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Log for #openttd on 12th July 2015:
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01:50:48  <Supercheese> Pikka... Pokka... Pekka?
01:50:56  <Supercheese> Pykka?
01:51:17  <Pokka> often
01:51:19  *** Pokka is now known as Pikka
01:51:25  <Pikka> or perhaps orphan
01:52:08  <Supercheese> PÀkka
01:53:32  <Supercheese> Perhaps I should stop changing vowels lest I accidentally write something obscene in a foreign language
01:54:22  <Sylf> "Pakka" gives me an idea.
01:55:50  <Supercheese> Hopefully not the wrong kind of idea...
01:57:48  <Sylf> nothing bad.  just a very innocent onomatopoeia in Japanese.  perfect for my animal kingdom town names
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06:54:19  <Alberth> Eddi|zuHause: The proper jargon term for NML is "declarative"
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06:54:49  <Alberth> moin
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07:17:27  <andythenorth> Pokka: tilt?
07:23:33  <Alberth> only if you're in a big hurry?
07:24:06  <Alberth> hmm, maybe for coal and other heavy stuff, it's useful to have it sooner
07:25:37  <andythenorth> what does it do
07:25:38  <andythenorth> ?
07:26:07  * andythenorth yields computer to 5 year old :(
07:26:16  <andythenorth> he’s drawn thomas and put it in the game
07:36:45  <Supercheese> doot doot
07:37:01  <Supercheese> I'm honestly very surprised no complete Thomas set has ever emerged for OTTD
07:38:59  <Alberth> copyright troubles, mostly
07:39:33  <Alberth> doesn't tilt rotate the wagons into corners, for better stability?
07:40:16  <Alberth> https://en.wikipedia.org/wiki/Tilting_train
07:40:29  <Pokka> tilt to you too
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07:40:49  <Pikka> andythenorth, it makes trains slow down less on corners
07:43:19  <Alberth> I wonder why they don't tilt the tracks themselves?
07:50:47  <andythenorth> there is an aborted Sodor set somewhere
07:50:53  <andythenorth> and Dan wants to do one
07:53:00  <andythenorth> should I tilt something?
07:53:10  * andythenorth needs to do a horse update anyway
07:53:15  <andythenorth> tilting narrow gauge? o_O
07:55:13  <andythenorth> hmm
07:55:16  <andythenorth> powered wagons
07:55:20  <andythenorth> livery overrides
07:55:23  <andythenorth> air drag
07:55:32  <andythenorth> Iron Horse must to use all these things?
07:55:41  <andythenorth> seems I am not using the spec properly
08:01:42  <Supercheese> eh I think there is some default the game uses when you don't specify air drag
08:01:48  <Supercheese> which should be "good enough"
08:07:06  <andythenorth> hmm
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08:30:39  <andythenorth> Alberth: CreateChallenge() is the place to add ‘goal already fulfilled’ checks?
08:31:31  <Alberth> sounds like it
08:32:07  <andythenorth> or maybe FindChallenge()
08:32:50  <andythenorth> ah this might have potential
08:32:51  <andythenorth> if (cdata != null && cdata.HasGoal(cargo.cid, accept)) continue; // Prevent duplicates.
08:33:17  <andythenorth> cdata.HasGoal could be cdata.HasGoalEver
08:33:19  <Alberth> that's current goal check
08:33:33  <andythenorth> or history.HasGoal
08:33:35  <andythenorth> or such
08:34:33  <Alberth> you may want to keep both concepts separate, in case we want to tweak either one in the future
08:35:33  <andythenorth> hmm
08:35:40  <andythenorth> the history has to be per-company
08:35:49  <andythenorth> eh, what happens if a company is purchased? o_O
08:36:32  <Supercheese> fast food, apparently
08:38:01  <andythenorth> copy HasGoal() and call it HasHadGoal()
08:38:02  <andythenorth> ?
08:39:17  <andythenorth> hmm
08:40:08  <andythenorth> HasHadAndWonGoal() is actually what’s needed
08:40:13  <andythenorth> failed goals can be re-issued
08:41:06  <andythenorth> Alberth: I’m not missing a really obvious list of goals won?
08:41:16  <andythenorth> I don’t expect one and can’t see one
08:41:32  <Alberth> expectations match reality :)
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08:41:40  <andythenorth> UpdateDelivered() seemed the place to look
08:42:10  <Alberth> nah, that's for handling cargo that has been delivered for running goals
08:42:41  <Alberth> I don't keep track of things done in the past
08:42:58  <andythenorth> I can’t see where won goals are cleared from active_goals
08:43:00  * andythenorth looks more
08:43:05  <Alberth> too busy for that :)
08:43:40  <Alberth> it's done indirectly iirc
08:44:27  <andythenorth> CheckAndFinishGoals
08:45:01  <andythenorth> that would be the place to move the goal to won_goals
08:46:01  <Alberth> line 420 return {cmon=cmon, finished_goals=finished};   I think
08:46:53  <Alberth> ah, indeed, you are correct
08:47:13  <andythenorth> stopped clock, twice a day
08:48:30  <Alberth> doesn't a 'running clock' stop every second?
08:48:57  <Alberth> line 515 company.nut  this.active_goals[num] = null;   kills the goal
08:52:14  <andythenorth> looks like there are a *lot* of cases to handle cleaning up save / load
08:52:34  <andythenorth> I guess won_goals would need to be handled the same
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09:05:19  <Alberth> you just keep some set-like thing, and add it to save/load?
09:05:52  <Alberth> not sure what you mean by "a lot of cases"
09:08:28  <andythenorth> LoadCompany() and such
09:08:32  <andythenorth> not that many actually
09:10:21  * andythenorth just doesn’t know what he doesn’t know
09:10:29  <andythenorth> and what might go wrong :P
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09:15:47  <Alberth> at worst, script may die :)
09:16:25  <Alberth> you may want to increment the version, so old savegames are not loadable any more
09:16:47  <Alberth> unless you deal with optional existence of your set of old goals
09:17:49  <andythenorth> can probably fail silently
09:18:12  <andythenorth> don’t think it matters much
09:18:19  <andythenorth> create won_goals if it doesn’t exist
09:19:04  <Alberth> iirc you get the version number of the loaded game, you can check that for deciding whether the list exists
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09:30:11  * andythenorth has stuff to do, but will come back to this later
09:30:19  <andythenorth> ideal single-feature project :)
09:32:54  <Alberth> :)
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09:36:22  <__ln_> buongiorno
09:38:05  * andythenorth is super-bored of making newgrf
09:38:11  <andythenorth> and needs something different
09:41:10  <andythenorth> GS will do the job
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11:47:26  <fjb> Moin
11:48:55  <andythenorth> o/
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11:55:23  <Alberth> hi jottyfan, Bee Reward has an issue with step sizes, can you please have a look at it?
12:00:41  <jottyfan> ok
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12:44:04  * andythenorth mumbles and waves
12:44:22  <andythenorth> something about “people should try snakebite FIRS, it’s much better than old FIRS”
12:44:34  <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/
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12:46:19  <andythenorth> about 400 commits better :P
12:49:49  <Alberth> firs 2.0 alpha 1   :)
12:50:43  <andythenorth> you want fruit store delivery? :P
12:53:02  <Alberth> oh, "people" was just random persons in this channel? :)
12:57:51  <andythenorth> anyone even
12:57:56  <andythenorth> bots
12:57:58  <andythenorth> people
12:58:05  <andythenorth> even Baldy’s Boos
12:58:13  <andythenorth> perhaps not
13:08:36  <Alberth> jottyfan:  please push ?
13:09:15  <Alberth> ah, ok
13:09:39  <Alberth> I was bored with my current game anyway, so yeah, I can play a bit
13:12:17  * andythenorth afk bbl
13:13:34  <jottyfan> @Alberth: sorry, thought I still did
13:13:38  <jottyfan> now I have
13:13:46  <Alberth> yeah, common mistake :)
13:13:55  <Alberth> thanks
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13:22:35  <Alberth> jottyfan: bananas doesn't like me as author of the project, so it'll take a little longer
13:32:42  <Alberth> jottyfan:  released
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15:05:35  <jottyfan> perfect, thanks
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16:27:39  <frosch123> https://paste.openttdcoop.org/puw7rxc8d?/puw7rxc8d <- enable yapf cache debugging with the usual desync cache debugging, instead of via a #define
16:33:18  <Eddi|zuHause> frosch123: did that ancient report/fix that i dug out help in any way?
16:33:55  <frosch123> no, yapf looks entirely different these days
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16:43:41  <Alberth> I wonder if we should keep the #define as well, or debugging yapf gets messy with all the desync output?
16:44:10  <frosch123> desync only gets messy starting with level 3 :)
16:44:49  <frosch123> at level 2 it's all about checking caches
16:45:00  <frosch123> which "should" never print anything
16:47:27  <frosch123> hmm, ok, it also prints commands, but that should not be much either
16:47:52  <frosch123> anyway, when attaching it to multiple conditions, i do not know what "stream" to assign it to
16:48:03  <frosch123> "desync" stream goes to commands-out.log
16:48:06  <frosch123> the other ones go to console
16:56:28  <Alberth> fair enough
17:02:20  <Alberth> patch looks fine
17:06:09  <DorpsGek> Commit by frosch :: r27332 trunk/src/pathfinder/yapf/yapf_rail.cpp (2015-07-12 19:06:02 +0200 )
17:06:10  <DorpsGek> -Change: Enable YAPF cache debugging with desync debug level 2.
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