19<Wolf01>i'm sure i had to do it for transparencies
13:21<svip>Sure it was GAME_SOMETHING?
13:21<svip>I know you don't literally mean "SOMETHING".
13:21<svip>But that it starts with GAME_
13:23<Wolf01>it was GM_EDITOR for sure
13:23<Wolf01>game mode
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13:24<svip>Still didn't work.
13:24<svip>Only with the scenario editor.
13:25<Wolf01>look for the game modes
13:26<Wolf01>if !GM_EDITOR && !GM_MENU_OR_HOW_IT_IS_CALLED then highlight()
13:27<Wolf01>or if GM_EDITOR || GM_MENU disable_highlight()
13:27<svip>if(_game_menu != GM_NORMAL) return;
13:28<Wolf01>_game_mode != GM_NORMAL;
13:29<svip>Typos makes fools of us all.
13:29<svip>That worked.
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13:31<Wolf01>i don't understand instead why the new gui won't appear near the mouse cursor
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13:36<Tlustoch>What is SLOPE_ELEVATED? It looks like it's not used anywhere.
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13:42<Eddi|zuHause>yes, unless you set diff_level to 3
13:42<@Belugas>Tlustoch, landscape.cpp:132 thinks otherwise
13:42<Eddi|zuHause>i should remember to check if i actually am at the bottom of the chat before replying :p
13:43<Eddi|zuHause>Greyscale_: that was for you, btw.
13:43<Greyscale_>Eddi|zuHause, fuck
13:44<@Belugas>Tlustoch, so does slope.h:32, which describe exactly whaat is SLOPE_ELEVATED
13:44<@Belugas>Greyscale_, watch your language, please
13:44<Wolf01>there's a way to react on left click in the viewport without having something to click under the cursor?
13:45<@Belugas>Wolf01, you mean apart from ground tile?
13:45<Eddi|zuHause>what language? i thought he wrote "oh great thanks for pointing that out" :p
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13:46<@Belugas>well... it could be interpreted like agressive...
13:46<@Belugas>i would rather see "damnd", "darn", "too bad", "grrr", ":(" and so on
13:46<Eddi|zuHause>well, yes, his choice of words leaves kind of a little ambiguousity
13:46<svip>Hm, Belugas, how do I read this: byte have_ratings; ??
13:47<Eddi|zuHause>svip: it's a variable declaration...
13:47<Wolf01>i should transform the cursor on placeproc function after 50 ticks, if no other tool is selected
13:47<@Belugas>immediate answer : with your eyes :D
13:47<@Belugas>byut wait
13:47<svip>Explain, Eddi|zuHause.
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13:49<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...
13:49<@Belugas>svip, if you had use grep or any other search tool in the source code,
13:49<@Belugas>you would have seen that it is a bit mask,
13:49<@Belugas>that will ahve a bit set
13:49<@Belugas>for the player when
13:49|-|Gorre [] has joined #openttd
13:49<@Belugas>this one
13:49<@Belugas>has indeed a rating
13:49<@Belugas>otherwise, it is not set
13:50<svip>But I assume more than one player can have ratings with one town?
13:50<@Belugas>thus a bitset...
13:50<Eddi|zuHause>yes, you have 8 bits in a byte... one for each player...
13:50<svip>So how do I know which bit is the _local_player?
13:51<Eddi|zuHause>(1 << _local player)?
13:51<Eddi|zuHause>missing _
13:51<svip>Against what?
13:51<@Belugas>you could search the code a bit, you know...
13:51<@Belugas>the answers are pretty obvious
13:52<svip>HASBIT(t->have_ratings, _local_player); ?
13:52<Eddi|zuHause>sounds like a plan :p
13:54<Tlustoch>But have you seen SLOPE_ELAVATED in the game? It's not even on tileh.png in docs.
13:55<@Belugas>Tlustoch, i've given you the two lines of code that uses it.
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13:56<Tlustoch>When it's in the code it does not mean it has some meaning.
13:56<@Belugas>SLOPE_ELEVATED = SLOPE_N | SLOPE_E | SLOPE_S | SLOPE_W, ///< all corner are raised, similar to SLOPE_FLAT
13:56<@Belugas>quite meaningfull to me
13:56<svip>:D Eddi|zuHause:
13:57<Eddi|zuHause>what are the nbsp for in there?
13:57<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.
13:59<@Belugas>well, if you have not seen one tile like taht, how would you build on it ?;)
13:59<@Belugas>the point it, you cannot build on everything
13:59<@Belugas>in my opinion
14:05<@Belugas>svip, it looks good
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14:05<svip>Thank you, Belugas.
14:06<@Belugas>but i wonder if it is usefull to show something for the towns that do not know you
14:06<Noldo>What a day!
14:07<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
14:09<Eddi|zuHause>svip: the yellowish orange could use more red in it
14:09<svip>Pick colours from the palette, and I can insert them.
14:09<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
14:10<Wolf01>the problem was the storm outside... but i have an ups...
14:13<Eddi|zuHause>svip: well, assuming the red colour is 184, why not use 186 for the orange?
14:13<svip>True, but I thought it was "too" close.
14:15<Wolf01>but at least it doesn't cycle
14:15<Wolf01>because ottd is not photoshop
14:16<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
14:17<Eddi|zuHause>if you zoom in very far, you notice that there are transparent pixels where they shouldn't be
14:18<Eddi|zuHause>what a stupid mistake...
14:22<+glx>nice svip, it seems to work :)
14:22<svip>Eddi|zuHause: << Not fixing your sprite discovery.
14:23<svip>But the colours.
14:24<svip>In this picture, you can actually see all the possible colours.
14:24<Eddi|zuHause>the black looks totally odd...
14:24<svip>I agree.
14:24<svip>I wondering if I should move to grey.
14:25<TrueBrain>Wolf01: do you mind if I take your 57.png and use it for my own testing?
14:25<@Belugas>do not higlight those tiles at all, in my opinion
14:26<Wolf01>take it
14:26<@Belugas>like only those that have a meaning
14:27<Wolf01>but a little help on the fast toolbar gui will be appreciated :P
14:29<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?
14:32<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
14:32<svip>The code itself doesn't go through all the tiles.
14:32|-|Diabolic-Angel [] has joined #openttd
14:32<svip>It works a single tile.
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14:33<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...
14:33<svip>Like a struct?
14:34<svip>struct HighlightCriteria { }
14:34<svip>Now you're talking.
14:34<Eddi|zuHause>i'm not sure if a struct is what you search for :)
14:34<Eddi|zuHause>more like a virtual or templated function call
14:35<svip>But a "search" function would sorta require a different function.
14:35<Noldo>I'm too tired to push my patches :/
14:36<Rubidium>I'm too tired to even make patches :(
14:37<Eddi|zuHause>svip: i'm thinking about a line like "sprite = Evaluate(tile, evaluation_mode)"
14:37<Eddi|zuHause>or "sprite = Evaluate<evaluation_mode>(tile)"
14:38<Eddi|zuHause>or "sprite = evaluator.Evaluate(tile)"
14:38<svip>I'm still not sure I follow.
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14:40<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
14:41<Eddi|zuHause>the type names might be off...
14:41<Eddi|zuHause>view this as pseudocode :)
14:42<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
14:43<svip>Eddi|zuHause gots a point.
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14:45<Ammler>hmm, maybe you already thought to do it this way... :)
14:45<svip>Ammler; true, but as of right now, the highlight "overshadows" the select tiles of building a station for instance.
14:46<svip>For that reason, I am considering creating an even "inner" highlight tile.
14:46<svip>And not use the "select tile" at all.
14:50<Ammler>I also would like to see a forbit terraform on tiles, where belongs to a "hat me" city.
14:51<Eddi|zuHause>svip: maybe you can mess with the sprite sorting order, so the mouse-driven highlight overides the "stationary" highlight
14:53<Eddi|zuHause>this brickland looks very promising :)
14:54<TrueBrain>nah, it is just some testing of mine
14:55<Eddi|zuHause>the red one is supposed to be rough land? you might put some smaller bricks on there...
14:55<TrueBrain>the problem is if you generate this from any blender or what ever
14:55<TrueBrain>it aint pixel perfect that easily
14:55<TrueBrain>I now took the original graphic and painted over it
14:55<TrueBrain>so it is 100% correct
14:56<svip> <Ammler> I also would like to see a forbit terraform on tiles, where belongs to a "hat me" city. <<< :D "hat you too".
14:56<Eddi|zuHause>oh, and Wolf01 complained that toyland skips the "low grass" stages...
14:56<TrueBrain>Eddi|zuHause: toyland does a lot of nasty things :p
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14:56<Eddi|zuHause>even though there are sprites for it
14:59<TrueBrain>hmm, 2 times 50% alpha != 100% visible :p
15:01<svip>Well, I have decided, on Eddi|zuHause's suggestion to make the evaluation functions.
15:03<svip>Should I create a type for that, Eddi|zuHause?
15:03<svip>Like ZoningEvoluationMode
15:03<Eddi|zuHause>that is totally up to you :)
15:03<svip>I was just listing to suggestions.
15:04<Eddi|zuHause>but an enum is most likely a sane choice
15:04<svip>Also, what does enum { } do?
15:04<svip>As you can see, I was gonna ask.
15:04<TrueBrain> "C++ enum"
15:05<Eddi|zuHause>i am _not_ a C++ teacher :)
15:05<Eddi|zuHause>i don't even know C++ that well...
15:07<Sacro>nor english
15:07<TrueBrain>@kick Sacro enough is enough already
15:07|-|Sacro kicked [#openttd] DorpsGek [enough is enough already]
15:07<TrueBrain>some people really don't know when to stop...
15:07<Eddi|zuHause>what exactly was wrong with my english?
15:08<TrueBrain>personally, I wouldn't know
15:08|-|Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd
15:08<TrueBrain>but Sacro became all knowing when it comes down to english
15:08<TrueBrain>Sacro: really, stop trying to correct peopel ALL_THE_TIME
15:08<Sacro>fine :(
15:08<TrueBrain>once in a while is okay, but now you are just annoying
15:08<Sacro>hylje: thanks
15:09[~]Sacro sits and fidgets over the change in tense
15:09<TrueBrain>@kick hylje a warned person counts for two (bad translation from a dutch verb)
15:09|-|hylje kicked [#openttd] DorpsGek [a warned person counts for two (bad translation from a dutch verb)]
15:10<TrueBrain>sick and tired that your english seemly has to be 100% correct in this channel
15:10<Eddi|zuHause>i still don't see a mistake...
15:10<TrueBrain>don't let it keep you up at night :)
15:11<Eddi|zuHause>i have enough things that keep me up at night already :p
15:11<Eddi|zuHause>uhm... not exactly :p
15:12<TrueBrain>hmm, I try to make soft-edges, but it is kind of hard
15:12<Ammler>How does identify a server? (thought is network_id)
15:13<Rubidium>Eddi|zuHause: I think Sacro meant you are neither an English teacher, which IMO doesn't mean you write bad/wrong English.
15:13<TrueBrain>Rubidium: read the backlog
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15:15<Rubidium>TrueBrain: I did, but Eddi|zuHause thought he made a mistake in English, which he didn't (I think)
15:15<Eddi|zuHause>he did not sound like he meant the teaching...
15:16<svip>How do I make it into a type?
15:16<Eddi|zuHause>and i also don't think i made a mistake
15:16<svip>typedef int EvaluationMode?
15:16<Eddi|zuHause>svip: an enum is automatically a type
15:16<Rubidium>I think Sacro deserves it to be on my ignore list too ;)
15:17[~]Sacro gets plonked
15:17[~]Bjarni adds Sacro to his ignore list
15:17|-|Hendikins changed nick to Hendikins|ADLMEL
15:17<Sacro>Eddi|zuHause: i meant no offnce
15:17<@Bjarni>I don't like sad people
15:18<@Bjarni>btw why should we ignore Sacro (besides the fact that he appears to be sad right now)?
15:18<TrueBrain>same reason we tend to ignore you :p
15:18<@Bjarni>no way
15:18<Sacro>i'm not dutch :o
15:18<@Bjarni>he can't be that bright
15:19<Sacro>I am reasonably bright
15:19<SpComb>Logs: (old: )
15:20<@Bjarni>heh. Sacro is actually active
15:20<@Bjarni>but he claims to be bright....
15:20<Sacro>i think Bjarni has me on ignore
15:21[~]Bjarni removes Sacro from his ignore list
15:21<@Bjarni>it makes no sense to ignore him and then read the logs to see what he says :p
15:21<Rubidium>Bjarni: "reasonably bright" == bright enough to get to a computer and connect to IRC
15:21<@Bjarni>he might be bright enough to do that
15:21<Sacro>Rubidium: through a bouncer on my home linux server using x-chat for windows over ssh
15:21<svip>trunk/src/zoning.h:15: error: `SpriteID' does not name a type
15:22<Eddi|zuHause>missing include?
15:22<@Bjarni>that could be it
15:23<svip>Come on.
15:23<@Bjarni>what does line 15 look like?
15:23<svip>SpriteID is defined in openttd.h
15:23<svip>Every file refers to that one.
15:23<svip>Line 15: SpriteID TileZoningEvaluation(TileIndex tile, EvaluationMode ev_mode);
15:23<Eddi|zuHause>yes, but not necessarily before zoning.h
15:23<@Bjarni>but does zoning.h include openttd.h before line 15?
15:24<svip>And even son.
15:24<svip>Doesn't work.
15:35<TrueBrain>grr, TT tiles are just not what one expect them to be :p
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15:36<mikegrb>we are moving next month anybody know where to buy TT tiles for the new kitchen?
15:37<@Belugas>good night
15:37<TrueBrain>night Belugas :)
15:37[~]glx clicked on the link :p
15:37<+glx>bye Belugas
15:37[~]Sacro needs to learn about french signalling
15:40<TrueBrain>glx: what is on the links?
15:40<TrueBrain>would have been fun :)
15:40<Ammler>TrueBrain: will this ip:port identify expire?
15:41<TrueBrain>simply because there is no need
15:41<Eddi|zuHause>you mean fun like with :p
15:41<TrueBrain>why you want to know Ammler?
15:41<Ammler>means, I can use the link to the server detail page
15:41<TrueBrain>I think I finally understand how tiles are painted in TT :)
15:41<TrueBrain>I can now make grid-tiles :)
15:42<Ammler>even, if I have the server down for weeks sometimes
15:42<TrueBrain>Ammler: you keep the same 'id' on the MS
15:42<TrueBrain>as those 'id's do not have any real value what so ever
15:45<Ammler>and it will generate a new id, if you use dynIP?
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15:48<Ammler>dynIP? just good to know the difference, thought thats the reason of the netwok_id to support also dynIP with static server details
15:50<Ammler>value in section [network]
15:50<TrueBrain>that has nothing to do with server, it is a key to track clients
15:50<Ammler>(no explanation in the wiki for it)
15:50<TrueBrain>yeah, as it is unused :)
15:55<TrueBrain>ToyLand is weird... multiple tiles are identical and still used
15:57<CIA-2>OpenTTD: miham * r10964 /trunk/src/lang/ (6 files): (log message trimmed)
15:57<CIA-2>OpenTTD: -Update: WebTranslator2 update to 2007-08-22 22:57:00
15:57<CIA-2>OpenTTD: croatian - 9 fixed, 13 changed by knovak (22)
15:57<CIA-2>OpenTTD: italian - 10 fixed by lorenzodv (10)
15:57<CIA-2>OpenTTD: japanese - 5 fixed by ickoonite (5)
15:57<CIA-2>OpenTTD: polish - 10 fixed, 1 changed by meush (11)
15:57<CIA-2>OpenTTD: slovak - 77 changed by lengyel (77)
15:58<Greyscale_>is there a default rcon password?
15:59<TrueBrain>yes: non
15:59<TrueBrain>(which means: disabled)
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16:04<Eddi|zuHause>is that supposed to be an improvement since last time? :p
16:06<TrueBrain>32bpp at work :)
16:07<TrueBrain>(and yes, I know, it aint lego :p)
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16:38<Greyscale_>TrueBrain, what the hell is that picture?
16:40<TrueBrain>Greyscale_: I am trying out 32bpp a bitr
16:40<TrueBrain>the first image is 8bpp, the last 2 image are 32bpp
16:41<TrueBrain>where the tiles 'merge' together
16:41<TrueBrain>instead of having a hard line
16:41<TrueBrain>much easier on the eye
16:41<Greyscale_>first one is lego though :P
16:41<TrueBrain>last one too
16:42<Greyscale_>toyland hurts my eyes
16:42<TrueBrain>brickland hurts your eyes less
16:46<svip>You know, TrueBrain.
16:46<svip>There are LEGO trees.
16:48<TrueBrain>wow, I would never have guessed!
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16:53<TrueBrain> <- pixel perfect :) YEAH!
16:54<Sacro>TrueBrain: pretty
16:54<svip>Are you going to use those LEGO rail tracks?
16:54<TrueBrain>currently I am just 'stealing' Wolf01's work
16:55<svip>Like this:
16:56<TrueBrain>for your info, those 3 tiles took around 3 hours
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17:05<TrueBrain>finishing all base-tiles most likely takes a day
17:05<TrueBrain>so... it might take a while, as Wolf01 says all the time :)
17:07<svip>He spends too much time complaining.
17:07<TrueBrain>nah, you need the break
17:09<svip>Why not drink in the break.
17:12<TrueBrain>now let's see if we can make going up and down as pretty as flat...
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18:14<TrueBrain>k, 4 tiles left for this night....
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18:29<TrueBrain> <- whiieee :) Besides the going up and down, all is done :)
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18:38<Nickman>hi all
18:39<TrueBrain>hi Nickman
18:39<Ailure>oh yeah, almost forgot about that lego landscape
18:40<Nickman>you had some fun with the lego tiles I see? :)
18:41<TrueBrain>when you destroy, they color like this
18:41<Nickman>hehe, cool :)
18:42<Nickman>are those the tiles Wolf made?
18:42<TrueBrain>lightly based on it
18:42<TrueBrain>very lightly in fact, I only took the round-looking-thingy
18:43<Nickman>you made them youself? :)
18:43<TrueBrain>basicly, yes
18:43<Nickman>how come?
18:43<Nickman>in the mood for it? :)
18:43<TrueBrain>clearly :p
18:44<TrueBrain>now I need to remember some basic commands in GIMP to make my life a bit easier :p
18:45<TrueBrain>like how to make a color mask
18:45<TrueBrain>ah :)
18:45<Nickman>you can acces everything of blender from the commandline :
18:45<Nickman>so making the renders of uploaded .blend would'nt be that hard... :)
18:46<TrueBrain>so it would be best to make that also possible
18:46<Nickman>I think it will be best if we have the .blend files
18:47<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
18:47<Nickman>btw, do you know how to return a pointer to something in Squirrel?
18:47<TrueBrain>still I think this isn't going to work as simple as we hope for ground-tiles
18:47<TrueBrain>you have to be a bit more specific
18:47<Nickman>what do you mean?
18:48<Nickman>give me a sec ;)
18:48<TrueBrain>anyway, I am toying with brickland for the last few hours now, and any renderer will fuck it up terrible
18:48<TrueBrain>as it has to be pixel perfect to avoid black lines between the tiles
18:49<TrueBrain>and to make nice lines between tiles, you really have to manually correct things
18:49<Nickman>so automatic rendering would be off the chart because of pixels not colourd because of the viewpoint or so?
18:49<TrueBrain>it is possible for everything else
18:49<Nickman>for ground tiles that is indeed true
18:49<TrueBrain>busses don't have to be pixel perfect
18:49<Nickman>for houses and stuff it isn't that important :)
18:49<TrueBrain>as they are single objects
18:50<TrueBrain>but all ground-tiles (which includes rail!) has to be pixel-perfect
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18:50<TrueBrain>so I am still very unsure about all of this
18:50<Nickman>I think rails should be a layer on top of the ground tiles, but that will be a BIG change I think :D
18:50<TrueBrain>they are
18:50<TrueBrain>but the connection has to be pixel perfect too
18:51<TrueBrain>so about 20% has to be done manually
18:51<Nickman>but how come when you change the land tiles, the tiles underneath the rails don't change...
18:51<TrueBrain>the rest can be from a .blend file
18:51<TrueBrain>it depends on the rail I believe
18:51<Nickman>that I don't know ;)
18:51<TrueBrain>let me look it up
18:52<TrueBrain>takes a while for KDE to load all images :p
18:52<Nickman>About the squirrel thing
18:52<TrueBrain>maglev and normal rail to now have the ground-tile added
18:52<Nickman>I'm building my pathfinder making it extend the AIPathfinder class
18:52<Nickman>so I need this function "FindRoute" :
18:52<Nickman>but that has to return a pointer
18:53<Nickman>do I just return the object and everything will be fixed, or do i need to return something special in my Squirrel PF?
18:53<TrueBrain>Squirrel can't extend the AIPathfinder class I guess
18:54<TrueBrain>as C++ can't call directly to it
18:54<TrueBrain>and I doubt we have wrappers covering that :)
18:54<TrueBrain>the idea is that Squirrel always extends C++, but C++ never extends Squirrel
18:54<TrueBrain>(mostly because of the speed issues, but also the include mess it would create)
18:54<Nickman>so I can't make a pathfinder? :)
18:55<TrueBrain>not in Squirrel for general usage
18:55<TrueBrain>but if you did it in Squirrel, porting to C++ isn't that complicated
18:55<Nickman>that's no fun! :p
18:57<TrueBrain>bah, I based my lego sprites on green
18:57<TrueBrain>it should have been white
18:57<TrueBrain>hmm, amybe I can change that easily...
18:57<Nickman>I started in C++, then I went to Squirrel, now I have to go back to C++ :p
18:58<TrueBrain>but that will be for tomorrow :p
18:58<TrueBrain>Nickman: life is a bitch :)
18:58<Nickman>with white you can just use colour overlay wright? :)
18:58<Nickman>indeed it is! :D
18:58<TrueBrain>and yes, then color overlays are what you expect
18:58<TrueBrain>now I put orange over it and I get red
18:59<svip>I forgot I never fixed that.
18:59<svip>trunk/src/zoning.h:13: error: `SpriteID' does not name a type
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19:00<TrueBrain>yeah, now my tiles are white :) WHOHO!
19:01<TrueBrain>that was easy :)
19:01<Nickman>(01:57:52) (TrueBrain) but that will be for tomorrow :p
19:01<TrueBrain>I realised a simple way
19:01<TrueBrain>just removing the 'value' component
19:01<TrueBrain>efficient making all colors white, but keeping the alpha channel
19:01<TrueBrain>which is enough for the way I do it :)
19:01<Nickman>cool :D
19:02<TrueBrain>having an Alpha channel makes life so much less complicated :)
19:03<TrueBrain>I wonder if I can make folders in my layers :)
19:03<Nickman>you have that many?
19:03<TrueBrain>so far 4 overlays, 1 flat tile, 4 part-flat tile
19:04<TrueBrain>1 with a single brick, 1 with a full flat-tile brick, and 4 part-flat tile bricks
19:04<TrueBrain>so, yeah :p
19:04<TrueBrain>I can remove the 'flat' as the 4 parts cover that too
19:05<TrueBrain>in fact, I might as well split them up as 1/4th
19:05<TrueBrain>instead of 1/2th
19:06<TrueBrain>hmm, it seems that making my tiles white fucked with the alpha channel after all...
19:07<TrueBrain>ah, fixed it :) Hehe
19:09<TrueBrain>gimp is such a nice application :)
19:09<Nickman>I've never been able to master a drawing program
19:09<Nickman>I can't draw a simple thing
19:09<TrueBrain>I thought I would never too :p
19:09<Nickman>I realy suck at drawing :D
19:09<TrueBrain>any idea why I 'stole' the round-thingy from Wolf? :p
19:09<Nickman>hehe :D
19:09<Nickman>I CAN do some pixel editing and stuff :)
19:10<Nickman>like tiling stuff, making the tiles fit and stuff :)
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19:10<TrueBrain>btw, GIMP has many shortcomes..
19:10<TrueBrain>like you have to press ENTER to confirm a name-change of a layer
19:10<TrueBrain>for the love of God... leaving the field should be enough :(
19:13<eggburt>wait what svip
19:13<svip>Wait what, eggburt?
19:13<svip>What the hell are you doing in here?
19:13<eggburt>I am addicted to openttd ;o
19:13<svip>You are?
19:13<svip>Awesome, me too.
19:13<TrueBrain>svip: at least the picture looks good :)
19:13<svip>I'm writing a patch.
19:14<svip>:P TrueBrain.
19:14<svip>I have noticed an increase in performance as well.
19:14<eggburt>ooh, I tried messing with a new AI but fell asleep and never got back round to it :(
19:15<eggburt>what be this you are patching sire?
19:15<Nickman>svip, it's looking really cool :)
19:15<TrueBrain>okay, so next step will be hills.... :s
19:15<Nickman>what are the dirrent colours you have now? different cities?
19:15<Nickman>so what is orange, bleu and grey?
19:15<svip>Orange: Bad, Light blue: Good, Grey: Who the hell are you?
19:16<Nickman>It looks really good now, not so crowded anymore
19:16<Nickman>good job!
19:16<svip>So building in light blue zones is always a good idea.
19:16<svip>But of course, building in uncoloured zones is the best idea. ;o
19:16<Nickman>what happens if two zones overlap? Or isn't that possible?
19:17<svip>Apparently not.
19:17<svip>I think that has already been fixed a long time ago.
19:17<Nickman>how do you calculate the zones?
19:17<Nickman>Or are they already calculated? :)
19:17<svip>Like "what town should affect when he remove trees here."
19:17<svip>There is a function that does that in town_cmd.cpp
19:17<Nickman>cool :)
19:17<svip>You know.
19:18<svip>When you use the query function.
19:18<svip>You can see which is the local authority.
19:18<svip>So that is basically the same function in use.
19:18<Nickman>yeah, probably :)
19:18<svip>As town expands, I think the zoning show grow as well.
19:18<svip>But as of right now.
19:18<svip>Doesn't happen.
19:19<svip>I'd think if two towns grow too close together.
19:19<svip>The game should "roll a dice" and see if they should merge or stay as two.
19:19<Nickman>that would be pretty cool )
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19:20<Nickman>Patch it! :D
19:20<svip>I am on a mission to improve the local authorities in OpenTTD.
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19:20<TrueBrain>how much CPU does this take?
19:21<svip>:/ I can't be sure as my current computer has a graphics problem.
19:21<svip>And uses an awesome amount of CPU load just to draw the graphics.
19:21<svip>While on other machines that is not a problem.
19:21<svip>So my testings would be vague.
19:21<TrueBrain> <- is it better with those tin lines?
19:21<svip>But I haven't seen an increase in CPU load that much.
19:22<Nickman>hmmm, it looks better yes, but I think they stick out a bit to much?
19:22<TrueBrain>or should the lines be black?
19:22<Nickman>The lines draw to much attention I think...
19:22<svip>I don't think real lego is like that.
19:22<svip>What are you gonna do about the slopes?
19:23|-|Dark_Link^ute changed nick to Dark_Link^
19:23<TrueBrain>real lego always has a black-alike line in between
19:23<TrueBrain>as they don't connect perfectly
19:23<TrueBrain>anyway, this happened when doing it via overlays, instead of direct alpha
19:24<TrueBrain>so if we like it, it is a nice extra-product ;)
19:25<svip>Next mission: Get rid of those warnings when I compile it.
19:25<TrueBrain>translating "bij-produkt" is hard ;))
19:25<svip>trunk/src/zoning.cpp:100: warning: converting to non-pointer type `SpriteID' from NULL
19:25<Nickman>you dutch to TrueBrain ;)
19:25<Nickman>Holland or Belgium?
19:25<Nickman>I mean :d
19:25<TrueBrain>The Netherlands of course :p Jij stomme belg
19:26<Nickman>haha :D
19:26<Nickman>hmmmm, now the line seems like a bug :D
19:26<TrueBrain>so should I make them bigger?
19:26<TrueBrain>more visible?
19:26<Nickman>at the top right side, the circle thingies don't look complete anymore?
19:27<Nickman>a bit has been cut off? :p
19:27<Nickman>the top left also
19:27<TrueBrain>I don't see what you mean :(
19:27<@Belugas>svip, i had he same idea as you regarding merging two towns. i've abandonned the idea, as the implications of all that is required to do it properly are in fact immense
19:28<Nickman>well, the "tops" on the lego blocks seem to have lost a piece because of the black line?
19:28<svip>Belugas, NOW you tell me.
19:28<Nickman>hard to explaine
19:28<TrueBrain>Nickman: that is because they ARE in the black line
19:28<TrueBrain>they only appear less visible
19:28<@Belugas>svip: i just saw your post :S
19:29<Nickman>yeah :s
19:29<TrueBrain>but okay, no to the black line :p
19:29<Nickman>Try to make the line a bit darker or bigger?
19:29<TrueBrain>would bigger be better?
19:29<Nickman>I don't know :D
19:29<Nickman>if you would only let the line be drawn on the bottem side of the tiles?
19:29<Nickman>of would that cause problems? :d
19:30<TrueBrain>it is only drawn at one side
19:30[~]TrueBrain likes his auto-correct-[xy]-offs-script :p
19:31<eggburt>Last visit was: Tue Apr 22, 2003 4:35 pm
19:31<eggburt>oh my
19:31<TrueBrain>that is a while ago
19:32<TrueBrain>saving your PNG before running helps...
19:32<Nickman>indeed it would :)
19:33<TrueBrain>it only becomes more ugly if you ask me :)
19:33<Nickman>kill the dark line :d
19:33<svip>You need LEGO names as well for the cities.
19:33<svip>Like Bricktown.
19:33<svip>And Brickville.
19:33<svip>And Brickstuff.
19:33<TrueBrain>svip: in due time
19:33<svip>In fact, just take a noun and put Brick in front of it.
19:34<svip>Any noun will do.
19:34<TrueBrain>k, then how to fix this....
19:35<TrueBrain>Overlay stuff kind of fails the way I would like it :)
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19:36<Nickman>I need to get to bed sooner... :p
19:36<TrueBrain>good luck :)
19:36<Nickman>watching an episoode of heroes so...
19:36<Nickman>can't sleep :p
19:37<Nickman>have some catching up to do :)
19:37<TrueBrain>been there, done that :p
19:37<Nickman>only at episode 6
19:37<TrueBrain>it gets better :)
19:37<Nickman>I like it already :)
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19:42<Nickman>that was a quick visit :)
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19:43<eggburt>hrm odd what is "other" in finances
19:43<eggburt>something cost me £122 but I have yet to do anything, and paid back the loan so I could have a look around first
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19:46<TrueBrain>bah, I can't get the transparent the way I want
19:46<TrueBrain>it adds the color... logic..
19:46<TrueBrain>hmm, wait a moment...
19:47<svip>You are Dutch.
19:47<svip>And yet you write colour incorrectly.
19:47<TrueBrain>not incorrectly
19:47<Nickman>I'm Belgian ;)
19:47<Nickman>much cooler ;)
19:47<svip>American way isn't cool.
19:47<Nickman>we have bad weather all year long
19:48<svip>But at least you are not the nation that pays most tax.
19:48<Nickman>isn't that cool :)
19:48<Nickman>are you sure about that? :)
19:48<svip>Because my nation is!
19:48<Nickman>hehe :D
19:48<svip>I've checked tonnes of sources to be sure.
19:48<Nickman>you american? :)
19:49<svip>Is that an insult?
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19:49<Nickman>no, why should it?
19:49<svip>Compared to us Americans doesn't even PAY tax.
19:49<Nickman>hehe :D
19:49<Nickman>where do you come from then?
19:49<svip>Bothered to check my ident by now?
19:50<Nickman>no, stupid me :p
19:50<svip>So you didn't check my ident?
19:50<Nickman>using (Vienna, Austria)
19:50<Nickman>I always mix up Austria :D :p
19:50<svip>My ident would probably be more accurate.
19:50<svip>Just do a /whois on me.
19:51<Nickman>that's what I got from that :)
19:51<svip> <Nickman> using << O_o What is this?
19:52<Nickman>I get that from whois :p
19:52<svip>You're sure you're whois'ing me?
19:52<eggburt>that is the irc server he is on
19:52<Nickman>yeah :p
19:52<svip>Like eggburt said.
19:52<svip>That is not me.
19:52<TrueBrain>he is .dk Nickman
19:52<Nickman>and dk is? :p
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19:52<svip>Take a guess?
19:53<TrueBrain>or at least, his connetion to IRC comes from there
19:53<svip>Took you sweet time, Nickman.
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19:53<Nickman>I must be stupid ;)
19:53<svip>Or tired.
19:53<Nickman>I'm hoping the second ;)
19:53[~]eggburt vanishes to play multiplayer
19:54<Nickman>hf ;)
19:54<eggburt>slightly more addictive
19:54<TrueBrain>hmm, I guess there is no real way to fix my little problem :(
19:54<svip>We should play some time, eggburt.
19:54<svip>And get some nightlies.
19:54<svip>They have trams.
19:54<svip>:O I love trams.
19:54<svip>And auto signal completion.
19:54<svip>OMG how could I live without that before!
19:54<eggburt>I don't think my machine likes maps bigger than 512x512 for multiplayer
19:55<svip>Get your hands on some nightlies.
19:55<svip>And download the generic tram grf.
19:55<eggburt>I tried tweaking the trams to make them useful
19:55<eggburt>but alas I do not understand grf files and was only able to make them go 79mph
19:55<eggburt>damn limit
19:56<eggburt>yes that is the measurement of speed I use
19:56<svip>You're crazy.
19:56<svip>But 127km/h is fast though.
19:57<eggburt>well either way I didn't understand the 13 14 and 15 parts of the grf
19:57|-|Dark_Link^ changed nick to Dark_Link^sleep
19:57<eggburt>so I just set the other bit, 08 I think it was to FF
19:57<svip>I had to do some grf to make this ( ) work.
19:57<eggburt>I have no idea what that is telling me
19:58<eggburt>pretty colours though
19:58<svip>I tells you the local authorities' zones.
19:58<svip>Orange means "dislikes" you, blue "likes", and grey "no thought".
19:58<svip>The outer borders in red means where you cannot build.
19:59<svip>I am still working on making that more intelligent.
19:59<eggburt>which is a point is it possible to toggle the grid
19:59<eggburt>cause that'd be handy
19:59<svip>Of course.
19:59<svip>You have to click the menu with screw driver.
19:59<svip>And below the "transparent signs".
19:59<svip>There it is.
20:00<eggburt>signs is the bottom one for me :o
20:00<eggburt>by grid I am meaning the default grid if you are talking about other things
20:00<eggburt>the lines that show the squares
20:00<svip>Probably not.
20:00<svip>As that is part of the graphics.
20:00<TrueBrain>bah bah bah bah ^ 2... how am I going to solve this transparency :(
20:01<Nickman>Ok, episode 6 is done, now it's really time for bed...
20:01<eggburt>oh my I missed RC2 being released
20:01<eggburt>no wonder a bunch of servers were red
20:01<TrueBrain>night Nickman
20:02<svip>I think I'll be hitting the sack as well.
20:03<svip>Good night.
20:04<eggburt>night svippers
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20:12<TrueBrain>night all
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---Logclosed Thu Aug 23 00:00:22 2007