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#openttd IRC Logs for 2016-01-04

---Logopened Mon Jan 04 00:00:49 2016
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06:08<Wolf01>hi o/
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08:15<Wolf01>eh, too bad the R-world doesn't have the vehicles never expire switch
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11:31<Wolf01> oh f***k, oh f***k, wait...
11:36<@Alberth>ha :)
11:37-!-George [~George@] has joined #openttd
11:39<_dp_>pbs in action
11:39<George>Does anyone know when do NMLC generates "error nmlc ERROR: Syntax error, unexpected end-of-file" ?
11:41<@Alberth>quite likely when it misses some closing thing, like a } somewhere
11:41<George>FAR plugin says all {} are correct
11:42<@Alberth>a ) then?
11:42<George>Also :(
11:42<@Alberth>] ?
11:43<@Alberth>ie some symbol that opens a new list-like scope, and needs a closing symbol at the end
11:43<George>What is BOM?
11:43<@Alberth>that would be a decoding error
11:44<@Alberth>BOM is a special sequence of characters in unicode that defines the encoding of the document
11:44<@Alberth>it is discouraged but some editors insert it anyway :(
11:44<George>what is the hex form for BOM?
11:44<Wolf01>then it might be one of the '"` and all the others i can't even type because i don't have a mac :P
11:45<@Alberth>but NML handles BOM
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11:46<Wolf01>good to know, i had bad times with that shit in html :|
11:46<V453000>George: it happened to me when I used the sort for purchase list and it had no things inside of it
11:46<V453000>I think
11:46<V453000>no that was actually an internal error
11:46<V453000>hm somewhere else
11:46<@Alberth>does FAR plugin understand comments? maybe you didn't close it?
11:47<V453000>but where ._. I definitely saw end of file error before
11:47<@Alberth>hmm, does nml have /* */ style comment at all?
11:47<V453000>yes for npp+
11:47<V453000>yeah /**/
11:47<@Alberth>ah, so missing */ could be a problem :)
11:48<@Alberth>does FAR plugin understand comments of NML?
11:48<@Alberth>maybe it's counting ) } or ] in comments too
11:50<George>What a pity NMLC does not report a string of the error
11:51<V453000>paste the code and lets see
11:51<V453000>Alberth: no
11:51<@Alberth>in case of missing */ that could be a few MB error :)
11:52<@Alberth>not understanding or not counting :)
11:53<@planetmaker>hi hi
11:53<George>I can't upload it to - it fails (10 mb)
11:54<V453000>hi pm :)
11:54<@planetmaker>George, a text editor with appropriate highlighting could do the trick to show you where it goes wrong. There's highlighting files available for some editors
11:54<@planetmaker>oh, and happy new year :)
11:54<@Alberth>best wishes planetmaker
11:54<V453000>happy new year
11:54<V453000>yeah notepad++ should show that no problem
11:55<George>Yes I use FAR's editor with colouring plugin
11:55<@planetmaker>V453000, I promised to look at some repo for you. Can you remind me which?
11:55<@planetmaker>George, it needs the *appropriate* colouring plug-in which understands the syntax
11:56<@planetmaker>other colouring plug-ins may work 90%, but fail for detection of un-terminated comments
11:56<V453000>planetmaker: BRIX
11:58<@Alberth>George from the end of the file look for "*/" (ie find the last */ in your file). Note the line. Then look for "/*" from the end. The latter should be higher in the file.
11:58<@Alberth>gtg now
12:00<George>Can it show such errors?
12:01<@planetmaker> <-- I'd use the one which comes with your (or the latest) NML version
12:01<^Spike^>George what did you try to upload that big? :)
12:01<@planetmaker>there are xml for notepad++ and kate
12:02<^Spike^>if i know what i might be able to tweak it for paste, but in general it's a paste :)
12:02<George>^Spike^: xussr set nml
12:02<@planetmaker>in case of doubt, use c++ syntax-highlighting, George
12:03<V453000>nice, NUTS only has 2.7MB
12:03<^Spike^>i think it's the webserver limit somewhere then
12:06<George>I've instlled xml from for notepad++ - how can I find the unexpected EOL now?
12:14<^Spike^>George does it happen to give you an error perhaps when you try it?
12:15<George>^Spike^: what do you mean?
12:15<^Spike^>when you try to paste the 10mb does it give an error msg or just fails?
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12:17<^Spike^>i think you hit a limit :)
12:19<George>413 Request Entity Too Large nginx/1.9.0
12:19<^Spike^>i shall fix nginx aswell then :)
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12:25<^Spike^>George you can try again i don't give any guarantees considering i can't paste the lorem ipsum i got 139 times to get 10MB of data :)
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12:41<George>strange, but this time I can't even press the paste button.
12:43<@planetmaker>V453000, George your repos should now be there and ready for your use
12:43<V453000>thank you so much :)
12:43<George>planetmaker: thank you
12:44<V453000>I cannot check right now but I will try to push tomorrow evening
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12:44<@planetmaker>no rush either ;)
12:45<V453000>not using any textures, so will push 3D sources as well this time
12:45<V453000>300MB atm ...
12:47<^Spike^>planetmaker you object if i also send disk notifications to V? ;)
12:47<^Spike^>to prevent yeti all over again ;)
12:48<V453000>brix will not be translated
12:48<V453000>solves all
12:48<^Spike^>there is 1 language... none? :)
12:48<^Spike^>good point :)
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12:50<V453000>and I will only push 3D sources with releases
12:51<V453000>renders are a lot too in this case though
12:51<V453000>shitload of big sprites
12:51<^Spike^>as said we got checks for that, and automated cleanup by now
12:51<V453000>x2 cause render & final sprites
12:53<V453000>what checks btw? :)
12:53<^Spike^>disk checks that you don't fill up the nfs share again :D
12:53<^Spike^>aka you get e-mails! :)
12:54<V453000>I dont want any emails
12:54<V453000>got shitload of emails already
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12:57<V453000> <3
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13:13<@Alberth>the light at the edges of the track (where it changes to the grey background isn't correct, is it?
13:15<@Alberth>ie at the up-ramp of the yellow bridge, tracks show light is coming from the right, yet, the gravel at the right is darker than at the left
13:25<V453000>I understand not :0
13:26<V453000>tracks on bridges have a dark grey background
13:26<V453000>but what is the issue?
13:27<V453000>the dark grey background is not like grass which is much brighter
13:29<V453000>the light is coming from the same angle all the time, everything you see in this picture except trees is rendered in one scene, with one - same - sun
13:36<@Alberth>track is under the grey stuff then?
13:36<@Alberth>maybe it's the uniform grey then, but the grey + gravel look flat-ish to me
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13:36<@Alberth>hoi, and best wishes
13:37<frosch123>hola :)
13:37<@Alberth>tracks show sun is coming from the right
13:39<@Alberth>yet, the gravel at the left (which I until now assumed to be on top of the grey stuff) is lighter rather than darker, which you'd expect as its surface is away from the sun
13:39<@Alberth>(ie I expect it to be darker)
13:39<@Alberth>but it's not
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13:40<V453000>the gravel is a hole in surface, not surface - on top of it gravel - on top of it sleepers and tracsk
13:40<@Alberth>maybe it's lack of shadow on the grey stuff at the left from the gravel or so
13:40<V453000>the reason is that when you render tracks, you need to finish the edges of the sprite which should connect at Z coordinate of 0
13:41<V453000>to make them connect properly
13:41<V453000>of course it could be hacked but I would need more 3D models for it, which I did not feel like making yet
13:41<V453000>so the easiest way to do it is to have rail tops at 0, then a hole, and the track model (gravel) end at 0 again
13:41<V453000>does that make sense?
13:43<@Alberth>maybe I am having a hard time with the small holes then? I can see you want an non-straight edge, but holes?
13:43<@Alberth>I understand the technical reason now :)
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13:44<V453000>the technical stuff could easily be fixed just by making 2 models, one for each view
13:44<V453000>but ehhh, making stuff align properly is enough hell this way already
13:44<@peter1138>needs some ambient occlusion
13:45<V453000>needs a lot of things, but yeah that could help tons
13:46<V453000>at the same time though, in a lot of places there is a TON of hacks and illusions, and occlusion could actually show some XD
13:46<@peter1138>So has that patch for rails been tried yet? :p
13:46<V453000>idk :[
13:46<@Alberth>maybe the edge of the hole is wrong then? If you look at the down-ramp of the SW/NE tunnel, how can the NW edge be darker then the flat gravel in between the tracks?
13:47<@Alberth>ie tunnel left-top to bottom right
13:47<@Alberth>euhm, bottom left to top right, even
13:48<@Alberth>moin andy
13:48<V453000>well the edges are different colour, the dark/bright you mean has nothing to do with shading probably
13:48<V453000>I thought the mud at the edges near ground would be wet, middle of tracks dry
13:48<V453000>just visual thing though
13:49<V453000>hi north
13:49<@Alberth>add yetis sprinkling the edge then, maybe :)
13:51<@Alberth>well, I don't know, it breaks the illusion in some way, but it's hard to put my finger on it
13:52<V453000>regardless, I agree that typical "gravel is a heap below tracks" would make a lot more sense
13:52<andythenorth>stupid isn’ternet
13:52<V453000>and maybe just mirroring the model would actually still work with the same model
13:52*andythenorth can’t see yeti picture
13:52<V453000>I really dont want to redo rail tracks again XD
13:53<@Alberth>yeah well, you also dig deep holes for bulldozing, it seems :)
13:53<V453000>dozing = nuking
13:53<@Alberth>which is not expected, but looks very nice, imho :)
13:54<V453000>yes especially under radio tower, beacon, power plant or a house
13:54<V453000>these sprites will be made so that they cover the hole, in X mode the hole will be visible
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13:55<@Alberth>perhaps just radio tower and beacon? it should stay a bit special-ish imho
13:56<@Alberth>"house" is a lot of holes
13:56<@Alberth>so it becomes normal rather than an exception
13:56<V453000>the second bulldozed tile is used in many places, under some houses, under some industries, and under radio/beacon
13:56<andythenorth>something is off about the SW-NE down slopes, but can’t figure out what
13:57<V453000>I cant do much with that
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13:57<andythenorth>they look like they’re 30 degree horizontal curves, not vertical slopes
13:57<andythenorth>dunno wtf causes that
13:57<andythenorth>the SE-NW slopes look great
13:58<V453000>different angle, less shadows
13:58<V453000>I will probably make a sort of 3-point lighting instead of 1 sun
13:58<V453000>to solve exactly this kind of shit
13:58<andythenorth>ah fuck, it’s the underlying tile colour :)
13:58<andythenorth>nothing to do with the track
13:59<V453000>well the terrrain slope shading will change lots
13:59<V453000>got a ticket on that already
14:00<V453000>I just thought about it yesterday ... I will make the materials on the sloped terrain tiles different
14:01<V453000>will look relatively natural and do not need to mess with postproduction and do adjustments with some masks
14:01<V453000>or of course I could also do adjustments only to sloped terrain in postproduction
14:01<V453000>will see
14:02<@Alberth>so great, you're getting fooled, and you don't even see it :p
14:02<andythenorth>V453000: (to confirm only what I mean is what you mean)
14:02<andythenorth>blue circle = obvious down slope
14:02<andythenorth>red circle = not obvious, looks flat
14:02<V453000>we mean the same
14:02<V453000>fuken slope shading = hell with 3D
14:03<andythenorth>ach just use different textures per slope? :P
14:03<V453000>yeah, that or apply adjustments in post
14:03<V453000>applying adjustments in post lets me see the result better but it less precise
14:03<V453000>might first do it in post, then get the values and translate them to the material
14:03<V453000>sort of
14:04*andythenorth likes solving visual puzzles :)
14:04<V453000>but translating brightness adjustments to materials is WTF
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14:05<V453000>maybe if I just duplicate the sprite and let it overlay itself to make the effect clearer would be enough
14:05<V453000>lazy solutions are crawling in XD
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14:35<_dp_>is there a way to see where does openttd get opengfx from?
14:36<_dp_>coz it certainly is somewhere but I can't find it %)
14:43<V453000>? :d
14:46<frosch123>try some -d parameter
14:48<frosch123>_dp_: for example "-d misc=1"
14:48<frosch123>lists all tar files
14:48<frosch123>and ogfx probably is inside a tar
14:49<_dp_>frosch123, yeah, ty, it shows something...
14:49<_dp_>-d 3
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---Logclosed Tue Jan 05 00:00:51 2016