Log for #openttd on 22nd December 2016:
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09:27:15  <crem_> \o
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12:32:53  <Wolf01> o/
12:33:05  <ZirconiumX> \o
12:33:07  <crem_> moo/
12:33:08  <frosch123> moi
12:33:25  <andythenorth> so the ‘hide in build menu’ flag? o_O
12:35:24  <frosch123> what?
12:36:09  <andythenorth> “frosch123: only thing that is missing is a flag or similar to hide a roadtype from the build menu”
12:36:19  <frosch123> oh, that one
12:36:21  <andythenorth> yes :)
12:36:37  <Wolf01> Is it the right solution?
12:36:52  <frosch123> well, it also needs checking whether all the filter dropdowns still make sense
12:37:03  <frosch123> and as said, they should use separate ids
12:37:28  <Eddi|zuHause> call them "virtual roadtypes"
12:37:31  <frosch123> i.e. in autoreplace gui you would still filter for "offroad vehicles"
12:38:59  <Eddi|zuHause> ... so i just signed the contract for my new "dayjob"
12:39:25  <frosch123> since when do we offer contracts here?
12:39:40  <frosch123> and "day" in what timezone?
12:39:48  <Eddi|zuHause> yes.
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12:43:32  <Wolf01> How?
12:48:20  <andythenorth> Eddi|zuHause: has a job :o
12:48:43  <Eddi|zuHause> i already had a job... it was just not necessarily "day" :p
12:49:05  <Eddi|zuHause> (as in daily)
12:49:15  * andythenorth is always curious who does what here
12:49:22  <andythenorth> but never wants to ask, it would destroy the mystery
12:49:30  <andythenorth> Rubidium does something with trains
12:49:42  <andythenorth> pikka sometimes drives a bus
12:49:47  <Eddi|zuHause> i do weird things with chemistry...
12:49:49  <andythenorth> Dan sells collectables
12:50:10  <Eddi|zuHause> my previous job dealt with HCl
12:50:20  <Eddi|zuHause> and my new job deals with ink
12:50:51  <Eddi|zuHause> basically, they're building an industrial-size inkjet printer
12:52:15  <Eddi|zuHause> for things like wallpaper-patterns and stuff
12:52:53  <Eddi|zuHause> where their previous analogue technique is uneconomical for smaller batch-sizes, but demand for that increases
12:53:04  <frosch123> sounds militaristic
12:53:45  <frosch123> i think the company specialises in camouflaging buildings
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12:59:37  <Wolf01> I do stuff sometime
12:59:54  <DorpsGek> Commit by frosch :: r27703 trunk/config.lib (2016-12-22 13:59:46 +0100 )
12:59:55  <DorpsGek> -Change [FS#6532]: [gcc] Wnarrowing and Wfree-nonheap-object do no longer trigger in gcc 4.9.2, so reenable them.
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13:05:24  * andythenorth is a capitalist
13:05:34  <andythenorth> and an exploiter of the workers
13:05:50  <frosch123> yes, you are brittish
13:06:40  <andythenorth>
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14:27:26  <frosch123> o/
14:27:44  <ZirconiumX> o/
14:27:46  <crem_> moo/
14:28:47  <Alberth> o/
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14:49:33  <supermop__> yo
14:50:37  <supermop__> Eddi|zuHause: ive seen something like that in canada, for printing on wall panels
14:51:14  <supermop__> it was a huge flatbed from Oce, about 4m x 2.5m bed
14:51:56  <supermop__> most of their business was fake marble
15:10:36  <Wolf01> Mmmh, I have a dilemma, I'm making the game state manager for my game, but I want to keep it game-agnostic, as it is a component i
15:10:49  <Wolf01> I would like to use it for other projects
15:12:32  <Wolf01> I don't know how to go to menu after the gameplay, as the game scene doesn't know if there is another scene or the game is finished
15:13:05  <Wolf01> And I just call "next" after the current level is finished
15:15:39  <Wolf01> Maybe I need more things which run together, so it's not the gameplay scene which calls next but just tells "I've finished, do whatever you want now"
15:20:25  <Alberth> higher level game state manager?
15:21:13  <Alberth> (switching display sounds like game state :) )
15:21:20  <Wolf01> Yes
15:22:44  <Alberth> in that case it should do whatever the higher level state manager expects to happen when one of its states is finished, I'd guess
15:24:20  <andythenorth> Wolf01: listener / subscriber?  Pipeline?
15:24:34  <andythenorth> probably not an event system, probably a pipeline
15:25:09  <Wolf01> I can enqueue sequences of states when I need to play a game, for example "briefing, real game, post-game"
15:25:11  <andythenorth> [module_1, module_2, module_3]
15:25:36  <andythenorth> each module takes a lock on the pipeline until it yields, or is forcibly terminated
15:26:10  <Wolf01> *states -> scenes
15:28:41  <Wolf01> I've tried to make a sequence for every defined level and the menu as the last scene when loading the game, but what if I want to play a specific level or resume a previous game?
15:30:01  <andythenorth> dunno :)
15:30:36  <andythenorth> I figure that the answer is quite specific to the framework you’re using, it’s not a general programming principle :)
15:30:58  <andythenorth> in Flash there would have been scenes on a timeline, and you’d choose the scene
15:31:14  <andythenorth> and game state (lives, high scores etc) would be stored in an object on root
15:31:50  <Wolf01> I'm making a "framework", this is just a generic "how it should work"
15:32:23  <Alberth> you need to have some form of choosing between states
15:32:37  <supermop__> there are no nicely designed weed accoutrements like there are for cocktails, beer, tea, etc
15:32:50  <supermop__> no japanese brass cast items
15:33:02  <andythenorth> supermop__: lots of funky glass shapes, though no?
15:33:12  <andythenorth> and magic rolling tins and cutters and so on?
15:33:16  <andythenorth> or is that just where I live?
15:33:18  <supermop__> andythenorth: those are ugly as hell
15:33:35  <supermop__> and yes we have a lot, but i would not give them as a gift
15:33:36  <andythenorth> well smoking a lot and having good taste aren’t mutually dependent
15:33:46  <supermop__> haha unfortunately
15:34:08  <supermop__> thankfully i'm no longer close friends with any stereo typical stoners
15:35:00  <supermop__> but i do have one in law im struggling to get a gift for, who like minimal design, doesn't drink, already has all the kitchen gear he needs
15:35:09  <supermop__> but does like weed
15:35:49  <supermop__> now that is not taboo here, you don't need fancy incense to cover smell, so can't gift that
15:36:59  <supermop__> need some of those fancy weed chocolates from colorado i guess, but illegal to ship interstate
15:38:47  <Alberth> have xmas in colorado :)
15:39:29  <supermop__> Alberth: flights are probably expensive this late
15:39:34  <supermop__> but good idea
15:40:36  <supermop__> i read an interesting article about how legalization movement here is finally leading designers to work on all this head shop stuff that for decades seemed to be intentionally ugly
15:40:43  <Alberth> bring family, and there's your present already :)
15:41:33  <supermop__> i think the reason i never smoked was that in highschool the stuff seemed so ugly and tacky that it put me off
15:45:10  <Alberth> they found out a war on drugs is not winnable?
15:45:39  <supermop__> Alberth: except in the design facet
16:28:14  <andythenorth> what’s the utility of the published checksum on the ottd download pages?
16:29:13  <Wolf01> To check the validity of what you got
16:29:49  <andythenorth> what’s the proposed vector it defends against?  3rd party download sites?
16:29:50  <Wolf01> As the game could be downloaded from an external mirror which may be compromised
16:30:14  <frosch123> i think the checksum is https, while the file is http
16:30:39  <Wolf01> The file is https too
16:30:50  <frosch123> also from the mirrors?
16:31:22  <Wolf01> It links, I don't know what binaries do on it's own
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16:33:09  <Wolf01> Mmmmh, 4 commits in a row of just moving code around, no effective change
16:33:33  * andythenorth puts the tinfoil hat back in the cupboard
16:33:56  <Wolf01> And I can't figure out how to remove a dependency
16:35:17  <Wolf01> I have a stupid dependency injection container which is needed when constructing the scenes... I might need to move it on an external project too
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18:08:07  <Wolf01> Shit classes and namespace name collisions :|
18:17:12  <peter1139> shit code
18:17:28  <peter1139> (as in, all code is shit)
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18:29:33  <LordAro> Wolf01: add underscores until it works
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18:45:48  <DorpsGek> Commit by translators :: r27704 /trunk/src/lang (3 files) (2016-12-22 19:45:38 +0100 )
18:45:49  <DorpsGek> -Update from Eints:
18:45:50  <DorpsGek> welsh: 29 changes by kazzie
18:45:51  <DorpsGek> spanish: 2 changes by SilverSurferZzZ
18:45:52  <DorpsGek> russian: 13 changes by Lone_Wolf
18:53:46  <Wolf01> Remaking the whole solution to check for missing things...
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19:11:49  * andythenorth wonders if it’s christmas yet
19:13:36  <Alberth> it's only winter today :)
19:14:34  <andythenorth> can santa bring me a {CARGO} string formatter?
19:14:40  <andythenorth> which takes the cargo label as parameter
19:15:39  <frosch123> there is CARGO_LIST
19:16:01  <frosch123> and you can pass parameters like 1 << COAL
19:17:44  <frosch123> hmm, or is that missing for newgrf?
19:21:06  <crem_> Is there a way to set a realistic time speed? So that one game year takes one real year. :)
19:23:07  <Alkel_U3> brutal daylength, with something like a 65536^2 map? :-)
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19:29:28  <Wolf01> Seem that I was able to move my project without problems
19:29:57  <Wolf01> It also automatically checked out the references
19:34:12  <andythenorth> NML doesn’t know CARGO_LIST
19:34:26  <frosch123> yes, it is also not in control_codes.h
19:34:42  <andythenorth> I can work around it, it’s just a bit ugly on the compile side
19:36:45  <andythenorth> I have the labels, I have to look up the strings
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19:52:53  <frosch123> the command already exists for gs
19:53:55  <frosch123> hmm, i guess the reason it does not exist for newgrf is that you cannot pass a bitmask for 256 cargo translation table entries as parameter :p
19:54:24  <frosch123> so for newgrf we would have to make a slightly different command
19:54:49  <frosch123> like limit it to 4 cargos, and then packing them into a dword parameter
19:55:22  <frosch123> since industries accept at most 3 cargos, i guess a parameter to display 4 cargos should be fine
19:55:33  <andythenorth> seems plausible
19:55:48  <frosch123> actually, in that case... maybe rather a command to display a single cargo instead of a list
19:56:14  <frosch123> industries know their cargos, unlike vehicles which display: refitteable to all but a,b,c,d,e,f
19:56:29  <andythenorth> my use case is definitely single cargo from industry
19:56:31  <andythenorth> nothing else
19:56:39  <frosch123> single cargo without amount?
19:56:53  <andythenorth> no amount
19:57:04  <andythenorth> there are enough formatters for amounts I think
19:57:10  <frosch123> yep :p
20:12:24  <frosch123> andythenorth:  <- try those
20:12:36  <frosch123> ottd, nml, eints, ... what else would need patching?
20:12:47  <frosch123> (not nforenum)
20:12:53  <andythenorth> docs?
20:13:02  <frosch123> yeah :p
20:13:40  * andythenorth eating right now, but will test ASAP
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20:22:57  <__ln__> does anyone think Super Mario Run is a good game?
20:26:44  <andythenorth> haven’t played it
20:26:49  <andythenorth> my kids will probably want it
20:30:17  <Wolf01> I'm rofl thinking how much we'll ruin this guy's life XD
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20:47:48  <DorpsGek> Commit by frosch :: r27705 trunk/src/table/control_codes.h (2016-12-22 21:47:40 +0100 )
20:47:49  <DorpsGek> -Doc: Add the hex codes to the SCC_NEWGRF_ enum entries.
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21:22:23  <andythenorth> frosch123: sorry haven’t tested yet, wrapping christmas presents :P
21:22:41  <frosch123> i also still need to do that :)
21:22:58  <Lejving> plastic bag, duct tape, black marker
21:23:03  <Lejving> all you need for wrapping presents
21:24:42  <frosch123> i also have a sand+cement option
21:28:29  <supermop__> frosch123: that sounds good to me
21:28:53  <supermop__> give a stone chisel and sledge hammer to open with
21:34:45  <Rubidium> supermop__: nah, just put the chisel and hammel in the cement like
21:37:03  <supermop__> ha
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22:07:58  * andythenorth bed
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22:41:31  <_dp_> Hi! Do toyland cargo types only exist in toyland? Can't make my industry to produce BUBL in other climates
22:42:18  <_dp_> It's not even treating it as invalid cargo, idustry simply doesn't produce anything and gets closed
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22:43:46  <supermop> seems like should be able to produce them in other climates, none of the other cargoes are climate specific
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22:46:23  <_dp_> well, I did this:
22:46:38  <_dp_> it produces pax in all climates, but bubbles only in toyland
22:54:57  <Redirect_Left> I love the image of passengers becoming equal to bubbles
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23:20:00  <Wolf01> yes.
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23:25:43  <_dp_> ok, looks like it does SetupCargoForClimate, so it never sets up default cargo if it doesn't match the climate
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