Log for #openttd on 5th November 2016:
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00:30:29  <Wolf01> 'night
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06:02:56  <Fatmice> V453000, are you around?
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07:23:19  <Alberth> moin
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10:13:53  <andythenorth> o/
10:13:56  <Wolf01> o/
10:15:24  <Alberth> o/
10:15:48  <Alberth> apparently, you cannot write 0 bytes 1 time successfully :)
10:41:16  <andythenorth> Wolf01: is NRT? o_O
10:42:19  <Wolf01> I didn't do anything in the last 2 days
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10:43:04  <andythenorth> what’s next?
10:43:07  <andythenorth> more sprites?
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10:48:41  <Alberth> o/
10:50:57  <Wolf01> Make things work?
10:52:32  <frosch123> moi
10:56:19  <frosch123> is it catenary day?
10:56:32  <andythenorth> might be
10:57:10  <Wolf01> Need to fix the order of entries in dropdown
10:58:01  <andythenorth> +1
11:06:53  <frosch123> what is revert-9-master?
11:07:35  <andythenorth> at a guess, one of the branches created by github to merge across forks
11:08:07  <andythenorth> I’m guessing that github treats the forks as git remotes, then makes branches from them for pull requests
11:08:26  <andythenorth> I am not a fan of that, seems like massive overkill compared to feature branches in same repo
11:18:26  <Alberth> git is a distributed version control system :)
11:19:02  <Alberth> you get tracking of changes that you have seen for free
11:19:27  <Wolf01> I'll work in a branch of your repo in future, I'll trash my fork because it's a pita to do cross repo merges
11:20:20  <Alberth> ?
11:21:03  <Wolf01> andy's master -> my master -> my dev -> andy's road-tram-types -> andy's master
11:21:04  <Alberth> it's just one additional netweork transfer
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11:21:46  <Alberth> so it saves you one master?
11:21:59  <Wolf01> I should have forked ottd not andy's
11:22:28  <Wolf01> Because if I want to sync with trunk I need to wait for andy too
11:22:43  <Alberth> you can just skip your master, and build "my dev" onto "andys master" in your repo
11:23:20  <Wolf01> Also if andy already applied some of my edits, maybe from one of my silly branches, we'll have conflicts all around
11:23:44  <Wolf01> That's why andy's dev is useless now
11:24:07  <Alberth> yeah, but conflicts have nothing to do with being remote
11:24:26  <Alberth> that happens if you work in the same area always
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11:24:42  <Wolf01> No, but having all in one place is better
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11:31:16  <andythenorth> you can add ottd as a git remote if you want to sync
11:31:20  <andythenorth> that’s what I’ve done
11:31:44  <andythenorth> I don’t know if/how Tortoise SVN will do that for you though
11:32:35  <andythenorth> the main reason I abandoned ‘dev’ in my repo is because the name is ambiguous
11:32:59  <andythenorth> and one thing git *cannot* do is rename branches that exist anywhere outside local
11:39:53  <frosch123> <- add some sanity to catenary names
11:40:07  <frosch123> "tram" -> "road", ""->"rail"
11:46:31  <andythenorth> :D
11:47:05  <andythenorth> frosch123: am I applying your patches to my repo, or can you push them? o_O
11:47:34  <frosch123> i push that to trunk, then a pull trunk, then i merge trunk, then i push to your repo, easy :p
11:47:54  <andythenorth> ha ha
11:47:59  <Wolf01> Lol
11:53:11  <DorpsGek> Commit by frosch :: r27676 /trunk/src (9 files in 2 dirs) (2016-11-05 12:53:03 +0100 )
11:53:12  <DorpsGek> -Codechange: Rename catenary functions, so that they refer unambiguously to either RoadCatenary or RailCatenary.
12:11:56  <frosch123> pushed something
12:13:33  <andythenorth> got it :)
12:14:18  * andythenorth should copy some catenary from a tram grf
12:14:21  <andythenorth> in a bit
12:14:33  <frosch123> yellow catenary?
12:16:01  <andythenorth> all the colours
12:16:17  * andythenorth needs a faster CPU for compiling
12:16:33  <frosch123> not all types should have catenary :)
12:16:33  <Wolf01> Buy a pc
12:18:40  <andythenorth> i5 or i7 though
12:18:45  * andythenorth has been i7 for years
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12:34:34  <andythenorth> frosch123: one tram type now has catenary
12:34:49  * andythenorth needs tram sprites meanwhile :P
12:35:26  <Wolf01> How is with the gui split?
12:35:27  <frosch123> how did you group the sprites?
12:37:03  <andythenorth> Wolf01: gui split is fine afaict
12:37:10  <andythenorth> we need to resurect the icon I drew
12:37:48  <Wolf01> You could redraw the road icon too, and make rail, road, and tram all the same size
12:37:49  <andythenorth> frosch123: resp. the nml, or the sprites?
12:38:40  <Wolf01> Now I need to figure out why blue road builds red road
12:38:48  <frosch123> railtypes have two action3, one for wires, one for pylons
12:38:57  <frosch123> this separation does not seem to make sense for road
12:39:07  <andythenorth> I have only implemented the catenary flag in the nml afaict
12:39:23  <andythenorth> so currently using default catenary
12:39:25  <andythenorth>
12:39:58  <andythenorth> Wolf01: wrong indexes :P
12:40:05  <frosch123> roads seem to have a "back" and "front" group
12:40:10  <Wolf01> Yes, but why?
12:40:17  * andythenorth has no idea, but has spent years getting the wrong value out of select widgets :P
12:40:52  <frosch123> @calc 1339 + 55
12:40:52  <DorpsGek> frosch123: 1394
12:41:50  <frosch123> @calc 1339 + 72
12:41:50  <DorpsGek> frosch123: 1411
12:41:54  <frosch123> @calc 1339 + 68
12:41:54  <DorpsGek> frosch123: 1407
12:42:12  <Wolf01> DropDownListParamStringItem *item = new DropDownListParamStringItem(rti->strings.menu_text, _sorted_roadtypes[roadtype][rst].Pack(), !HasBit(c->avail_roadtypes, roadtype)); <- I think the problem is here, maybe on the other side I don't ::Unpack(), but it's strange, if I don't do that it shouldn't work at all
12:43:59  <frosch123> @calc 1339 + 107
12:43:59  <DorpsGek> frosch123: 1446
12:45:18  <frosch123> @calc 1339 + 0x54
12:45:19  <DorpsGek> frosch123: 1423
12:46:26  <frosch123> @calc 1438 - 1339
12:46:26  <DorpsGek> frosch123: 99
12:47:36  <frosch123> ottd code makes no sense
12:48:23  <Wolf01> :D
12:50:26  <frosch123> Wolf01: you are translating the type twice
12:50:47  <frosch123> there should be no _sorted_roadtypes within the new DropDownListParam...
12:50:54  <frosch123> compare with GetRailTypeDropDownList
12:51:25  <Wolf01> Uhm
12:52:12  <Wolf01> Ok, I can tell you why I did it so
12:52:32  <Wolf01> If I store just the road subtype, it can conflict between tram and road
12:53:02  <Wolf01> With ::Pack() instead I can pass both road type and sub type
12:53:22  <Wolf01> But to retrieve the identifier I need to take it from the array
12:53:33  <Wolf01> Or build a new one
12:55:00  <Wolf01> I could change the macro to return the identifier instead of the subtype
12:55:02  <frosch123> FOR_ALL_SORTED_ROADTYPES(rst, roadtype) { <- rst is a roadtype, not a index into _sorted_roadtypes
12:55:15  <Wolf01> rts is the subtype
12:55:19  <Wolf01> *rst
12:55:25  <Wolf01> #define FOR_ALL_SORTED_ROADTYPES(var, type) for (uint8 index = 0; index < _sorted_roadtypes_size[type] && (var = _sorted_roadtypes[type][index].subtype, true) ; index++)
12:55:28  <frosch123> if you do _sorted_roadtypes[roadtype][rst] do do _sorted_roadtypes[roadtype][_sorted_roadtypes[index]]
12:55:42  <frosch123> s/do do/you do/
12:56:07  <frosch123> so, do not use _sorted_roadtypes within the loop
12:56:09  <Wolf01> I could have done var = index
12:56:10  <frosch123> only use "rst"
12:56:29  <frosch123> make it the same as for railtypes :)
12:57:03  <frosch123> anyway, is it intentional that ottd draws all the wrong catenary sprites?
13:00:07  <andythenorth> ha
13:00:21  <frosch123> i found fs#1019
13:00:33  <frosch123> but it only fixed the flat tracks, the sloped ones are still wtf
13:01:40  * andythenorth reads
13:02:04  <Wolf01> frosch123, changing the way you said only fixed the order, but not the index-to-roadtype
13:02:22  <Wolf01> And I hope the order is right
13:03:50  <Wolf01>
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13:04:55  <Wolf01> First one builds blue, second yellow, third red and the last one catenary
13:05:29  <Wolf01> andythenorth, the dropdown is in the right order now?
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13:06:23  <frosch123> why are there 16 sprites for 4 slopes?
13:09:33  <andythenorth> Wolf01: normal-blue-yellow-red is correct order
13:09:34  <Wolf01> There should be 16 roadbits
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13:09:51  <andythenorth> ‘blue’ is missing name for some reason :)
13:10:06  <Wolf01> Ok, then I can commit this fix
13:11:43  <Wolf01> Now, index vs roadtype
13:16:34  <frosch123> well, looks like the second 8 are just trash sprites
13:16:46  <Wolf01> static CallBackFunction MenuClickBuildRoad(int index)
13:16:46  <Wolf01> {
13:16:46  <Wolf01> 	_last_built_roadtype_identifier = RoadTypeIdentifier(index);
13:16:46  <Wolf01> 	ShowBuildRoadToolbar(_last_built_roadtype_identifier);
13:16:53  <frosch123> they contain something in the existing grfs, but the graphics do not make any sense
13:16:53  <Wolf01> And this looks right
13:17:14  <Wolf01> Maybe they are the gui sprites?
13:17:30  <frosch123>
13:17:48  <frosch123> 1394 to 1414 are fine
13:17:52  * andythenorth looks
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13:18:04  <frosch123> 1423 to 1437 are used since fs#1019
13:18:15  <frosch123> 1438 to 1445 are still unused
13:18:25  <frosch123> and they are ordered differently that the other slopes
13:18:29  <Wolf01> Wow
13:18:51  <andythenorth> how would 1435 ever make sense? :|
13:18:59  * andythenorth fails to understand that one
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13:19:57  <Wolf01> Different poles? Maybe it was prepared to have both road with catenary and tram with a different catenary?
13:20:15  <andythenorth> there are two separate styles of catenary here
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13:20:51  <Wolf01> 1435 shows different poles than 1424
13:21:12  <andythenorth> yes
13:21:25  <andythenorth> but...1435 can never be used without another overlay sprite
13:21:35  <andythenorth> I guess 1437 is supposed to overlay 1435
13:21:52  <Wolf01> Yes, could be
13:23:17  <Wolf01> Like 1395 is the overlay for 1423
13:24:10  <andythenorth> frosch123: are some of these intended for bridges?
13:24:19  <andythenorth> bridges have a different catenary style in ogfx it seems
13:24:30  <andythenorth> 1439 is a transitition sprite
13:24:37  <andythenorth> it has both types of pole
13:26:01  <Wolf01> I think we'll need to do V's way of layers with catenary on junctions/rail ccrossings
13:27:01  <frosch123> andythenorth: 1446 to 1451 are for bridges
13:27:06  <frosch123> but only tracks
13:27:13  <V453000> gg
13:27:38  <frosch123> hmm, bridges might be an idea
13:27:47  <andythenorth> when I build a bridge, I appear to get 1439
13:29:04  <frosch123> oh, indeed
13:29:20  <frosch123> 	static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
13:29:22  <frosch123> 	static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
13:29:23  <frosch123> 	static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
13:30:14  <frosch123> well, then i have no idea how to split these sprites
13:30:42  <frosch123> they are mixed catenary, depot track, depot catenary, more catenary, brdige catenary, bridge tracks
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13:35:24  <andythenorth> :|
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13:41:36  * andythenorth looks at bridges
13:41:54  <andythenorth> bridge sprites have road baked in
13:42:00  <andythenorth> we’ll just overlay it? :o
13:42:08  <frosch123> do tram tunnels also only exist with road?
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13:42:33  * andythenorth looking
13:43:00  <andythenorth> yes
13:43:31  <Wolf01> How do I include the definition for uint8? The intellisense says it's in stdafx.h, but after including it it doesn't find it
13:43:40  <frosch123> no
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13:44:42  <frosch123> @calc 1339+80
13:44:42  <DorpsGek> frosch123: 1419
13:45:41  <Wolf01> Ok, I'm idiot, I need to modify my stdafx to include ottd's one
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13:50:54  <Wolf01> Ok, I think is better to not try unit testing again ottd
13:53:14  <Wolf01> This poor game is too header-spaghetti
13:53:33  <frosch123> <- decoded them
13:53:58  <frosch123> while 23-26 seem to line up with 0-3 somewhat, 46-48 and 55 are just wtf
14:00:02  <andythenorth> 46-48 are blank in ogfx?
14:00:16  * andythenorth trying to map sprite numbers to the spritesheet
14:00:46  <frosch123> yes
14:00:55  * frosch123 comparing groups to rails
14:11:28  <andythenorth> biab
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14:23:49  <Wolf01> Where is "_debug_" defined? It seem I can't use DEBUG() because of that, and I can't find the definition
14:24:05  <frosch123> it's constructed via macros :)
14:24:48  <frosch123> #define DEBUG_LEVEL(x) { #x, &_debug_##x##_level }
14:28:03  <Wolf01> Heh...
14:28:16  <Wolf01> Intuitive
14:31:04  <Wolf01> Ha! With debug I finally understand that I'm clearly an idiot
14:31:35  <Wolf01> Index is index, not identifier
14:33:34  <Wolf01> But it should unpack in the right way
14:34:11  <Wolf01> I appended 4, 6, 2, 0 and when I click on the item I get one of those, in the right order
14:35:09  <Wolf01> Then the problem is on road_cmd now
14:40:51  <frosch123> oh, there are no combines road/tram depots
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14:48:40  <Wolf01> Hmmm, all is right, but doesn't work o_O
14:52:02  <frosch123> andythenorth: Wolf01: <- makes sense?
14:52:37  <frosch123> this defines the new action3 spritetypes, and their order, and comparison to the existing tram sprites and in comparison to railtypes
14:53:45  <Wolf01> Are you sure to remove fences and crossings for ROTSG?
14:54:02  <Wolf01> Fences could be used in a highway grf
14:54:06  <frosch123> for railtypes the crossing defines the barriers and stuff
14:54:31  <frosch123> no idea how roadtypes would also add more stuff
14:54:37  <Wolf01> We'll need a bit to disallow roadtype crossings
14:54:42  <frosch123> fences can be added later :)
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14:54:52  <frosch123> there are no fence mapbits currently
15:05:17  <Wolf01> I think that there's a problem with sprite mapping to roadtypes
15:06:16  <Wolf01> The values in the stack are right from dropdown item click to bits in map array
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15:06:36  <Wolf01> And the tile info agrees with me
15:21:47  <Wolf01> frosch123, could you be able to track down the wrong sprite problem for roadtypes?
15:22:07  <Wolf01> Yellow roads using red roads sprites <-
15:22:33  <Wolf01> Also I committed 2 fixes for the dropdown
15:24:32  <frosch123> to andy's repo?
15:26:21  <frosch123> or shall i pull from your one?
15:26:53  <Wolf01> I committed in my dev one
15:27:47  <frosch123> ok, so i add a third remote :p
15:28:27  <Alberth> :)
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15:51:47  * andythenorth looks
15:53:30  <frosch123> <- what is that
15:53:41  <frosch123> it looks like valid java syntax
15:53:50  <frosch123> but i have no idea why c++ compiles it
15:54:49  <Wolf01> It initializes the 2 possible roadtype identifiers into the structure which merges them in a tile
15:55:40  <Alberth> can't you state the value of a constant as part of the declaration nowadays?  although it doesn't look like a constant
15:55:53  <Wolf01> Not a constant
15:55:59  <frosch123> it has no "static", so it is a member
15:56:05  <frosch123> member are initialised in some constructor
15:56:10  <frosch123> i have no idea what that construct does
15:56:13  <frosch123> i would claim it is invalid
15:56:45  <frosch123> Wolf01: you pack and unpack RoadTypeIdentifier multiple times
15:56:49  <Alberth> maybe it's a no-op expression :)
15:57:03  <frosch123> i think "RoadTypeIdentifier(uint8 data = 0)" should become "explicit"
15:57:22  <Wolf01> GetRoadTypeInfo(road_identifier.Pack()) <- ok, there is wrong
15:58:02  <Wolf01> It should only be packed when the function requires an int
15:58:17  <Wolf01> Like the dropdowns
16:02:26  <frosch123> there are some places, where Roadype is converted nito a RoadTypeIdentifier
16:02:35  <frosch123> because it uses the incorrect implicit conversion
16:05:25  <frosch123> implicit conversions are the root of all evil once again :)
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16:06:54  <Alberth> there are more levels of evil? :)
16:07:12  <frosch123> hmm, it would be easier if the grf would not modify the original roadtypes
16:07:16  <frosch123> maybe the grf is wrong :)
16:07:22  <Wolf01> I noticed that, it can't even tell the difference between Class(void) and Class(int) if I do Class x = new Class();
16:07:24  <Alberth> :)
16:07:41  <Alberth> it's  new Class;
16:08:18  <Wolf01> Heh
16:09:15  <andythenorth> frosch123: you want a grf without original road and tram?
16:09:18  * andythenorth can make that
16:12:23  <frosch123> oh right, i cannot push to wolf
16:13:13  <Wolf01> Wait
16:14:30  <Wolf01> I hope is the right frosch123 :P
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16:14:37  <frosch123> <- that makes the unpack explicit
16:16:12  <Wolf01> So, if I want exactly the type I should use "explicit"? Or else it accepts everything it can automagically cast?
16:17:38  <frosch123> pushed that diff
16:18:22  <frosch123> if you have a function "SetupRoadToolbar(RoadTypeIdentifier roadtype_identifier)"
16:18:38  <frosch123> and you have an implicit conversion from integer to RoadTypeIdentifier
16:18:53  <frosch123> then it will implicitly convert any enum to integer, and then to RoadTypeIdentifier
16:19:04  <frosch123> so, SetupRoadToolbar(ROADTYPE_ROAD) will compile
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16:19:21  <frosch123> with the "explicit" you disallow the implicit case from integer to RoadTypeIdentifier
16:19:58  <Wolf01> Good to know
16:20:03  <frosch123> so you would have to write SetupRoadToolbar(RoadTypeIdentifier(ROADTYPE_ROAD)) or SetupRoadToolbar((RoadTypeIdentifier)ROADTYPE_ROAD), if you really wanted that conversion
16:20:20  <frosch123> however, since C and C++ are the worse languages designed ever, it does not work in all cases
16:20:25  <andythenorth>
16:20:53  <frosch123> it cannot distinguish implicit conversions and constructors when declaring variables
16:21:00  <supermop_> hello
16:21:30  <supermop_> how are roads and tramways coming along today
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16:21:43  <Wolf01> Slowly, but coming
16:22:13  <supermop_> ding ding
16:22:41  <Wolf01> Where did you push the diff?
16:23:27  <frosch123> oh, it failed
16:23:32  <frosch123>  ! [remote rejected] HEAD -> dev (permission denied
16:23:42  <Wolf01> Accept the invite
16:25:43  <frosch123> <- there it is
16:26:08  <Wolf01> Good
16:27:29  <frosch123> andythenorth: you have the source to that grf somewhere?
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16:28:11  <Wolf01> andythenorth, if you agree, we could continue to use our own repository, but you only pull the merge from my master, where I merge the dev commits when all things work (or seem to work)
16:32:19  <Wolf01> Uhm, frosch123, I think you reverted something like 6 of my commits
16:32:57  <frosch123> <- i only made 1 commit
16:33:24  <Wolf01> -	void ModifyRoadType(RoadType roadtype)
16:33:24  <Wolf01> +	void ModifyRoadType(RoadTypeIdentifier roadtype_identifier)
16:33:29  <Wolf01> These
16:33:45  <frosch123> yep, that was a bug :p
16:33:47  <frosch123> i think
16:34:09  <frosch123> SetupRoadToolbar takes a RoadTypeIdentifier as parameter
16:34:13  <frosch123> but was passed a RoadType
16:34:20  <Wolf01> It updated to the "void ModifyRoadType(RoadType roadtype)"
16:34:46  <Wolf01> I don't know why
16:35:00  <frosch123> did you push everything before?
16:35:08  <Wolf01> Yes
16:35:18  <frosch123> as above link shows, i changed it from RoadType to RoadTypeIdentifier
16:35:58  <Wolf01> I'll try a cleanup with revert
16:36:19  <Wolf01> Ok, it worked now
16:40:28  <Wolf01> should I do this too?
16:41:18  <Wolf01> It complains about no default constructor found if I don't do that
16:41:20  <frosch123> RoadTypeIdentifier() : basetype(INVALID_ROADTYPE), subtype(INVALID_ROADSUBTYPE) {} <- i only know that syntax
16:41:27  <frosch123> still surprised the other one compiles
16:41:36  <frosch123> though i have no idea whether the compiler actually does anything
16:41:41  <frosch123> or whether it ignores it
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16:42:25  <Wolf01> I usually work like that with no problems
16:42:57  <andythenorth> frosch123:
16:43:06  <andythenorth> examples/
16:43:09  <Wolf01> But for example doing "RoadTypeIdentifier rti;" it throws error
16:43:17  <frosch123> oh, i saw that, but thought it only contains the nml
16:43:55  <andythenorth> sprites are in gfx/
16:44:22  <andythenorth> it’s a hack of railtypes example, so it’s a mess
16:44:34  * andythenorth will fix before it goes to trunk nml
16:44:59  <andythenorth> Wolf01: I am happy to merge from your master if that works for you
16:45:09  <andythenorth> just make pull requests when you want to merge something?
16:45:17  <Wolf01> I don't think there's anything new
16:46:15  <frosch123> Wolf01: cxx 1998: 9.2 (4): "A member-declarator can contain a constant-initializer only idf it declares a static member (9.4) of integral or enumeration type, see 9.4.2"
16:46:23  <frosch123> so, at least in cxx 1998 it is invalid
16:46:41  <frosch123> i also wouldn't know to what constructor it should apply otherwise
16:46:48  <frosch123> default constructor only, or all constructors?
16:46:51  <Wolf01> Ok, so it is from that "new c++" the internet talks about
16:48:40  <Alberth> we have several of those :p
16:48:49  <frosch123> <- ah, it is valid c++11
16:49:06  <frosch123> it is used if the constructor does not have its own initializer
16:49:26  <Alberth> how confusing
16:49:51  <frosch123> it's about in the middle of that page
16:50:17  <frosch123> <- different link
16:51:08  <andythenorth> supermop: did you ever play with the IH africa roster? o_O
16:51:15  <andythenorth> your pax coach looks good in game
16:53:39  <andythenorth> but the engine roster makes no sense :P
16:54:21  <Wolf01> So frosch123/Alberth, what should I do? Explicit initialization every time?
16:54:58  <Alberth> that gives the least surprises
16:55:05  <Alberth> *fewest
16:58:21  <frosch123> currently ottd trunk is supposed to compile with both c++98 and c++11
16:58:24  <frosch123> and c++14
16:58:38  <frosch123> that is, we made changes to things that are invalid in newer c++
16:59:06  <frosch123> but we did not use anything that requires newer c++ without adding some #ifdef
16:59:16  <frosch123> (like the static_assert in stdafx.h"
17:00:59  <Wolf01> Heh... I should initialize this:
17:00:59  <Wolf01> RoadTypeIdentifier _sorted_roadtypes[ROADTYPE_END][ROADSUBTYPE_END];
17:01:33  <frosch123> it is initialised at runtime
17:01:40  <Wolf01> It doesn't even compile
17:02:06  <Wolf01> 4>..\src\road_cmd.cpp(50): error C2512: 'RoadTypeIdentifier': no appropriate default constructor available
17:03:20  <Wolf01> If adding a void constructor works, you will get garbage into members
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17:05:09  <Wolf01> RoadTypeIdentifier() : basetype(INVALID_ROADTYPE), subtype(INVALID_ROADSUBTYPE) {} <- maybe I could do it like this
17:09:53  <andythenorth> bbl
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17:15:59  <frosch123> Wolf01: i see, i failed the save->compile->commit order :)
17:16:14  <frosch123> didn't compile after my last change
17:17:27  <Wolf01> <- is this ok?
17:18:01  <frosch123> looks fine
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17:18:32  <frosch123> though you can skip the call in RoadTypeIdentifiers()
17:18:42  <frosch123> it's thje same as the default constructor
17:19:19  <frosch123> so you do not need to explicitly initialise road_/tram_identifier
17:19:24  <frosch123> it will use the default constructor anyway
17:23:11  <Wolf01> Uhm, but it's not initialized as invalid
17:26:21  <Wolf01> Or you meant this? RoadTypeIdentifiers() : road_identifier(RoadTypeIdentifier()), tram_identifier(RoadTypeIdentifier()) {}
17:27:50  <frosch123> <- this should be enough
17:28:16  <frosch123> RoadTypeIdentifier has a default constructor, so RoadTypeIdentifiers() should use it
17:30:02  <frosch123> hah, found the text issue
17:30:16  <frosch123> it's yet another invalid conversion with that cursed constructor
17:30:22  <frosch123> do we really need it?
17:30:45  <Wolf01> I didn't figure out a better way to do this
17:30:55  <Wolf01> If you have suggestions they are welcome
17:32:46  <frosch123> <- that fixes everything :p
17:33:37  <Wolf01> Oh, there it was
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17:35:05  <Wolf01> _cur.grffile->roadtype_map[basetype][id + i] <- this held the packed identifier before, then I changed it to subtype because I already had the basetype
17:35:44  <Wolf01> Also saved me to do pack/unpack and initializing various invalid identifiers
17:37:49  <frosch123> <- how about something like that?
17:37:55  <frosch123> would make it more explicit
17:38:29  <Wolf01> Chinese
17:38:58  <Wolf01> What's the ^M?
17:39:04  <frosch123> some eol issue
17:39:09  <Wolf01> Oh
17:39:14  <frosch123> i believe some files have windows eol
17:39:22  <frosch123> git doesn't have the svn:eol-style thing
17:39:48  <Wolf01> Yes, a lot of files have that, the vs extenson to fix them complains about mixed style everytime
17:40:11  <Wolf01> I usually leave them as I found them
17:41:58  <frosch123> ok, so we blame andy :)
17:42:22  <Wolf01> So, if I need to unpack, I have to do it explicitly, makes sense
17:43:16  <Wolf01> I copied from the stuff in bool VehicleListIdentifier::Unpack(uint32 data)
17:44:15  <Wolf01> vehiclelist.cpp:40
17:44:34  <frosch123> i see :) well, as long as you type the right code, you do not need to rely no a compiler to check it :)
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17:46:09  <Wolf01> I'll commit the fix in newgrf.cpp, that's more obvious to be fixed
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17:55:04  <Wolf01> Ok, with the last commit I made everything seem to work
17:55:10  <Wolf01> Now, refactoring
17:59:14  <Wolf01> Uhm, isn't this a bit recursive? <frosch123> <- how about something like that?
18:07:54  <Wolf01> more clear now?
18:10:59  <frosch123> +   static RoadTypeIdentifier Unpack(uint8 data) { <- there should be a \n before the {
18:11:02  <frosch123> otherwise it looks great :)
18:11:38  <Wolf01> Done
18:14:56  <frosch123> hmm, except, assert inside command handlers crashes servers :)
18:15:29  *** keoz has quit IRC
18:15:37  <frosch123> though i guess it is impossible to assert when passing only 5 bits
18:16:19  *** Gaby has quit IRC
18:16:52  <Wolf01> Yes, it should be impossible
18:16:58  <Wolf01> Should I remove it?
18:17:30  <frosch123> keep it as it is :)
18:17:41  <Wolf01> Ok, I'll commit it then
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18:51:30  <Wolf01> Mmmh, I'm not able to get the latest edits from andy :(
18:51:47  <frosch123> i just pushed more
18:52:45  <Wolf01> Eh, I need those, the problem it is trying to merge my changes and conflicts because they already are in my repo
19:05:52  <frosch123> <- new idea
19:06:10  <frosch123> pools also have Get and GetIfValid methods, so maybe this fits the style
19:08:22  <Wolf01> Agreed
19:08:50  <Wolf01> Btw, I need to figure out how to get the missing commits from andy
19:10:57  <Wolf01> <-
19:12:07  <Wolf01> I could do it with cli
19:12:14  <Wolf01> Via bash
19:14:18  <frosch123> i only ever do cli :)
19:14:44  <Wolf01> I should reinstall git
19:14:58  <Wolf01> But I don't want to have it twice
19:17:05  <DorpsGek> Commit by frosch :: r27677 /trunk/src (5 files) (2016-11-05 20:16:59 +0100 )
19:17:06  <DorpsGek> -Codechange: Remove implicit VehicleListIdentifier from uint32 constructor, to make conversions more explicit.
19:17:31  <Wolf01> Meh, "fatal: Not a git repository"...
19:19:00  <Wolf01> I'm trying to run what github suggests
19:20:29  <frosch123> git checkout dev
19:20:50  <frosch123> git merge andy/road-and-tram-types
19:20:58  <frosch123> depending on whatever you called the andy remote
19:21:10  <Wolf01> Checkout doesn't work
19:22:31  <Wolf01> Oh wait... this is a svn checkout, I deleted the git one
19:22:50  <Wolf01> But merge with github and svn doesn't work
19:24:18  <Wolf01> I'll see if timeouts or crashes after 90MB
19:24:37  <Wolf01> Ok, I can't even do it
19:24:51  <Wolf01> It must be from the same repository :P
19:24:57  <Wolf01> Svn limit
19:25:24  <frosch123> i have heard of people using a git client on a svn server
19:25:34  <frosch123> you are the first one with a svn client on a git server :)
19:26:42  <Wolf01> Tortoise with the github patch says "Error"
19:27:47  <Wolf01>
19:29:13  <Wolf01> Ok, starting from the repo seem to read the patch
19:30:19  <Wolf01> Nice, I get the same empty failed hunks like Snail
19:30:45  <frosch123> what is andy's branch called in your clone
19:30:48  <Snail> huh?
19:30:49  <frosch123> is it master?
19:31:10  <Wolf01> I don't even have references to andy's repo
19:31:44  <Wolf01> Snail, how did you managed to patch some days ago with the weird conflicts?
19:31:58  <Snail> you mean to compile OTTD?
19:32:18  <Snail> I still can’t :( need to play with the pre-compiled nightlies
19:32:44  <Wolf01> :/
19:34:16  <frosch123> Wolf01: do you want to keep figuring it out yourself? or shall i merge and push to your repo?
19:34:42  <frosch123> i can't help you with tortoise stuff
19:35:11  <Wolf01> I would like to figure it by myself, a frosch chouldn't be there every time I'll need him ;)
19:36:00  <Wolf01> I'm good with tortoise and svn, I just can't understand this:
19:36:00  <Wolf01> --- src/newgrf.cpp
19:36:01  <Wolf01> +++ src/newgrf.cpp
19:36:05  <Wolf01> It fails
19:36:52  <Wolf01> In the diff viewer there isn't a single conflict
19:37:04  <Wolf01> But it fails
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19:54:30  <frosch123> o/
19:54:42  <frosch123> <- andythenorth: is that correct behaviour?
19:55:28  <andythenorth> frosch123: that’s Red Electric Road?
19:55:32  <frosch123> we do not want to overlay catenaries, so i only draw the catenary of one roadtype, but with the roadbits of both types combined
19:55:48  <frosch123> andythenorth: yes, but that is no longer the issue :)
19:55:58  <andythenorth> just checking it’s road, and not tram :P
19:56:28  <frosch123> there is a roadtype and a tramtype in that picture, both with catenary
19:56:29  <Wolf01> Could electric road cross electric tram?
19:56:32  <andythenorth> yes
19:56:39  <andythenorth> but the catenary would be one type only
19:56:42  <frosch123> the catenary looks the same, but the tiles with both road and tram use the road catenary
19:56:59  <andythenorth> I think I had a note to myself somewhere
19:57:00  <Wolf01> Yes because electric road could have a "third rail"
19:57:11  <andythenorth> wise authors would keep their catenary same across tram / road
19:57:23  <andythenorth> ‘trolleybus looks different’ isn’t useful here
19:57:30  <Wolf01> If you load 2 concurrent roadtypes grfss?
19:59:41  <Wolf01> RoadType grf should be allowed to overwrite once the base catenary, and the last loaded one is the one which will be shown
20:00:14  <andythenorth> +1
20:00:38  <andythenorth> frosch123: image looks right; I’m trying to spot the obvious mistake we’ve all missed :P
20:01:05  <Wolf01> We all missed that we couldn't have different catenaries right now
20:01:36  <andythenorth> no that was known by me
20:01:52  <andythenorth> I just saw it as a benefit :)
20:02:54  <frosch123> andythenorth: do you also have a note on drive-in roadstops?
20:03:23  <Wolf01> They should be removed from trams
20:04:04  <Snail> so frosch123… your suggestion about sprite stacking seems to work
20:04:30  <Snail> thanks for that tip. Although it does make my code more complicated :p
20:04:46  <Snail> at least it solves my problem
20:06:27  <andythenorth> what’s the question about drive-in stops? o_O
20:12:02  <Wolf01> If I push the merged patch to my dev, how many problems it will cause with future merges?
20:12:52  <andythenorth> Wolf01: what does it patch?
20:13:26  <Wolf01> Oh, everything, I'm trying to sync my dev/master with your roa-and-tram-types
20:15:45  <andythenorth> in that caseit is not likely to cause problems with future merges
20:16:11  <andythenorth> there is an edge case where I reverted one merge a few days ago, and if that contains any commits you’re trying to merge, it will refuse
20:16:26  <Wolf01> Yes, I noticed it
20:16:30  <andythenorth> they have to be cherry-picked in manually
20:16:45  <andythenorth> or someone who is good at git would just say ‘oh of course just rebase xyz'
20:16:47  <andythenorth> but eh
20:17:23  <andythenorth> the idea of separate branches for different concerns in this patch is a nice...theory
20:17:31  <andythenorth> but everything will end up cross-dependent
20:17:51  <andythenorth> so might as well just merge
20:18:17  <Wolf01> We should update all the branches at the same time, and pull from a staging branch only
20:19:23  <Wolf01> The problem here is: I get from you, you get from me, frosch pushes to yours and sometimes to mine
20:19:52  <frosch123> i did not cross push anything
20:20:19  <frosch123> andythenorth: does nrt allow drive-in stops? what sprites to draw?
20:20:36  <andythenorth> I do not have a note for that :D
20:20:51  <andythenorth> could we get away with not supporting them? o_O
20:20:51  <frosch123> ok, i'll keep on skipping that question then :)
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20:22:31  <andythenorth> can we deprecate them? :P
20:25:28  <peter1138> depreciate them, like the pound
20:25:38  <andythenorth> does that mean they can come back up too?
20:25:46  <andythenorth> depending on the news of the day?
20:26:27  <peter1138> depends how often we avoid telling the truth
20:29:28  <andythenorth> can’t handle the truth
20:30:03  <andythenorth> Wolf01: so is your goal to get all your stuff into ‘my’ repo?
20:30:22  <frosch123> oh, there are no build commands for roadstops yet
20:30:23  <Wolf01> All "our" stuff in your repo
20:30:31  <frosch123> so there is no point in adding the drawing code :p
20:30:58  <andythenorth> Wolf01: I am going to add your repo as a remote
20:31:05  <andythenorth> it’s easier that using github pull requests
20:31:17  <andythenorth> but I have to not merge wrong branch… :P
20:31:51  <Wolf01> My master should be good, but it can't be merged to your branch because reasons
20:32:57  <andythenorth> ok, merge conflict
20:32:58  <andythenorth> hmm
20:33:26  <frosch123> delete the HasCatenary member
20:33:38  <andythenorth> that’s the only conflict afaict
20:33:39  <Wolf01> There are something like 2 easy to solve conflicts
20:33:55  <Fuco> ottd is on git now?
20:34:15  <frosch123> Fuco: there has always been a git mirror
20:34:34  <Wolf01> In 2 cases I modified the same lines which were modified by frosch when he removed the catenary bit
20:34:54  <Fuco> oh, hmm :)
20:34:58  * andythenorth has done the merge
20:35:00  <frosch123> Fuco: only the official trunk is in svn. all development in the past years has always happend in hg or git branches
20:35:05  <andythenorth> haven’t checked it compiles mind
20:35:09  <andythenorth> pushed
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20:36:38  <andythenorth> compiled
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20:37:49  <frosch123> hmm, levelcrossing needs for cases for drawing :p
20:37:58  <frosch123> both road and rail can be custom or non-custom
20:38:04  <frosch123> s/for/four/
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20:38:36  <andythenorth> level crossings :x
20:38:43  * andythenorth tried to patch those once so trams don’t have road 
20:38:45  <Wolf01> Also if you build a tram/rail crossing you need to have road too, for reasons
20:38:50  <andythenorth> it’s baked into the base tile
20:38:55  <andythenorth> I spent about a week on it
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20:39:24  <andythenorth> it’s mostly just a sprite issue, but ran into some kind of ‘that is not a good enough spec’ problem
20:39:27  <andythenorth> so I abandoned it :)
20:39:32  <frosch123> well, with railtypes it is all solvable
20:39:41  <frosch123> problem is just tricking the original sprites
20:39:49  <andythenorth> oh that was the problem, it’s not solvable with default tracks
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20:40:12  <andythenorth> and then it got caught up in ‘should trams even be allowed to cross monorail / maglev'
20:40:17  <andythenorth> standard #openttd stuff :)
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20:41:18  <frosch123> road/tram underlay -> road/tram overlay -> rail overlay -> rail crossing sprites -> rail catenary -> road/tram catenary
20:41:30  <frosch123> 6 layers, and V was proud of 4 :p
20:41:33  <andythenorth> such layers
20:41:37  <Wolf01> XD
20:41:46  <andythenorth> can we have a snow layer? o_O
20:42:01  * andythenorth has been considering types of road
20:42:13  <andythenorth> arctic, there could be a ‘snowploughed’ type that costs more
20:42:25  <andythenorth> and an ‘uncleared’ type that costs less :P
20:42:30  <Wolf01> And why not night layer, instead of drawing everything again with blue tint?
20:42:51  <frosch123> because games with day/night and weather suck
20:42:52  <andythenorth> or palette transform? :P
20:43:08  <andythenorth> it’s always midday in openttd
20:44:04  <Wolf01> Tractive effort change with rain
20:47:35  <peter1138> Particle effects?
20:47:54  <andythenorth> wash your mouth out
20:48:17  <andythenorth> but if we had those...
20:48:24  <andythenorth> we could have fireworks on Nov 5th eh?
20:48:32  <Wolf01> :)
20:49:01  <andythenorth> such fireworks outside
20:51:11  <Wolf01> Such heavy rain outside
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20:54:26  <andythenorth> Wolf01:
20:55:11  <Wolf01> Good, I think I'll create a development branch on your repo now
20:55:21  <Wolf01> Like... "wolf"
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20:55:46  <Wolf01> And I'll make pull requests when I'll need to merge into yours
20:56:26  <andythenorth> ok
20:57:54  <Wolf01> What's the status of your master?
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21:00:21  <andythenorth> contains ottd master
21:00:27  <andythenorth> but nothing else
21:00:34  <Wolf01> Ok
21:00:45  <andythenorth> there’s no particular reason to keep it clean
21:00:47  <andythenorth> it’s just habit
21:01:06  <andythenorth> every other project I work on, no merging to master until it’s ready for a production tag
21:01:09  <Wolf01> Should I branch from master and then pull from road-and-trams or should I branch directly from road-and-trams?
21:01:19  <andythenorth> branch from road-and-trams
21:01:23  <andythenorth> less faff
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21:03:01  <Wolf01> Better if I install git
21:03:40  <Wolf01> I'll regret it a lot, but it's easier to solve github problems with git (I wonder why)
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21:15:37  <andythenorth> :P
21:15:56  <andythenorth> Snail: you have macbook wifi trauma? O_O
21:15:59  <frosch123> depots are too big for the gui picker :p
21:16:16  <Snail> andythenorth
21:16:25  <Snail> andythenorth: huh? :p
21:16:38  <andythenorth> Snail: you keep leaving and joining the channel ;)
21:16:41  <Snail> haha
21:16:54  <Snail> no, I just went out for the groceries
21:17:08  <andythenorth> frosch123: depots clip outside the UI for me, you mean that?
21:17:15  <Snail> dunno why it connected again, and then disconnected, why I was away
21:17:18  <andythenorth> it’s only a coupld of pixels, but eh
21:20:08  <Wolf01> Error encountered while cloning the remote repository: Response status code does not indicate success: 410 (Gone).
21:20:13  <Wolf01> Git really loves me
21:20:47  <Wolf01> Cloning ""
21:21:03  <Wolf01> With svn works
21:22:05  <andythenorth> Wolf01: no /branches :)
21:22:57  <Wolf01> ?
21:23:30  <Wolf01> Do I need to clone the entire repository?
21:23:52  <andythenorth> yes
21:23:56  <Wolf01> Awww
21:24:19  <andythenorth> you’d end up with most of it anyway, even if you could clone a branch
21:24:38  <andythenorth> because the tree would reference a lot of shared commits
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21:32:52  <Wolf01> How does it work when I want to commit then? I only see master
21:33:32  <andythenorth> what does ‘git branch’ tell you?
21:35:25  <Wolf01> Or better, I found the branche, but I don't know how to switch to them
21:36:56  <Wolf01> Maybe it did everything automagically with a double click on it?
21:36:57  <andythenorth> git checkout [branchname]
21:37:42  <Wolf01> Yes it did that automatically
21:39:15  <Wolf01> I don't want to know what could happen to edits if I switch branch
21:42:22  <Wolf01> Enough for this evening, I have a movie to watch
21:44:38  * andythenorth has a weird FIRS bug
21:44:44  <andythenorth> been trying to solve it for years
21:44:50  <andythenorth> Bulk Terminal is very hard to build
21:45:08  <andythenorth> I can find a straight bit of coast where the layout should fit
21:45:08  <Wolf01> I managed to build it every time O_o
21:45:11  <andythenorth> ‘not allowed'
21:45:48  <andythenorth> if I bulldoze the coast, and wait for bulldozed land to clear
21:45:53  <andythenorth> then I can build it every time
21:46:08  <andythenorth> why is a coast tile different after it has been bulldozed?
21:46:13  <andythenorth> and how can I check for that in the grf?
21:46:24  <andythenorth> bulldoze / dynamite /s
21:46:42  <andythenorth> I don’t change the terrain shape at all
21:51:04  <Wolf01> Instead I found a strange bug which I can't replicate, I can't run steam trains without a caboose, my friend, same company can run them without caboose O_o (happens with UKRS, so not your problem)
21:51:54  <andythenorth> :P
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21:59:11  * andythenorth bed
21:59:12  <andythenorth> bye
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