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#openttd IRC Logs for 2014-05-07

---Logopened Wed May 07 00:00:00 2014
---Logclosed Wed May 07 08:28:47 2014
---Logopened Wed May 07 08:28:52 2014
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09:44<__ln___>guten moin
09:45<Eddi|zuHause>that doesn't work
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09:45<Eddi|zuHause>that's like saying "good jour"
09:46<Eddi|zuHause>mixing two different languages
09:47<__ln___>i think the word "two" is from norse, and "different" and "languages" are from french/latin.
09:48<Eddi|zuHause>that may be true, but there are situations where loanwords or foreign words will not be (genrally) accepted
09:56<Eddi|zuHause>the word "two" is most likely from anglian (danish) or saxon (low german) anyway, norse came into the english mix rather late, i presume people used numbers before that :p... in northern germany saying "zwo" instead of "zwei" is very common
09:57<Eddi|zuHause>but numbers are difficult, because they are rather similar in most european languages
09:57<Eddi|zuHause>it's hard to tell where it really came from
10:00<__ln___>probably an ancient emperor told his scientists to invent mathematics, then waited for a few turns, and so numbers were invented.
10:05<Eddi|zuHause>i haven't done that in quite a while
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13:37<George>how to check in NML are houses drawn transperent or not?
13:39<@planetmaker>NewGRFs don't allow to check for that, generally
13:39<@planetmaker>Transparency means that the building sprite is palette-converted to transparent. Invisible means they're not drawn
13:40<@planetmaker>That's also a thing which cannot be added to checked for. Such check would destroy (desync) multiplayer immediately
13:43<@planetmaker>the sprite layout block knows also the property always_draw: 1 or 0. Those buildings sprites with always_draw: 1 will be drawn in invisible mode, too.
13:43<@planetmaker>see also
13:46<@DorpsGek>Commit by translators :: r26569 /trunk/src/lang (8 files) (2014-05-07 17:45:48 UTC)
13:46<@DorpsGek>-Update from WebTranslator v3.0:
13:46<@DorpsGek>english_AU - 1 changes by mrtux
13:46<@DorpsGek>english_US - 1 changes by Supercheese
13:46<@DorpsGek>french - 57 changes by glx
13:46<@DorpsGek>german - 5 changes by planetmaker
13:46<@DorpsGek>korean - 1 changes by telk5093
13:46<@DorpsGek>lithuanian - 3 changes by
13:46<@DorpsGek>luxembourgish - 51 changes by Phreeze
13:46<@DorpsGek>russian - 1 changes by KorneySan
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13:49<George>planetmaker: I want a sprite that is drawn only when a building is transparent
13:49<George>how to do that?
13:49<@planetmaker>won't happen
13:49<@planetmaker>you don't do that
13:49<@DorpsGek>Commit by rubidium :: r26570 trunk/src/lang/russian.txt (2014-05-07 17:49:22 UTC)
13:49<@DorpsGek>-Fix: WT3 validation issue
13:49<@planetmaker>Generally: do not worry *at all* about transparent mode - it's nothing for a NewGRF author to mind
13:49<frosch123>George: you draw the sprite below another one
13:50<frosch123>set the sprite to not be affected by transparancy
13:50<frosch123>while the other remains affected
13:50<@planetmaker>What you should think a bit about is the invisible mode as you need to decide which ones should still be drawn
13:50<@planetmaker>Mind that it's used to avoid blocking views
13:51<@planetmaker>thus a skyscraper set to always_draw would be abusing the always_draw system, breaking the usability
13:52<@planetmaker>generally I draw the terrain ground sprite and the house outline ground sprite
13:52<George>spritelayout Statue_of_Lenin_layout {
13:52<George> ground {
13:52<George> sprite: (terrain_type == TILETYPE_SNOW ? Statue_of_Lenin_ground_snowed_sprite : Statue_of_Lenin_ground_sprite);
13:52<George> }
13:52<George> childsprite {
13:52<George> sprite: ground_sign_tourists_sprite;
13:52<George> always_draw: 1;
13:52<George> }
13:52<George> childsprite {
13:52<George> sprite: (terrain_type == TILETYPE_SNOW ? Statue_of_Lenin_ground_snowed_sprite : Statue_of_Lenin_ground_sprite);
13:52<George> always_draw: 0;
13:52<George> }
13:52<George>Did I understand you right?
13:53<George>the sign would be visible in transperent mode only
13:54<@planetmaker>yeah, like that
13:54<@planetmaker>though I'd do it different then
13:54<@planetmaker>first groundsprite is the groundsprite with the sign
13:55<@planetmaker>and then the building sprite including the ground (again), overdrawing the sign again
13:55<@planetmaker>thus declare it part of the building itself. But that's just semantics and personal preference
13:55<@planetmaker>not better, not worse
13:56<George>the sign does not cover 100% of a ground area
13:57<@planetmaker>well, thus making the ground again part of the building, too
13:57<@planetmaker>but as said, doesn't matter
13:57<@planetmaker>George, and re (FS#6004): dunno what others think of it
13:58<George>ask them&?
14:00*Alberth has no thoughts
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14:01*planetmaker had none so far either
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14:07<Wolf01>hello o/
14:11<George>planetmaker: this line forces nmlc error sprite: (terrain_type == TILETYPE_SNOW ? Statue_of_Lenin_ground_snowed_sprite : Statue_of_Lenin_ground_sprite);
14:12<George>all parts should be integer
14:12<George>how to make the right check in sprite layout?
14:13<@planetmaker>sprite: statue_snow.png
14:18<@planetmaker>hide_sprite: terrain == TILE_TYPE_SNOW
14:18<@planetmaker>} { ... (other conditions)
14:18<@planetmaker>mind that TILE_TYPE_SNOW is the same as desert
14:18<@planetmaker>so check for climate, too
14:18<George>is there a variable for current climate?
14:18<George>climate=CLIMATE_ARCTIC ?
14:18<@Alberth>hello Sir W
14:30<George>this is what I got
14:30<George>Do I understand you right
14:33<@planetmaker>looks good to me
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14:35<George>not in game
14:35<George>have to look more
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14:35<George>now I have to go
14:35<George>thank for help
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15:43<George>how to get cargo_type if you know cargo_id (cargo classes) only?
15:44<George>It's a house cargo_production CB. (cargo_type * 256) + amount
15:44<George>can I write something like return (TOUR * 256) + 1 ?
15:48<frosch123>i think so
15:49<George>BTW, does 0x20FF in Called multiple times until 0x20FF is returned. have some name, like CB_RESULT_NOPRODUCTION or something like that?
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16:09<frosch123>planetmaker: any suggestion for a name? CB_RESULT_HOUSE_NO_MORE_PRODUCTION or CB_RESULT_HOUSE_NO_MORE_CARGOS ?
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17:34<@planetmaker>frosch123, which CB / CB-result?
17:35<frosch123>it should be similar to CB_RESULT_NO_MORE_ARTICULATED_PARTS
17:36<frosch123>and similar to the industry cb results, which all go like CB_RESULT_IND_xxx
17:36<@planetmaker>ah, indeed that should get a value. CB_RESULT_HOUSE_NO_MORE_PRODUCTION sounds good
17:37<@planetmaker>but the other suggestion is just as fine... don't know. NO_PRODUCTION reflects better the callback name
17:37<frosch123>yup, i am going for that
17:38<frosch123>err, i mean: i am going for CB_RESULT_HOUSE_NO_MORE_PRODUCTION
17:38<frosch123>it is not about no production, but like the artic callback about ending the loop
17:38<@planetmaker>ok :)
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17:54<DanMacK>@seen andythenorth
17:54<@DorpsGek>DanMacK: andythenorth was last seen in #openttd 1 day, 0 hours, 7 minutes, and 41 seconds ago: <andythenorth> bye
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18:01<Samu>doing pointless stuff again:
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18:07<Samu>i dont even know if this would work with the proper signals
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22:06<kiz>does anyone know why infrastructure maintenance is not on by default? Do the costs eventually get out of hand?
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---Logclosed Thu May 08 00:00:03 2014