Config
Log for #openttd on 26th October 2013:
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07:30:25  <Wolf01> o/
07:37:39  <Supercheese> No one posted since you signed off ;)
07:39:16  <Wolf01> nice
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08:15:07  <andythenorth> hm
08:16:36  <andythenorth> depot sprites for trains
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08:24:10  <Supercheese> what of them?
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08:38:47  <Supercheese> Lame, can't play OTTD using Roman Denarii
08:38:56  <Supercheese> Oh wait, custom currency
08:39:18  <Supercheese> Holy crap, when did that feature get added
08:40:33  <Alberth> before I started playing OpenTTD, afaik
08:40:44  * Supercheese has never used it
08:41:01  <Alberth> I tried it once, and confirmed it worked :)
08:41:24  * Supercheese wonders what the GPB -> Denarius exchange rate is/would be
08:43:54  <Supercheese> @commit 1215
08:43:54  <DorpsGek> Supercheese: Commit by dominik :: r1215 /trunk (9 files in 3 dirs) (2004-12-22 13:19:26 UTC)
08:43:55  <DorpsGek> Supercheese: Feature: You can now make a custom currency by chosing "Custom..."
08:43:55  <Alberth> 1:1 is the easiest :p
08:43:58  <Supercheese> Well.
08:44:08  <Supercheese> I am clearly behind the times.
08:44:50  <Alberth> nah, OpenTTD just has a ay of keeping hidden treasures that you discover even after years of playing :)
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08:46:42  <Wolf01> o/ Alberth, o/ andythenorth
08:46:46  <andythenorth> o/
08:46:52  <Alberth> hi hi
08:46:54  <andythenorth> hmm
08:46:55  <andythenorth>         print 'buy menu width not implemented fully, returning 8'
08:47:10  <andythenorth> what larks
08:50:48  <Rubidium> sounds like that fair random algorithm ;)
08:57:36  <andythenorth> meh
08:58:01  <andythenorth> so with an invisible leading part of an articulated train, the depot GUI is unusable
08:58:57  <Supercheese> translating OTTD is a lengthy process
08:59:15  <Supercheese> damned advanced settings menu... so many strings
08:59:50  <Rubidium> though as far as I can see on the forum there aren't enough settings yet
09:00:03  <andythenorth> there should be a setting
09:00:09  <andythenorth> 'more settings: on | off'
09:00:16  <Supercheese> There is
09:00:22  <Supercheese> "Show: Basic Settings"
09:00:24  <Supercheese> etc.
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09:00:47  <andythenorth> hmm
09:00:48  <andythenorth> wtf
09:00:50  <Supercheese> Settings for settings for settings
09:00:54  <Supercheese> Settingception
09:01:02  <andythenorth> I have to special case every graphics chain of every vehicle for depot
09:01:07  <andythenorth> great
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09:08:06  <Supercheese> Dormiturus sum; valete
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09:16:24  <andythenorth> so there's no graphics chain variable for 'vehicle is being dragged in depot'
09:16:46  <andythenorth> Eddi|zuHause: how on earth did you make the depot acceptable in CETS?
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09:42:26  <andythenorth>  fuck me this is a pita
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10:02:14  <andythenorth> for depot view, I have to move the entire graphics chain to a different vehicle
10:02:22  <andythenorth> with subtle differences
10:04:18  <Alberth> ieks
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10:20:31  <andythenorth> I need to preserve the load states too
10:20:39  <andythenorth> which means looking them up elsewhere in the chain
10:20:42  <andythenorth> this is stupid
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10:48:55  <andythenorth> so can we just add 10/8 long vehicles to the game?
10:48:56  <andythenorth> :P
10:51:50  <Alberth> you have too many pixels? :)
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11:00:38  <V453000> 8/8 is best anyway? :P
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11:20:00  * andythenorth ponders
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11:22:50  <kero> hi
11:23:02  <andythenorth> o/
11:33:26  <andythenorth> ho ho
11:33:31  <andythenorth> just had an outstanding idea
11:33:35  <andythenorth> hax
11:34:04  <kero> be careful with outstanding ideas
11:34:25  <kero> they make you stand on entire nights coding and forgetting everything :)
11:35:35  <andythenorth> ha
11:35:47  <andythenorth> I don't consider it an outstanding idea unless it avoids coding
11:35:55  <kero> :)
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11:37:13  <andythenorth> meh, thought of an edge case
11:37:17  <andythenorth> I bet no-one notices though
11:39:14  <Alberth> make it a contest to win a cookie :)
11:40:05  <andythenorth> actually someone will notice
11:40:17  <andythenorth> there's always someone :(
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11:41:35  <kero> Yeah. Just see the 84 crates :)
11:42:09  <kero> Anyway. But ... you speaking about FIRS ?
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11:43:08  <andythenorth> train set
11:48:24  <andythenorth> so each 'vehicle' is made up of three parts
11:48:27  <andythenorth> two are invisible
11:48:42  <andythenorth> the centre part is visible, and also contains the cargo capacity
11:48:55  <andythenorth> but in depot the visible part must be the first part
11:49:09  <andythenorth> which means I have to look up the cargo capacity from the second part
11:49:32  <andythenorth> my idea was to instead split the capacity 50:50 between first and second part
11:50:08  <andythenorth> but due to FIFO loading of vehicles, the two parts could contain different cargo amounts
11:50:17  <andythenorth> so depot view would be 'incorrect'
11:50:22  <andythenorth> some fucker is bound to report that :(
11:50:31  * andythenorth is quite sweary atm, sorry :P
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11:51:47  <Alberth> add it to "known bugs"  :p
11:51:47  <kero> why do you want vehicles with 2/3 as invisible ?
11:52:09  <Alberth> or rather "known features"
11:52:43  <andythenorth> kero: it's to support longer sprites
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11:53:12  <kero> k
11:54:17  <kero> your coming long-trucks set ? (wasn't there something like that in progress ?)
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11:54:48  <andythenorth> trains
11:55:00  <andythenorth> it doesn't help that nml doesn't seem to support var 61 http://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Query_variable_of_n-th_vehicle_in_chain_.2861.29
11:55:04  <kero> mmh yes. Still sleeping, seems
11:55:04  <andythenorth> so I have to patch nml first
11:56:41  <andythenorth> I bet Eddi|zuHause knows how to do this
11:56:54  <andythenorth> Eddi|zuHause is rarely unable to solve a problem :P
12:04:36  <Eddi|zuHause> andythenorth: var[0x61,...]
12:07:31  <andythenorth> Eddi|zuHause: how do you handle depot sprites?
12:07:37  <andythenorth> I tried reading CETS, but I need a clue :P
12:08:07  <V453000> what do you need for depot sprites?
12:08:21  <V453000> aka why make them differ from normal sprites?
12:09:24  <Eddi|zuHause> andythenorth: the depot check is in the vehicle template (in write.py)
12:09:54  <Eddi|zuHause> in the default/graphics callback check extra_callbac_info1
12:10:07  <andythenorth> V453000: the first vehicle is invisible, so you can't drag it around the depot :(
12:10:10  <Eddi|zuHause> if it's non-zero, it's in the GUI
12:10:33  <Eddi|zuHause> then the first vehicle must display a sprite
12:11:44  <V453000> what :D
12:14:32  <Eddi|zuHause> so: switch(extra_callback_info1) { 0: normal_view; gui_view; }
12:14:40  <andythenorth> yeah I have that
12:14:41  <andythenorth> :)
12:14:48  <andythenorth> but what do you do to preserve load states?
12:15:00  <andythenorth> you have to go look up props on another vehicle?
12:15:13  <Eddi|zuHause> andythenorth: that is in tree.py
12:15:17  <andythenorth> ta
12:16:18  <kero> mmh andythenorth is it intended that all dredging site/fishing grounds have now only names like "Altdorf Sandbank" ? :)
12:16:18  <Alberth> can you please explain why the first sprite must/should be invisible?
12:16:35  <Eddi|zuHause> look for the line "if self.value == "load":"
12:16:50  <Alberth> ie what advantage does it have?
12:17:54  <Eddi|zuHause> Alberth: so it doesn't bend in curves
12:18:11  <Eddi|zuHause> andythenorth: slice_var = "[STORE_TEMP(%d, 0x10F), var[0x61, 0, 0x0000FFFF, %s]*100/var[0x61, 0, 0x0000FFFF, %s]]"%(veh_slice, "0xBC", "0xBA")
12:18:32  <V453000> oh god
12:18:35  <V453000> :D
12:18:59  <Eddi|zuHause> STORE_TEMP(%d, 0x10F) stores the offset you want to check
12:19:14  <andythenorth> Eddi|zuHause: are you providing the cargo capacit on first slice, or middle slice?
12:19:24  <Eddi|zuHause> aond 0xBC, 0xBA are load
12:19:46  <Eddi|zuHause> i think the middle
12:19:56  <Eddi|zuHause> but it doesn't actually matter
12:20:04  <andythenorth> it does for engines with capacity
12:20:11  <andythenorth> TE will be wrong
12:20:13  <andythenorth> when loaded :)
12:20:51  <andythenorth> V453000: Alberth this is all to provide 10/8 long sprites
12:21:00  <Eddi|zuHause> hm, i don't think i ever checked that
12:21:13  <Alberth> Eddi|zuHause: ah, ok.  It does seem to make life terribly complicated though
12:21:23  <V453000> still weird :)
12:21:26  <V453000> I know what it s for :)
12:22:45  <andythenorth> I am not sure it's worth it
12:22:57  <andythenorth> it also prevents flipping engines, or using double-headed trains
12:23:05  <andythenorth> but I'm too far in the hole now
12:23:17  <Alberth> I am quite sure it isn't, imho
12:24:09  <NGC3982> Morning.
12:24:20  <Alberth> moin NGC3982
12:24:58  <NGC3982> Hung over.
12:25:00  <NGC3982> Hungover?
12:25:18  <V453000> engine flipping is nice :|
12:25:26  <Alberth> lol
12:25:30  <Eddi|zuHause> i was thinking nmlc should support var61 by amending all "normal_variable" with "normal_variable(0ffset)"  and all "param_variable(param)" with "param_variable(0ffset, param)"
12:25:34  <V453000> but you can do that automatically when vehicle is at the end of consist
12:25:45  <V453000> obviously not fully good, but at least somewhat :)
12:26:34  <Eddi|zuHause> why did my o turn into 0 there?
12:27:05  <Alberth> it thought ff is a hexadecimal number?
12:27:33  <Alberth> or (0 is a smiley?
12:27:47  <andythenorth> Eddi|zuHause: that would be a nice interface
12:27:49  <andythenorth> I am +1
12:27:54  <Eddi|zuHause> most likely my hand offset :p
12:28:15  <Alberth> 0ffset you mean :)
12:28:42  <Eddi|zuHause> shift+8 for ( and then moving to 0 is maybe not working properly :p
12:28:55  <Eddi|zuHause> there it happened again
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12:31:51  <andythenorth> Eddi|zuHause: nml patch? :)
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12:35:15  <NGC3982> I love how people try to cure hangover with pain killers.
12:35:27  <NGC3982> And complaining how it doesn't seem to work.
12:37:36  <Tulitomaatti> :D
12:37:37  <Eddi|zuHause> andythenorth: why do you always troll the poor kid? :)
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12:42:27  <zydeco> greetings, comrades
12:43:43  <andythenorth> Eddi|zuHause: I'm just a bad person
12:43:56  <andythenorth> with too little sleep
12:46:18  <juzza1> lol
12:46:31  <juzza1> half of the time i am unable to decipher what he is trying to say
12:49:23  <NGC3982> Hm.
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12:52:00  <NGC3982> Can the -g function be used together with -c?
12:52:25  <NGC3982> That is, can i start a dedicated server from a save game, but still specify a configuration file?
12:56:09  <Alberth> config file also contains local (non savegame saved) values
12:56:40  <NGC3982> Yes, these are the values i wish to connect to my savegame.
12:57:00  <NGC3982> For instance, the server port and the server name.
12:57:38  <Rubidium> those are not stored in the savegame, so the ones from the configuration file will be taken
12:57:42  <Alberth> I would expect using both -g and -c would work
12:58:57  * NGC3982 tries it out.
13:00:10  <Alberth> the "out" is already implied by "tried"  :)
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13:20:01  <zydeco> hmm openttd fails to compile on mac os x 10.9
13:22:09  <zydeco> they removed some deprecated functions about 8bpp display modes from the headers
13:22:57  <__ln__> compile against an older SDK
13:24:49  <zydeco> good idea
13:26:51  <NGC3982> That worked out like a charm.
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13:46:39  <andythenorth> I was going to test compiling on 10.9
13:46:44  <andythenorth> before I upgrade :P
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15:07:10  <zydeco> 10.9 doesn't seem to want to link with libstdc++
15:16:05  <andythenorth> :(
15:20:35  <zydeco> oh, there's an option
15:21:08  <zydeco> apparently clang changes the default to libc++
15:21:54  <zydeco> I'm trying, but it's slow on an old macbook air
15:24:23  <andythenorth> if you succeed, could you put the success steps somewhere? o_O
15:24:26  <andythenorth> maybe ottd wiki?
15:24:27  <andythenorth> or here
15:24:34  <zydeco> of course
15:24:38  <andythenorth> thanks :)
15:24:45  * andythenorth is holding off upgrading
15:25:56  <zydeco> ooh fullscreen works now
15:26:08  <kero> another proof that mac is evil :)
15:26:22  <andythenorth> yeah
15:26:26  <andythenorth> definitely evil
15:26:33  <zydeco> I used CFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk -I/usr/local/Cellar/lzo/2.06/include" LDFLAGS="-stdlib=libstdc++ -L/usr/local/Cellar/lzo/2.06/lib" ./configure
15:26:38  <andythenorth> debian *never* doing anything weird
15:26:53  <zydeco> but I'm not sure if the lzo ones are actually needed (I have homebrew)
15:27:06  <andythenorth> *nobody* I know has to recompile their debian own stuff due to packaging decisions :P
15:27:10  <andythenorth> never
15:27:12  <kero> :p
15:27:29  <kero> dunno. I don't like debian. To old stuff
15:34:22  <andythenorth> meh
15:34:29  * andythenorth has more of this train crap working
15:34:33  <andythenorth> it's not even hard :(
15:34:36  <andythenorth> just needs care
15:34:44  <andythenorth> and a total rewrite of most of my existing code
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15:40:25  <kero> andythenorth : http://imageshack.us/f/812/s8p8.png/
15:40:58  <andythenorth> self-compiled? o_O
15:41:30  <kero> that one is the self-compiled, but I have the same thing on the last v50** nightlie
15:43:10  <zydeco> this is also needed for 10.9 http://pastebin.com/hnvpS45P
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15:44:09  <zydeco> even if it's using the 10.8 sdk, it fails there
15:44:33  <andythenorth> kero: what are you reporting, the industry name?
15:45:03  <kero> yes
15:45:07  <kero> it's normal ?
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15:46:40  <DanMacK> Hey all
15:47:05  <Alberth> o/
15:53:41  <Wolf01> bbl, maybe tomorrow :)
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15:56:24  <andythenorth> kero: not sure :)  I didn't set the industry name
15:58:35  <kero> Ok. It's not a "problem", anyway. Just wondering if it was intended :)
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16:39:43  * andythenorth needs to cherry pick some hg commits
16:39:47  <andythenorth> never done it before :|
16:40:08  <andythenorth> maybe I just patch
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16:54:35  <andythenorth> manual diff ftw :P
17:10:55  <andythenorth> ho ho
17:10:57  <andythenorth> another problem :)
17:11:11  <andythenorth> I need to share the refit between 2 of the 3 articulated parts
17:11:12  <Taede> theres always something else
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17:18:30  <andythenorth> Eddi|zuHause: how is your nml "property(offset)" patch coming? :)
17:18:44  <Eddi|zuHause> i thought you were writing that :p
17:19:13  <andythenorth> oh dear :)
17:19:33  <andythenorth> it would be useful though, no?
17:27:41  <michi_cc> zydeco: What's the error message you get?
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17:37:46  <zydeco> oh, I fixed it by using the 10.8 SDK and -stdlib=libstdc++
17:38:11  <zydeco> if you use the 10.9 SDK, all the things related with 8bpp fullscreen have been removed from the headers
17:38:35  <zydeco> and http://pastebin.com/hnvpS45P too
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17:44:21  <glx> deprecated stuff as always
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17:52:44  <Snail> hi guys, I have problems with sprite recoloring in the nightlies
17:53:40  <Snail> I wrote code that changes the trains' recoloring when they reverse. It has always worked well and still works fine with 1.3.2 stable. But it seems to be broken in v25755 nightly
17:53:57  <Snail> did anything change w.r.t. that?
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18:03:04  <andythenorth> hmm
18:03:19  <andythenorth> splitting capacity over two articulated parts looks odd in vehicle info window
18:03:35  <andythenorth> I guess I have to figure out cb61 in nml :(
18:04:21  <frosch123> Snail: fs#5775 likely
18:04:57  <frosch123> hmm, on reversal, might be something different then
18:05:19  <Snail> frosch123: yes, it happens when it reaches the end of the line
18:05:41  <Snail> recoloring works fine in 1.3.2 but it doesn't happen right away in 25755
18:05:59  <Snail> it only happens when I manually stop the vehicle after reversal... or when it brakes down
18:06:06  <Snail> *breaks down
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18:06:37  <glx> maybe you can try to find when it the problem starts using previous nightlies
18:07:06  <frosch123> it likely started when i changed the recolouring triggers for xussr :p
18:07:25  <frosch123> but i thought they would only happen more often, not less often :p
18:07:57  <michi_cc> zydeco: http://pastebin.com/hnvpS45P is exactly what I mean. Was the header removed, is it missing some definitions or producing conflicts etc.?
18:08:13  <zydeco> it seems to be removed
18:08:49  <michi_cc> Did apple finally kick out gcc completely?
18:09:55  <Snail> ah I see, this is why it's probably connected to the 32-day callback too
18:10:15  <andythenorth> michi_cc: seems so yes
18:10:54  <DorpsGek> Commit by michi_cc :: r25913 trunk/src/os/macosx/osx_stdafx.h (2013-10-26 17:20:48 UTC)
18:10:55  <DorpsGek> -Fix: [OSX] Compilation under OSX 10.9. (zydeco)
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18:35:17  <DorpsGek> Commit by translators :: r25914 trunk/src/lang/luxembourgish.txt (2013-10-26 17:45:10 UTC)
18:35:18  <DorpsGek> -Update from WebTranslator v3.0:
18:35:19  <DorpsGek> luxembourgish - 6 changes by Phreeze
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18:48:10  <__ln__> http://www.bbc.co.uk/news/world-europe-24685617
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19:10:32  <andythenorth> before I make a fool of myself...
19:10:33  <andythenorth> [STORE_TEMP(%d, 0x10F), var[0x61, 0, 0x0000FFFF, %s]*100/var[0x61, 0, 0x0000FFFF, %s]]
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19:11:34  <andythenorth> Eddi|zuHause: %d = offset, stored in register, then the result is load amount / capacity?
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19:51:57  * andythenorth hopes brew has zlib deps
19:52:07  <andythenorth> I really don't want to install macports
19:52:22  <andythenorth> zydeco: how did you install the ottd compile deps on OS X?
19:52:26  <V453000> then dont \o/
19:52:38  <zydeco> with homebrew
19:52:44  <andythenorth> winner
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19:54:45  <NGC3982> This Flash versus Ion predicament is getting the better of me.
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19:55:55  <andythenorth> zydeco: how did you get lzma?
19:56:02  <zydeco> xz
19:56:08  <andythenorth> I have installed xz with brew, but it's not recognised by ./configure
19:56:18  <zydeco> hmm
19:56:52  <andythenorth> lzma exists
19:57:00  <andythenorth> it's in my path
19:58:25  <zydeco> I have liblzma.{a,dylib,5.dylib} in /usr/lib, and they're symlinks to the one in brew's Cellar
20:00:51  <andythenorth> for now I am building without lzma
20:01:06  <V453000> me too
20:01:39  <andythenorth> compiling is slow on my wife's mac :(
20:01:52  <zydeco> I have a 1.6 GHz core 2 duo right now
20:01:57  <zydeco> talk about slow
20:02:05  <andythenorth> ok, I'll shut up
20:02:12  <V453000> :D
20:03:49  <andythenorth> hmm
20:03:55  <andythenorth> 5 compile errors
20:04:05  <andythenorth> all video / display stuff
20:05:09  <andythenorth> using rev 25914
20:05:57  <andythenorth> http://pastebin.com/kr5UXumr
20:06:46  <andythenorth> zydeco: you had to solve any 8 bit crap?
20:07:33  <zydeco> yes, I used the 10.8 SDK
20:07:40  <zydeco> CFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk"
20:08:33  <zydeco> I suppose it could be checked with #if (MAC_OS_X_VERSION_MAX_ALLOWED < MAC_OS_X_VERSION_10_9)
20:08:43  <andythenorth> where are CFLAGS set?
20:08:46  * andythenorth could google :P
20:09:20  <__ln__> andythenorth: they can be set either with "CFLAGS=... ./configure" or "./configure CFLAGS=..." probably
20:09:44  <__ln__> or in fact both ways
20:10:16  <zydeco> CFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk" LDFLAGS="-stdlib=libstdc++" ./configure
20:10:24  <zydeco> you need the stdlib ldflag too
20:11:00  * andythenorth tries
20:11:57  <andythenorth> #include <lzo/lzo1x.h>
20:11:58  <andythenorth>          ^
20:11:59  <zydeco> you can also add -I and -L flags with the paths to other headers and libraries, if it can't find the ones for lzma, lzo or whatever
20:12:10  <andythenorth> meh, the error didn't paste
20:12:15  <__ln__> what breaks without the stdlib flag?
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20:12:36  <andythenorth> it's now failing on lzo for me
20:13:01  <zydeco> yes, 10.9 uses libc++ as a default
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20:13:26  <zydeco> so it won't link
20:13:26  * andythenorth is out of depth here
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20:14:44  <zydeco> you can try --without-liblzo2
20:15:07  <andythenorth> ok
20:15:53  <zydeco> or add  -I/usr/local/Cellar/lzo/2.06/include to cflags, and  -L/usr/local/Cellar/lzo/2.06/lib to ldflags
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20:18:58  <zydeco> but homebrew should symlink stuff in /usr/local
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20:19:42  <andythenorth> works
20:19:52  <andythenorth> using flags for no lzma and no lzo
20:20:13  <andythenorth> and full screen is back \o/
20:21:06  <andythenorth> so does this imply a patch for configure, or instructions on wiki or what? :)
20:25:34  <zydeco> I think the 8-bit stuff should be put between checks for #if (MAC_OS_X_VERSION_MAX_ALLOWED < MAC_OS_X_VERSION_10_9)
20:25:57  <zydeco> although the waiting for vertical blank is also deprecated
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20:28:51  <andythenorth> how do I check a TTD var in nml?
20:28:56  <andythenorth> specifically 0x61
20:29:25  <V453000> frosch did that in nuts
20:29:29  <V453000> idongetit though
20:29:58  <andythenorth> var[]
20:30:03  <andythenorth> dunno why CETS works with var()
20:30:05  <V453000> http://paste.openttdcoop.org/show/2746/
20:30:24  <andythenorth> yeah same case
20:30:47  <Supercheese> var[0x61, 0, 0xFF]
20:30:50  <Supercheese> somethin like that
20:31:46  <Supercheese> oh, it's a more complicated var
20:32:12  <Supercheese> In any event: http://newgrf-specs.tt-wiki.net/wiki/NML:Deprecated_syntax
20:32:27  <V453000> ._.
20:32:32  <V453000> aka wtf through the roof
20:34:19  <andythenorth> aka we should add var 61
20:37:43  <andythenorth> urg, my nfo is all forgotten
20:37:50  <andythenorth> what do I mask to get cargo class? http://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Vehicle_cargo_info_.2847.29
20:38:37  <V453000> when seeing that page my first thought is "obtain more beer asap"
20:39:30  <Alberth> (value & 0xF0) >> 4
20:39:46  <andythenorth> ?
20:39:48  <andythenorth> shift 4?
20:39:59  <Alberth> or (value >> 4) & 0xF
20:40:27  <Alberth> if you want values 0..15, yes
20:40:43  <andythenorth> not sure
20:40:51  <Alberth> or you get 0, 16, 32, ... 15*16
20:40:54  <andythenorth> I need first word
20:41:47  <Alberth> oh, it's a 32 bit value?
20:42:14  <andythenorth> think so
20:42:43  <Alberth> ah, right      value >> 16   then
20:43:10  <Alberth> ie shift 16 bits to the right
20:43:19  <andythenorth> with what mask
20:43:20  <andythenorth> ?
20:43:26  <Alberth> 0xFFFF
20:43:57  <Alberth> you really need to read about binary and hexadecimal numbers :p
20:44:13  <andythenorth> I did once
20:44:17  <andythenorth> then we invented nml
20:44:31  <andythenorth> so I usefully forgot 90% of what I learnt
20:44:41  <andythenorth> I don't miss it :P
20:44:51  <Alberth> :)
20:44:54  * Supercheese never learned it in the first place ;)
20:46:37  * andythenorth has failed at making this work
20:46:39  <andythenorth> try again
20:48:11  <andythenorth> afaict, this should be right http://paste.openttdcoop.org/show/2748/
20:48:20  <andythenorth> but it fails in two interesting ways :P
20:51:12  <Alberth> what the heck is the use of 0x45
20:51:32  <andythenorth> ?
20:51:35  <andythenorth> 0x47 ?
20:52:04  <andythenorth> ah
20:52:07  <andythenorth> that might be the issue
20:52:35  <Alberth> Curvature info (45)  <-- no, that parameter in the specs
20:52:57  <andythenorth> oh that's for CETS and such :)
20:53:22  <Alberth> but I agree your 0x47 is not clear to me either, but I don't know what it means at all
20:53:35  <andythenorth> it's var 47 here http://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Vehicle_cargo_info_.2847.29
20:53:46  <andythenorth> but I'm not sure if I have to add something to it to make it a 60+ var
20:53:51  <andythenorth> or some such
20:54:05  * andythenorth pokes frosch123
20:54:44  <Supercheese> I know how to get cargo subtype, but not cargo class/type
20:54:56  <Supercheese> and I only know that because Eddi helped me with it :P
20:56:18  <andythenorth> ah
20:56:22  <andythenorth> I am being a dumbass
20:56:27  <andythenorth> I want type, not class :P
20:56:50  <andythenorth> eddi has identical code in CETS :P
20:57:37  <frosch123> hmm?
20:58:02  <andythenorth> frosch123: sorry, was being an idiot :)
20:58:17  <andythenorth> 50% of my code failure just dissappeared
20:58:31  <frosch123> did you delete half of it?
20:58:41  <andythenorth> harsh
20:58:43  <andythenorth> but probably fair
20:58:51  <frosch123> sorry :)
20:59:54  <andythenorth> yay, it all works now
21:00:00  <andythenorth> the other 50% was ESillyOops
21:03:14  <andythenorth> yay
21:03:15  <andythenorth> works :)
21:03:28  * andythenorth is happy
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21:19:51  <andythenorth> wish I could inspect consists in-game
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22:27:46  <andythenorth> hmm
22:27:59  <andythenorth> articulated part IDs have to be less than 16000 or so ?
22:28:12  <andythenorth> and articulated building fails silently?
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22:34:16  <Elukka> what sort of insanity are you working on if articulated buildings are involved
22:34:18  <Eddi|zuHause> yes and yes
22:34:53  <andythenorth> Eddi|zuHause: do you happen to know the actual limit?  Can't find it in docs
22:35:30  <Eddi|zuHause> andythenorth: callback result is 15 bits, the highest bit is reserved for "reverse the vehicle", so you have 14 bits, i.e. 2^14-1
22:35:38  <Eddi|zuHause> @calc 2**14-1
22:35:38  <DorpsGek> Eddi|zuHause: 16383
22:35:50  * andythenorth was obiwan
22:35:55  <andythenorth> counted 13 bits :P
22:36:04  <andythenorth> thanks
22:36:15  <andythenorth> meh, now I have to redesign this set again :)
22:36:18  <andythenorth> oh well
22:36:19  <Eddi|zuHause> @base 16 10 4000
22:36:19  <DorpsGek> Eddi|zuHause: 16384
22:36:35  <Eddi|zuHause> so must be less than 0x4000
22:44:40  * andythenorth adds an ID guard on compile
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23:22:07  <Chrill> quick question. I was playing a MP game with a friend, we wanted to merge our two companies so I saved the game, went into SP and could only buy 75%. Is this limited due to the game originally being multiplayer, or is there some other limit to buying 100% of a company?
23:23:26  <Tulitomaatti> sounds like a configurations option to me.
23:23:45  <Chrill> I tried to find an option regarding 100%/buyout or the like, failed to do so
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23:26:47  <Tulitomaatti> http://wiki.openttd.org/Allow_shares ... though it doesn't go in to much detail.
23:27:21  <Tulitomaatti> and i'm not sure if you can make it ai controlled
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23:35:46  <Eddi|zuHause> the usual solution is to let one company go bankrupt
23:36:00  <Chrill> indeed, we might just have to do so
23:36:05  <Eddi|zuHause> like, stop all trains, give all money away, and wait 9 months
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