--- | Log | opened Mon Jul 28 00:00:25 2014 |
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03:00 | <andythenorth> | looks like I can put a stub for each industry into the FIRS header, providing industry property block with 1F (name), also switch for extra text cb |
03:01 | <andythenorth> | nmlc takes about 2-3 seconds to compile the entire header block nml to nfo, so neglible |
03:11 | <andythenorth> | ho |
03:12 | <andythenorth> | a complete compile is now 1m20s instead of 3m |
03:12 | <andythenorth> | multiprocessing |
03:15 | <@planetmaker> | moin moin |
03:15 | <V453000> | mooin |
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03:16 | <V453000> | ..... is it possible that building{} has different offsets or something than childsprite{} ? |
03:16 | <V453000> | because I just put 2 images on top of it using same template and they dont seem to fit |
03:17 | <andythenorth> | hmm |
03:17 | <andythenorth> | I’ve forgotten how all that works :P |
03:17 | <andythenorth> | it’s done by magic in FIRS |
03:17 | <V453000> | D: |
03:18 | <V453000> | https://dl.dropboxusercontent.com/u/20419525/3X_FIXED2.png |
03:18 | <V453000> | two images which "should be atop of each other |
03:18 | <andythenorth> | what are your realsprite offsets? |
03:18 | * | andythenorth is just guessing at things |
03:18 | <V453000> | I dont even know what realsprite offsets are? |
03:18 | <V453000> | you mean the offsets in the template? |
03:19 | <V453000> | template template_industrytile_x4_redone(x, z) { // x == MOVEMENT on X // z == file name, e.g. "gfx/industry_3BB/industry_3BB_f0000.png" [x*256, 0, 256, 704, -128, -578, z] } |
03:19 | <andythenorth> | there will be spriteset {} somewhere |
03:19 | <andythenorth> | probably in the template |
03:20 | <andythenorth> | this stuff makes my head hurt :) |
03:20 | <V453000> | mine too |
03:21 | <andythenorth> | I think it will be your offsets, but not 100% sure |
03:22 | <V453000> | that would mean I need 2 different templates for the building and childsprite then |
03:23 | <V453000> | I kind of assumed that they would behave the same :d |
03:24 | <andythenorth> | did you test that it was the offsets? |
03:24 | <andythenorth> | FIRS templates have 4 params |
03:24 | <andythenorth> | tmpl_building_sprite(150, 10, 59, -28) |
03:25 | <andythenorth> | template tmpl_building_sprite(x, y, h, dy) { |
03:25 | <andythenorth> | [x, y, 64, h, -31, dy] |
03:25 | <andythenorth> | } |
03:26 | <andythenorth> | :) although mostly that’s not used |
03:27 | <andythenorth> | mostly this does them https://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/spritesets.pynml |
03:31 | <andythenorth> | V453000: how many industries for YETI? o_O |
03:32 | <V453000> | 16 |
03:32 | <V453000> | hm |
03:36 | <andythenorth> | you might find a lot of boring repetitive coding for spritesets and such |
03:36 | <andythenorth> | esp. if you’re animating :) |
03:36 | <V453000> | yeah :D |
03:36 | <V453000> | I already did an endless amount |
03:37 | <V453000> | idk, will try 2nd template |
03:37 | <@planetmaker> | V453000, iirc the childsprites have the same offsets as their parents |
03:37 | <@planetmaker> | their alignment is relative to the parent |
03:37 | <V453000> | that is what I would expect too, pm, even further proving that, it looks like the childsprite is correct https://dl.dropboxusercontent.com/u/20419525/3X_FIXED.png |
03:37 | <@planetmaker> | all iirc that is. There are bear traps with spiky pits ahead. I'm sure |
03:38 | <V453000> | but when I also correctly loaded the building, it moved |
03:38 | <andythenorth> | they’re simple to do once you have the right setup |
03:38 | <V453000> | so there is some weird bear trap relation between building and childsprite |
03:38 | <V453000> | yes andy, but once you have the right setup XD |
03:38 | <andythenorth> | do the docs say anything? |
03:39 | <andythenorth> | xoffset and yoffset move the origin of a child sprite relative to parent |
03:40 | <andythenorth> | so if you pass them the wrong offs, you’ll get unwanted results |
03:40 | <V453000> | o |
03:40 | <V453000> | that could be it |
03:40 | <andythenorth> | http://newgrf-specs.tt-wiki.net/wiki/NML:Spritelayout |
03:40 | <andythenorth> | docs are pretty useful on this :) |
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03:40 | <V453000> | oh yeah |
03:40 | <V453000> | I have 0 0 |
03:41 | <V453000> | which explains why they center to top right of their parent seemingly |
03:41 | <V453000> | they are very useful andy, I just somehow manage to get confused frequently :P |
03:43 | <V453000> | will try that, thanks andy |
03:43 | <andythenorth> | np |
03:44 | <V453000> | one more thing related to this |
03:44 | <andythenorth> | pretty common that child objects offset from parent |
03:44 | <andythenorth> | flash does it |
03:44 | <andythenorth> | css does it |
03:44 | <andythenorth> | etc |
03:44 | <V453000> | people have been reporting a lot of errors where trains draw over the industry, I guess that is because zextent 0 |
03:44 | <V453000> | what is a sane zextent? |
03:45 | <V453000> | when it was like 1, it seemed to already overwrite things atop of it like tracks on foundation |
03:45 | <V453000> | the docs say 16 |
03:45 | <V453000> | but that looks insane to me |
03:45 | <andythenorth> | usually the height of the building in the sprite iirc |
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03:46 | <andythenorth> | FIRS ones range 32-90 |
03:46 | <andythenorth> | in a quick sample |
03:46 | <V453000> | but if the building technically is ground? |
03:46 | <V453000> | right |
03:46 | <andythenorth> | hmm ground |
03:46 | <andythenorth> | actual ground tile, nothing on it? |
03:46 | <V453000> | well no |
03:47 | <V453000> | non-animated stuff |
03:47 | <V453000> | while the childsprite is animated stuff |
03:47 | <andythenorth> | try 32 as a default |
03:47 | <andythenorth> | just to see |
03:47 | <V453000> | http://dev.openttdcoop.org/projects/yeti/wiki/Tech |
03:47 | <V453000> | eh |
03:47 | <V453000> | http://dev.openttdcoop.org/attachments/download/6338/anim_mask_workflow.png |
03:47 | <V453000> | this is what I am trying to do |
03:47 | <V453000> | the "static underlay sprite" is building{} |
03:48 | <V453000> | with animated sprite being childsprite |
03:48 | <andythenorth> | have you run into issue where spritesets have to have same number of items |
03:48 | <andythenorth> | which is interesting for animation |
03:48 | <andythenorth> | might not affect you |
03:48 | <V453000> | yes I did :d |
03:48 | <V453000> | was ridiculous |
03:48 | <andythenorth> | again, FIRS magics that away |
03:48 | <V453000> | had to make 127 times [] |
03:49 | <V453000> | in the spriteset definition :D |
03:49 | <andythenorth> | you need a code generator :P |
03:49 | <V453000> | makes sense to make tiles on the bottom edge have zextent 0, and the rest like 16? |
03:49 | <andythenorth> | imagine how much trouble that could cause :) |
03:49 | <V453000> | http://dev.openttdcoop.org/attachments/download/6337/CUTTING_MASK.png |
03:49 | <@planetmaker> | V453000, you need to use as zextend the overall extend. Also, a child sprite never extends, also not in z-direction, its parent |
03:49 | <V453000> | namely 3, 31 32 33 23 13 03 |
03:50 | <@planetmaker> | if it needs to extend its parent in z-extend pad the parent with many transparent pixels in z-direction |
03:51 | * | andythenorth bbl |
03:51 | <V453000> | hm, will try something |
03:51 | <V453000> | thanks andy, cya |
03:51 | <andythenorth> | but zextents should be height of stuff drawn on tile |
03:52 | <andythenorth> | roughly |
03:52 | <andythenorth> | try turning on bounding box view, it might show them, can’t remember |
03:52 | <andythenorth> | bye |
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03:52 | <V453000> | yeah it shows the bounding box derived from zextent (: |
03:52 | <V453000> | but still valuable info |
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07:13 | <kero> | hi |
07:14 | <FLHerne> | kero: Afternoon |
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--- | Log | closed Mon Jul 28 08:19:17 2014 |
--- | Log | opened Mon Jul 28 08:26:35 2014 |
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--- | Log | opened Mon Jul 28 08:37:40 2014 |
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--- | Log | opened Mon Jul 28 09:00:58 2014 |
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--- | Log | closed Mon Jul 28 09:16:10 2014 |
--- | Log | opened Mon Jul 28 09:18:18 2014 |
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--- | Log | opened Mon Jul 28 09:22:27 2014 |
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09:34 | <NGC3982> | Stephen Hawking is dead. |
09:39 | <@Belugas> | you've been caugh spreading a hoax ;) |
09:39 | <@Belugas> | shame on you! |
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--- | Log | opened Mon Jul 28 09:53:20 2014 |
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--- | Log | opened Mon Jul 28 09:58:04 2014 |
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09:58 | <Pikka> | hallo |
09:58 | <@planetmaker> | o/ |
09:58 | <Pikka> | is it not that the "sending a single character through chat crashed OpenTTD" thing was fixed |
09:58 | <Pikka> | ? |
09:59 | <andythenorth> | lo Pikka |
09:59 | <andythenorth> | how is pineapple land? |
09:59 | <Pikka> | 'cause it just happened to me in r26705 :) |
09:59 | <Pikka> | it is splendid! |
09:59 | <Pikka> | give or take |
09:59 | <andythenorth> | does it have any BAD FEATURES? |
09:59 | <andythenorth> | crocs? |
09:59 | <andythenorth> | typhoons? |
09:59 | <Pikka> | well |
09:59 | <andythenorth> | politicians? |
09:59 | <@planetmaker> | Pikka, I've no clue what you asked about :) |
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10:01 | <Pikka> | planetmaker; I remember when we were playing a while back, the game would crash if I sent a single character through chat (eg "o") |
10:01 | <Pikka> | I thought it was fixed, but it still does it :) I can't find the bug report right now, I assume I made one, right? |
10:02 | * | planetmaker doesn't recall that incident. Even after this verbose reminder |
10:02 | <@planetmaker> | Nor can I remember such bug, tbh |
10:02 | <Pikka> | andythenorth, we've got a few of those things, although we call the middle one cyclones |
10:02 | <Pikka> | and the last one something that I probably can't say without being kicked |
10:03 | <andythenorth> | Pikka: but as long as you can buy a bigger boat, and chrome wheels for your truck, you’ll be happy :D |
10:03 | <Pikka> | unfortunately, they're stopping the boats. |
--- | Log | opened Mon Jul 28 10:45:14 2014 |
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--- | Log | opened Mon Jul 28 10:49:57 2014 |
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--- | Log | opened Mon Jul 28 11:01:52 2014 |
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11:55 | <keoz> | Maybee someone can help me understand order->type bytes (cf. order_base.h, order_cmd.cpp) ? I see that for a normal goto station order, type value is 01100001 (=97). The first bit from right is about the order type (1 = GO_TO_STATION). The two last are the non stop flag - if I understood fine so far. But what is the 6th bit for ? |
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12:26 | <Jinassi> | Anyonemantains this? http://www.desura.com/games/openttd |
12:28 | <frosch123> | currently no, do you want to? |
12:29 | <Jinassi> | If possible I'd like to spread the word to gog too, even further, to increae coverage |
12:29 | <Jinassi> | with permission |
12:29 | <frosch123> | isn'g gog about selling games? |
12:29 | <frosch123> | also openttd is no old game, it is a maintained game |
12:29 | <Jinassi> | they too have a free games section |
12:31 | <Jinassi> | shit, bbl |
12:31 | <frosch123> | boss visiting? |
12:31 | <@peter1138> | Bah, no ipv6 working. |
12:33 | <Jinassi> | ticket |
12:35 | <Rubidium> | keoz: just look through order_base.h and look what uses this->type. Then you'd find that it's used for stop location (or the comparison of conditional orders) |
12:39 | <keoz> | I saw about comparison conditional, but is it normal that a conditional bit is set in an order, whose type is OT_GOTO_STATION ? |
12:39 | <keoz> | (yes, I suppose it is) |
12:39 | <Rubidium> | you need to understand that a lot of bitstuffing is done there |
12:40 | * | keoz getting crazy. |
12:40 | <Rubidium> | based on one bit, the meaning of another bit means something completely differently |
12:41 | <Rubidium> | or in this case, based on bits 0..3, bits 4..7 mean something different. For OT_CONDITIONAL bits 5..7 are the comparator function, but for (most of) the others, bits 4 and 5 are the stop location whereas bits 6 and 7 are the non-stop type |
12:42 | <keoz> | That's what I understood so far |
12:43 | <keoz> | I mean, less clearly |
12:43 | <keoz> | but in this case, considering that stop location flags are depot specific, why do I have the bit 5 enabled in a GOTO_STATION order ? |
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12:44 | <keoz> | Oh shit. Understood the mistake |
12:45 | <keoz> | bits 4 and 5 are stop location for gotostation orders, nothing to do with depots |
12:46 | <keoz> | hence, 97 means goto station order, non stop at intermediate stations, and use the end platform |
12:46 | <keoz> | Well ... Thank you for clarifying, Rubidium ! |
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13:16 | <keoz> | Hell. It works. |
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13:24 | <Wolf01> | moin |
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13:43 | <andythenorth> | o/ |
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15:09 | <andythenorth> | la la la |
15:11 | <frosch123> | yay, thunderstorm! |
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15:25 | <andythenorth> | maybe here too |
15:25 | <andythenorth> | inky sky |
15:25 | <andythenorth> | despite probably 400 miles difference? |
15:25 | <@peter1138> | Ah... Minecraft banners... http://algoin.de/bngn/?=0.9-cs.9-bs.0-cbo.0-bts |
15:25 | <andythenorth> | lolwut |
15:25 | <andythenorth> | etc |
15:25 | <andythenorth> | also wtf? |
15:31 | <LordAro> | peter1138: surprised it took this long |
15:33 | <andythenorth> | hmm |
15:34 | <andythenorth> | how to decide if an industry is primary or secondary |
15:34 | * | andythenorth teddy-bear coding |
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15:53 | <@planetmaker> | good evening |
15:54 | <@Alberth> | evenink |
15:54 | <frosch123> | hallöle |
15:54 | <@Alberth> | andy, throw a dice? |
15:55 | <frosch123> | also thought that: if it shows V make it primary, if it shows A make it secondary |
15:55 | <frosch123> | we need a V/A dice |
15:55 | <frosch123> | or rather coin |
15:58 | <@Alberth> | @random 6 |
15:59 | <@Alberth> | or perhaps @random V A |
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16:03 | <andythenorth> | well |
16:04 | <andythenorth> | I shall consider those, thanks |
16:06 | <andythenorth> | but I think I just add a new property, with strings for types :P |
16:08 | <andythenorth> | to 64 industries |
16:08 | <andythenorth> | boring |
16:09 | <andythenorth> | I could tape it together by mapping from other properties |
16:09 | <andythenorth> | but that will end badly |
16:16 | <@Alberth> | unfortunately, much programming isn't actually exciting :p |
16:16 | <andythenorth> | I get a bit stuck on design with stuff like this |
16:17 | <andythenorth> | too few properties = inflexibility |
16:17 | <andythenorth> | too many = combinatorial explosion |
16:17 | <andythenorth> | anyway, find + replace ftw |
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16:19 | <@Alberth> | don't relate properties with each other to prevent combinatorial explosion :) |
16:19 | <andythenorth> | trying not to :) |
16:19 | <andythenorth> | FIRS compiling is limited by my battery life |
16:19 | <andythenorth> | meh |
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16:35 | <frosch123> | night |
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16:53 | <andythenorth> | bye |
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18:07 | <Wolf01> | 'night |
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18:39 | <Eddi|zuHause> | mäh, i converted my minecraft map from 1.4-ish to 1.7-ish and all the dogs stopped listening to me :/ |
18:40 | <Eddi|zuHause> | also, i had to manually convert all the statistics and achievements :/ |
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18:48 | <Eddi|zuHause> | also, new highscore on GIRP: 63,5m |
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20:58 | <Eddi|zuHause> | what ever happened to the "nightshift"? |
20:59 | <Eddi|zuHause> | everyone seems to go to bed at like 10... |
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21:10 | <efess> | the americans are lurking :) |
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21:39 | <Eddi|zuHause> | there are not a lot of americans here either |
21:41 | <efess> | I know at least one |
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21:58 | <Eddi|zuHause> | that's still only 1% |
21:59 | <Eddi|zuHause> | based on population (and technology bias), there should be roughly equal amounts of americans and europeans in here |
21:59 | <efess> | >= 1% at least |
21:59 | <Eddi|zuHause> | 1 of 119 is not >= 1% |
22:00 | <efess> | true, didn't want to do the math :) |
22:00 | <Eddi|zuHause> | not a lot of maths in there :p |
22:01 | <Eddi|zuHause> | (why is there an 's' at the end of 'mathematics', anyway? there isn't one in greek, and there's also not one in german) |
22:03 | <Eddi|zuHause> | (and it's not a plural s either. it's "mathematics is hard", not "mathematics are hard") |
22:04 | <efess> | Could you have more than one mathematics? |
22:05 | <Eddi|zuHause> | depends on how philosophical you want this discussion to get |
22:06 | <Eddi|zuHause> | maths is born out of itself. and the only ways to change maths must come out of itself. so from a maths perspective, there is no point in discussion what's "outside" of maths, or if what there is "outside" of maths is another maths |
22:08 | <Eddi|zuHause> | in some matter, it's like discussion whether there is another universe |
22:23 | * | mikegrb american |
22:25 | <Eddi|zuHause> | yeah, one who has spoken like 5 lines in the last 5 years :p |
22:27 | <Eddi|zuHause> | 2007: 19, 2008: 34, 2009: 11, 2010: 2, 2011: 0, 2012: 2, 2013: 6, 2014: 1 |
22:29 | <Eddi|zuHause> | (ok that's 10 lines) |
22:48 | <kero> | In French, mathematics' "s", is a real plural. I would bet it comes from there. |
22:48 | <kero> | (yes, some other there around not sleeping :p) |
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--- | Log | closed Tue Jul 29 00:00:48 2014 |