Log for #openttdcoop.devzone on 13th August 2010:
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06:57:18  <Brot6> Example NewGRF Project - Code Review #1178: Make dependency checking optional (planetmaker) @
07:08:03  <Brot6> GRFCodec - Revision 224:bccbe96a339d: -Fix (r223): missed one dependency (Rubidium) @
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09:52:17  <andythenorth> did you resolve the great dep check debate of 2010?
09:53:43  <Ammler> according to #1178, he added a switch
11:24:53  <Brot6> NewGRF Meta Language - Feature #1174: Action 14 support (Hirundo) @
11:35:36  <Brot6> NewGRF Meta Language - Feature #1174: Action 14 support (Ammler) @
11:43:19  <Brot6> NewGRF Meta Language - Feature #1174: Action 14 support (Rubidium) @
11:46:51  <planetmaker> andythenorth, I didn't resolve it. I made a somewhat quick switch for it
11:47:06  <planetmaker> so people who don't like it can de-activate it
11:47:45  <planetmaker> And it allows to easily add another version of the dep check as I think Alberth wants to write it as a python script (or I might at a later stage)
11:47:46  <andythenorth> I might try it with / without this weekend.  My gut says I find it useful, but I don't know why :o
12:19:34  <Brot6> NewGRF Meta Language - Feature #1174: Action 14 support (Hirundo) @
12:26:12  <Brot6> NewGRF Meta Language - Feature #1174: Action 14 support (planetmaker) @
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15:39:39  <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r575), 32bpp-extra (r38), airportsplus (r52), basecosts (r20), comic-houses (r71), firs (r1121), fish (r386), grfcodec (ERROR r224), heqs (r371), metrotrackset (r43), newgrf_makefile (r124), nforenum (r465), nml (r670), nutracks (r90), ogfxplus (r41), opengfx (r477), openmsx (r97), opensfx (r97), snowlinemod (r15), swedishrails (r141), transrapidtrackset (r15), worldairlinersset
15:39:39  <Brot6> (r659)
15:42:32  <Brot6> grfcodec: compile of r224 failed -
15:43:57  <Ammler> (just ignore)
15:50:33  <Brot6> grfcodec: compile of r224 failed -
15:52:28  <Ammler> hmm, there are templates, foobar :'-(
15:52:46  <andythenorth> @seen foobar
15:52:46  <Webster> andythenorth: foobar was last seen in #openttdcoop.devzone 5 days, 1 hour, 6 minutes, and 7 seconds ago: <FooBar> :)
15:52:52  <andythenorth> bring him back, I need him :)
15:53:05  <andythenorth> @webster get(foobar)
15:53:13  <Ammler> yeah, he should rather join IRC then telling crap on forums :-)
16:02:09  <andythenorth> go tell him :o
16:02:22  <andythenorth> we could do *loads* of FIRS commits if he was here :P
16:19:27  <DJNekkid> shinkansen and sovjet engines inc :D
16:34:06  <DJNekkid> Rubidium: when you did the white pixel fix on the subway sprites, were that some automated thing?
16:34:58  <Ammler> maybe something like
16:36:00  <Rubidium> DJNekkid: nope, although it's quite easy to find and do with the GIMP
16:36:59  <DJNekkid> well, if not "automated", but some kind of "replace all color0 with color1"-kind of thing?
16:37:26  <Ammler> and you already read the wiki page I pasted?
16:37:40  <planetmaker> DJNekkid, yes, gimp has that
16:37:48  <planetmaker> don't you use gimp, too?
16:37:51  <Ammler> there is also something for photoshop there
16:38:17  <Rubidium> the point is that you must not replace all pixels with that colour. Only the ones that are definitely in the sprite
16:38:37  <planetmaker> yep
16:38:47  <planetmaker> but there are masks for that end
16:39:07  <Ammler> or you could read the wiki page I pasted :-P
16:39:09  <planetmaker> first mask out non-sprite pixels. And then mass-replace all pure white
16:39:20  <planetmaker> Ammler, that's too easy :-P
16:39:26  <Rubidium> I just let it select all pure white pixels and with the eraser I "erase" the ones to non-pure white that are within a sprite
16:39:34  <planetmaker> yes
16:39:37  <planetmaker> I do the same
16:39:46  <planetmaker> But first I select the sprites I want to operate on
16:39:59  <planetmaker> That makes sure I don't replace wrong pixels and I can use the maximum eraser
16:40:09  <planetmaker> *maximum size
16:40:31  <planetmaker> Unless the white pixels are at the sprite border, a mask selected by colour does the trick for this
16:41:18  <Ammler> btw., the redmine wiki does support converting to html, so you could have made a xhtml 1.1 strict ready doc for nml without html knowledge...
16:42:05  <Ammler> (almost) :-)
16:42:23  <Rubidium> but is xhtml the future?
16:42:27  <Rubidium> with all that html5
16:45:32  <andythenorth> html5 is not a thing
16:45:36  <andythenorth> it's a made up word
16:47:50  <Brot6> grfcodec: update from r223 to r224 done -
16:48:12  <Ammler> like web2
16:48:27  <Rubidium> you're forgetting the .0
16:48:38  <Rubidium> though I like web3.2 aka html 3.2
16:49:08  <frosch123> what is the hg equivalent of svn log -rbase:head ?
16:49:32  <Rubidium> I'd say there is no such thing
16:49:56  <Rubidium> as "head" is something in the "main" repository, which hg doesn't know
16:50:04  <frosch123> head is tip
16:50:13  <Rubidium> although I'd say "hg -r tip"
16:50:41  <frosch123> currently i do hg parents, take the revision from there and then do hg log -rbla:tip
16:51:14  <Rubidium> base is "current revision", right?
16:51:29  <frosch123> yes, of the working copy
16:51:29  <Rubidium> in that case hg -r tip seems to work
16:52:47  <andythenorth> Web 2.0 is a real word
16:52:58  <andythenorth> it was invented by O'Reilly to sell conferences and books
16:53:09  <andythenorth> it's a perfectly valid 'word' and concept :)
16:53:15  <frosch123> hg log -r tip only prints the tip revision
16:53:18  <Rubidium> merriam webster doesn't know it
16:53:56  <Rubidium> frosch123: then what's the difference between -r and -c?
16:54:14  <frosch123> ah, base is "."
16:54:20  <frosch123> hg log -r.:tip works
16:54:24  <Ammler> frosch, maybe you should try -f
16:56:19  <frosch123> anyway, <- anything missing?
16:57:07  <frosch123> e.g. do you also want an alias ps similiar to the s = sto ?
16:58:05  <frosch123> imo those are too short though
17:07:56  * andythenorth has done most of a day's work
17:08:01  <andythenorth> is it time to write some nfo?
17:19:57  <DJNekkid> hmm
17:20:06  <DJNekkid> that 700 doesnt look "duck" enough me thinks
17:23:14  <Rubidium> frosch123: it's fine by me, but then I'm not using those :)
17:26:05  <DJNekkid> does "hg ignore" add that file forever?
17:26:13  <DJNekkid> or only just next commit?
17:27:26  <Ammler> there is a ignore command?
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17:30:24  <DJNekkid> i thought so
17:30:44  <DJNekkid> or, how do i ignore a file in the next commit?
17:31:16  <DJNekkid> or do i just "hg commit <file> -m "commit msg" ?
17:32:03  <Brot6> NFORenum - Revision 466:b1aa8ac1181f: Add: Escape psto for operator 10. (frosch) @
17:33:07  <Brot6> GRFCodec - Revision 225:b77bb8c553bf: Add: Escape psto for operator 10. (frosch) @
17:34:26  <DJNekkid> does the server make builds if new commits are added now?
17:34:54  <Brot6> 2cc train set - Revision 576:1adf5a50b5c6: Add: 2x shinkansen and 5x sovjet engines, tgv template... (DJNekkid) @
17:34:54  <Brot6> 2cc train set - Revision 577:f5360622c7ef: Fix: Adjustments to TGV templates and changes to the P... (DJNekkid) @
17:36:01  <Ammler> DJNekkid: hg ci -m "..." files
17:36:20  <Ammler> DJNekkid: no, you would like it?
17:36:57  <DJNekkid> i dunno...
17:37:01  <DJNekkid> were just wondering :D
17:37:05  *** Guest321 is now known as Alberth
17:55:39  <Brot6> Metro Track Set - Feature #1224 (Assigned): 3rd rail with catenary (foobar) @
17:59:42  <DJNekkid> hmm
17:59:48  <DJNekkid> me wants f00bar ...
18:00:01  <DJNekkid> wondering how i can add metro track support to nutracks
18:00:22  <Brot6> Metro Track Set - Bug #1226 (Confirmed): action 6 missing in several locations (foobar) @
18:00:22  <Brot6> Metro Track Set - Feature #1199 (Assigned): add action 14 (foobar) @
18:00:28  <DJNekkid> masking out the gfx for 3rd rail and 3rd+cat should probably be good enough
18:31:23  <planetmaker> I should commit the nice buoy for toyland... :-)
18:31:57  <planetmaker> DJNekkid: sounds about right
18:32:17  <planetmaker> check for the grf and conditionally disable those track types
18:32:38  <planetmaker> it's actually sufficient to skip the action0 for them
18:32:41  <planetmaker> IIRC
18:34:18  <DJNekkid> if he use the same tags as me (3RDR and 3RDC (iirc)) it should only be sufficient to skip the nutracks gfx
18:34:32  <DJNekkid> thanx for the visit btw :D Nice dinner and stuffs
18:34:36  <planetmaker> just look it up what he uses
18:34:43  <planetmaker> he, yeah. Was fun :-)
18:35:02  <planetmaker> I meanwhile managed to condense my 700+ photos to ~100...
18:38:54  <DJNekkid> goodie :D
18:39:19  <DJNekkid> btw, thoose choclates/marsipans did get feet on them during the weekend :D
18:39:46  * andythenorth feels lack of collaborator :(
18:40:26  * planetmaker hugs andythenorth
18:40:37  <andythenorth> fanks
18:40:44  <planetmaker> DJNekkid: "got feet on them"?
18:41:23  <planetmaker> I thought you'd eat them instead of re-do your floor with them :-P
18:42:05  <DJNekkid> guess that might be an norwegian expression then :)
18:42:12  <DJNekkid> if food gets feet, they get eaten fast :D
18:42:27  <planetmaker> hehe. I thought so. But indeed I've never heart it
18:42:59  * andythenorth ponders whether to make FIRS 0.4 a 'big' release
18:43:28  <planetmaker> andythenorth: define 'big' :-)
18:43:37  <andythenorth> "quite a lot of progress"
18:43:53  <planetmaker> :-)
18:44:00  <planetmaker> like all the others? :-P
18:44:00  <DJNekkid> i guess the translated expression would be "the <nice foodstuffs> got feet to walk on"
18:44:36  <planetmaker> DJNekkid: even then I'd not have recognized it ;-) I guess it's a lack of vocabulary there on my side, too...
18:44:53  <planetmaker> though it's clear that it's a figure of speach. And context gives it away
18:45:03  <planetmaker> I'm just fooling with the language ;-)
18:45:06  <Alberth> it's much more positive than here.
18:45:24  <DJNekkid> tbh, im quite frankly quite impressed how far it have gotten... IT were a HUGE project in the beginning, and thoose projects tend to die
18:45:26  <Alberth> when food gets feet here, it means it is old enough to become alive
18:45:51  <planetmaker> hahaha :-) yeah, here, too
18:46:08  <planetmaker> though we usually ask whether it's already talking back on you ;-)
18:47:12  <Alberth> we usually ask it like "did your food walk away already?"
18:48:19  <Alberth> ok, one program ready, it seems. Now a project to build :)
18:49:19  <andythenorth> planetmaker: think dep file just worked for me
18:49:57  <andythenorth> yup
18:50:39  <planetmaker> andythenorth: you mean the absence of it?
18:50:43  <andythenorth> nope
18:50:48  <andythenorth> the presence of it
18:51:01  <planetmaker> Alberth: did you see the diff I attached to the issue?
18:51:02  <andythenorth> I had include references to missing files, so my make failed
18:51:21  <andythenorth> I assume it was dep check that caught it?
18:51:28  <planetmaker> it should be easy for you to extend that for testing. Introducing the script as 3rd alternative dep check ;-)
18:51:58  <planetmaker> or just replacing the old or the 'none' by yours. Easy to compare then
18:52:18  <planetmaker> andythenorth: it should catch it, yes
18:55:25  <Alberth> last hunk is strange, is that correct to include sprites/nfo/firs.pnfo dependencies?
18:58:17  <planetmaker> yes. For FIRS it's necessary.
18:58:26  <planetmaker> Those two pnfo files are generated by the makefile
18:58:37  <planetmaker> all other newgrfs don't need that (except comic houses)
18:59:20  <planetmaker> so if you test with another newgrf: leave out and its changes
19:01:43  * andythenorth has interesting nfo design problem
19:01:45  <andythenorth> :P
19:03:08  <andythenorth> solved
19:08:52  <Hirundo> Care to enlighten the rest of the world to make it a slightly better place?
19:08:56  <Hirundo> :P
19:09:38  * Alberth ponders how distributing nfo expertise improves the world
19:09:54  <Brot6> FIRS Industry Replacement Set - Revision 1122:4600c5447879: Change: split forest tiles and layout... (andythenorth) @
19:11:19  <planetmaker> Alberth: more happy people due to more and nicer newgrf for OpenTTD ;-)
19:11:27  <planetmaker> You know... with addicts it's easy :-P
19:12:41  <andythenorth> Hirundo: it's quite specific to industry to branch chains to check terrain, layout, slope to provide correct tile.
19:12:48  <andythenorth> and how to do that efficiently in cpp templated code
19:14:20  <andythenorth> I would explain, but the code is the best documentation :)
19:15:54  <andythenorth> frick
19:16:07  <andythenorth> now I have to go find all 16 ids for snowy tiles :[
19:16:41  <frosch123> andythenorth: those sprites all have the same order
19:16:52  <frosch123> so if you have the non-snowy already
19:16:59  <andythenorth> just shift the numbers...
19:17:52  <frosch123> turn it into a template :)
19:18:06  <frosch123> well, macro or whatever
19:18:45  <Alberth> planetmaker: always good, I recently got a colleague hooked to the game. Too bad he is leaving soon
19:19:16  <andythenorth> frosch123: I'm going to apply python rules to the idea of macro-ing that
19:19:34  <andythenorth> i.e. don't bother to save the time.  Just write the numbers out by hand
19:19:38  <andythenorth> :)
19:23:28  <andythenorth> gree
19:23:30  <andythenorth> grrr even
19:23:41  <andythenorth> fricking snowline has a transition
19:24:24  * andythenorth ponders providing varying forest base tiles to match snowline transition 
19:24:29  * andythenorth thinks that will be painfu
19:24:30  <andythenorth> l
19:24:52  <frosch123> only a matter of macros :p
19:25:13  <frosch123> the trees do not change position when being snowed after all
19:27:48  * andythenorth starts to think frosch123 might be right
19:27:52  <andythenorth> cpp can't do maths though?
19:28:09  <frosch123> true, you need m4 for that
19:28:36  <andythenorth> "yet another thing to go wrong" ®
19:28:42  <frosch123> though i got the impression there was once some attempt to add math to renum
19:28:56  <andythenorth> mb has m4nfo?  I could port FIRS to that...
19:30:03  <frosch123> proprietary stuff is not allowed on devzone or so :p
19:30:40  <frosch123> anyway, nothing magic about that, just write \w eval(123 + 4) and it will turn out right
19:31:39  <frosch123> alternatively you could port firs to nml
19:31:42  <planetmaker> andythenorth: before you do that, use NML ;-)
19:32:04  * andythenorth contemplates using cpp to write out values
19:32:05  <andythenorth> nah
19:32:06  <planetmaker> I guess I could even hack something together so that it can be a transition per source file
19:32:10  <andythenorth> just do it manually still
19:32:16  <andythenorth> I end up writing same amount of code
19:32:30  <andythenorth> unless I change tiles
19:32:31  <planetmaker> I have a somewhat working version of that when I play(ed) around with OpenGFX
19:32:32  <andythenorth> :o
19:32:49  <andythenorth> how many nested templates is too many
19:32:54  <planetmaker> 4
19:33:13  <Ammler> 1
19:33:13  <andythenorth> gah
19:33:20  <andythenorth> now I have to template another layer of abstraction
19:33:32  <andythenorth> :|
19:33:40  <andythenorth> maybe planetmaker could do it :D
19:34:13  <Ammler> firs would lose around 70% of the code on converting to nml, maybe andy fears that :-P
19:34:30  * andythenorth fears new system fallacy
19:35:12  * andythenorth wikis for how to check snowline transition  
19:35:21  <planetmaker> Ammler: but not everything could be ported so far
19:35:36  <planetmaker> though many things could
19:36:14  <Ammler> but that is a matter of missing features?
19:36:24  <Ammler> or will that never be done?
19:37:02  <Ammler> btw. finding wrong include is not purpose of dep check :-)
19:37:49  <Hirundo> at the very least, tile layouts need to be done to allow any significant coding of industries (or airports)
19:45:51  <planetmaker> yeah. There's a number of action0 properties with the remaining features which need some kind of special attention
19:47:23  <planetmaker> Ammler: you agree: the buoy has experienced sufficient positive feedback, right?
19:47:49  <Ammler> :-)
19:48:34  <Ammler> fine with me, we need reasons for a release so my "buggy" house offsets are gone
19:49:00  <planetmaker> yeah. And the airport preview sprites are also in no release so far...
19:51:13  <Rubidium> nightly users use nightlies, right?
19:52:49  <Brot6> Metro Track Set - Bug #1226 (Closed): action 6 missing in several locations (foobar) @
19:52:49  <Brot6> Metro Track Set - Revision 44:d1764cf08792: Fix: not all sprites were replaced correctly when act... (foobar) @
19:52:49  <Brot6> Metro Track Set - Revision 45:aa3dda6d7953: Change: Make dependency checking optional (Alberth) (foobar) @
19:52:50  <Brot6> Metro Track Set - Revision 46:fe02089fda30: Doc: update readme (closes #1213) (foobar) @
19:52:54  <Brot6> Metro Track Set - Bug #1226 (Closed): action 6 missing in several locations (foobar) @
19:52:57  <Brot6> Metro Track Set - Bug #1213 (Closed): review readme again (foobar) @
19:52:58  <planetmaker> they at least should be sufficiently "fluent" in these things
19:53:28  <Ammler> at least people which use nightlies should be able to guess, there are also nightlies for opengfx :-)
19:58:09  <andythenorth> bah
19:58:18  <andythenorth> so now I have to check the landscape class of the tile?
19:58:25  <andythenorth> to get the snowline transition
19:58:33  <andythenorth> what larks
19:58:45  <frosch123> nope
19:59:04  * andythenorth must be the *noisiest* OTTD coder :P
19:59:07  <frosch123> you have to use the tileheight and snowline height
20:00:01  <andythenorth> frosch123: really?
20:00:21  <frosch123> hmm, maybe i got you wrong
20:00:22  <andythenorth> var 60 suggests otherwise
20:00:30  <frosch123> weren't you talking about snow density earlier?
20:00:31  <andythenorth> it's an 80+ check:
20:00:51  <frosch123> var60 gives you yes/no, no density
20:00:53  <andythenorth> there are bits for 1/4 snow - 4/4 snow
20:01:04  <frosch123> but not for industry tiles
20:01:07  <frosch123> for clear land
20:01:10  <andythenorth> boo
20:02:55  <frosch123> snow density is not that easy, as it depends on the actual height of the tile, which might be different if there is a foundation or not
20:03:41  <andythenorth> oh :(
20:03:51  * andythenorth templates some code anyway
20:06:03  <frosch123> so if you really want to do snow densities, you need to check var 20, var 60 (the zz part), and if your industry has a foundation you even need to check var 60 (the ss part)
20:06:07  <planetmaker> hm... that is odd.
20:06:22  <planetmaker> There's in each climate grf of opengfx a grf for the buoy
20:06:26  <planetmaker> But... it's not used
20:06:55  <planetmaker> used as in displayed
20:07:00  <planetmaker> it's always the same
20:07:16  * planetmaker ponders... override in extra?
20:07:26  <frosch123> planetmaker: iirc there is a buoy for the gui, and a buoytile including water
20:07:31  <Alberth> hmm, make clean; make ; rm sprites/firs.nfo*; make     <-- the last 'make' should rebuild, right?
20:07:56  <frosch123> nowadays the gui-sprite is also used on the map to draw the correct water for canals and rivers and such
20:08:08  <frosch123> while the old buoy+water is unused
20:08:16  <planetmaker> I guess, yes, Alberth
20:08:26  <planetmaker> frosch123: ah, thank you
20:08:27  <Alberth> well, it doesn't
20:08:43  <planetmaker> I figured as it looks different in the sprite alignment tool (no water there), but...
20:08:47  <planetmaker> I wondered :-)
20:08:56  <Alberth> also, it seems to build dependencies twice
20:09:29  <planetmaker> sometimes, I think, yes
20:12:31  <Brot6> firs: compile of r1122 failed -
20:12:34  <planetmaker> frosch123: I guess then I can replace that sprite by an empty sprite to save space ;-)
20:12:39  <Ammler> :-)
20:12:43  <Brot6> Metro Track Set - Revision 47:69d9eb50b942: Fix: non-railtypes maglev construction buttons were i... (foobar) @
20:12:43  <Brot6> Metro Track Set - Bug #1188 (Closed): non-railtypes construction buttons (foobar) @
20:15:51  <Brot6> Metro Track Set - Support #1227 (Assigned): release 1.0.1 (foobar) @
20:18:55  * andythenorth has forgotten what this error means:
20:18:55  <andythenorth> /!!Error (188): Offset 9: ID 00 is defined with feature 0A.
20:20:10  <frosch123> wrong featurebyte in the previous action2 ?
20:20:22  <andythenorth> there's also //!!Error (188): Offset 9: ID 00 is defined with feature 0B.
20:20:27  <andythenorth> somewhere else
20:25:44  <Alberth> how can this makefile.dep ever work?
20:26:02  <Alberth> it assumes 2 different current directories
20:27:48  <Alberth> also, the 'touch' seems incorrect to me, as that does not build the target
20:28:43  <Brot6> OpenGFX - Revision 478:5cc946a0bee7: Change: Toyland specific buoy sprites (graphics: 2006TTD) (planetmaker) @
20:30:25  <Alberth> firs.nfo: *.pnfo *.pcx    seems a  better dependency to me
20:31:02  <Alberth> where '*' collects over all directories of course
20:31:07  <planetmaker> Alberth: but those two pnfo mentioned in don't exist
20:31:14  <planetmaker> still they're a dependency.
20:31:19  <planetmaker> Otherwise: probably yes
20:31:31  <Alberth> which two onfo?
20:31:36  <Alberth> *pnfo
20:31:41  <planetmaker> so those two still need to remain explicitly mentioned. The hunk you wondered about
20:31:47  <Alberth> oh
20:31:59  <Alberth> that's not what worries me
20:32:04  <planetmaker> but that's no worry really. It can remain as is. And... yeah
20:34:07  <Alberth> how can make ever find deps if several of its files cannot be found?  (ie
20:34:07  <Alberth> sprites/nfo/i_plasticsplant.pnfo: i_plasticsplant_tiles_layouts/plasticsplant_layouts.pnfo
20:34:07  <Alberth> the left side assumes a different directory than the right side)
20:34:16  <Ammler> planetmaker: why you need to move it to extra?
20:34:43  <andythenorth> frosch123: so should this work?  	\d eval(449+0) //groundsprite
20:34:58  <frosch123> with m4, it should
20:35:31  <andythenorth> I'm not using m4 :)
20:35:49  <frosch123> c preprocessor is not enough
20:35:57  <andythenorth> brutal amount of defines for me then :)
20:36:14  <Ammler> frosch123: it would work with the space?
20:36:39  <frosch123> what?
20:36:57  <Ammler> \d 345
20:37:21  <frosch123> oh that, hmm, i still do not know whether that is a bug of nforenum
20:37:28  <frosch123> as it worked at some time
20:37:39  <frosch123> and iirc it still works with grfcodec
20:38:01  <Rubidium> go on and test :)
20:38:37  <frosch123> Ammler: well, you can quote it
20:38:49  <frosch123> \d`'eval(449+0)
20:38:52  <planetmaker> Ammler: it's a GUI sprite. They're in extra
20:38:58  <Ammler> oh, I don't care, I prefer bash :-P
20:39:02  <frosch123> (default quotes of m4 are ` ')
20:39:31  <planetmaker> Alberth: the paths of the deps are relative to the 'mother'
20:39:38  <frosch123> Rubidium: what shall i test? when it was broken?
20:39:59  <Rubidium> no, whether it works in grfcodec
20:40:07  <andythenorth> it didn't seem to when I tried it :P
20:40:09  <Rubidium> if so... then nforenum might be considered broken
20:40:22  <Alberth> planetmaker: ?
20:40:24  <andythenorth> if it does say now, because I'm about to create 48 defines
20:40:48  <planetmaker> [22:34]	<Alberth>	how can make ever find deps if several of its files cannot be found? (ie
20:40:49  <planetmaker> [22:34]	<Alberth>	sprites/nfo/i_plasticsplant.pnfo: i_plasticsplant_tiles_layouts/plasticsplant_layouts.pnfo
20:40:51  <planetmaker> ^^ referring to that
20:41:01  * Alberth nods
20:41:17  <Alberth> but what does "deps are relative to the 'mother'" mean?
20:41:41  <planetmaker> if my file is sprites/nfo/main.pnfo
20:41:51  <Alberth> in particular how does Make know that?
20:41:52  <planetmaker> and I want to include sprites/nfo/included.pnfo
20:42:10  <planetmaker> I have to write within main.pnfo: #include "included.pnfo" or cpp won't like it
20:43:23  <planetmaker> are you sure that those files are not processed / dep checked?
20:45:05  <planetmaker> because afaik the Makefile.dep has them mentioned, so they're found
20:45:11  <Alberth> no, it is just very weird, and afaik make looks for files from 1 directory (the current one) unless you tell it, it can also look from other dirs.
20:45:25  <planetmaker> I tell it it may look in others, too
20:45:39  <frosch123> Rubidium: confirmed, works fine with grfcodec tip, but fails with nforenum tip
20:46:32  <planetmaker> Alberth: VPATH = $(REPO_DIRS)
20:46:43  <planetmaker> which means it may look within the $(REPO_DIRS)
20:46:51  <planetmaker> in Makefile.def
20:48:12  <planetmaker> without this somewhat not quite straight forward approach I either end up cpp complaining or grfcodec.
20:48:31  <planetmaker> or I didn't try / find the better solution
20:48:51  <planetmaker> REPO_DIRS     ?= $(shell for i in $(REPO_FILES); do dirname $$i; done | sort | uniq)
20:48:59  <Alberth> yeah, I found it
20:49:57  <frosch123> 	/*if (in.peek() == '(') {		// Read any RPN value
20:49:58  <frosch123> 		//TODO: Magic goes here
20:49:59  <frosch123> 	}*/
20:50:06  <frosch123> ^^ that's what i meant earlier :)
20:50:22  <Alberth> we only need some magic :)
20:51:00  <planetmaker> :-D
20:51:05  <Alberth> RPN?  omg
20:51:15  <frosch123> Alberth: easy parseable :)
20:51:28  <Alberth> normal expressions are not so hard either
20:51:45  <Alberth> I build one in basic when I was 14 :)
20:51:57  <planetmaker> :-)
20:52:02  <frosch123> oh, i guess i was older :)
20:52:17  <frosch123> and i left basic with 9 :p
20:52:24  <planetmaker> hm... I think I did that when we were in 12th grade or so
20:52:42  <Alberth> I had BBC basic, a VERY nice one
20:52:44  <frosch123> most fail with ^ and unary -
20:52:49  <planetmaker> hm, no. 9th or 10th
20:53:25  <Alberth> it had named procedures and functions, and local variables
20:53:32  <planetmaker> but in ... prolog :-P
20:54:01  <frosch123> you wrote a parser in prolog? :p
20:54:28  <frosch123> talking about tasks not suitable for prolog... we had to write an interactive boardgame with ai :p
20:54:36  <planetmaker> maybe my memory is faulty. But we wrote quite a bit in prolog back then
20:54:47  <planetmaker> tik tak toe
20:54:59  <planetmaker> which learnt from its mistakes :-)
20:55:00  <frosch123> yup, same there :)
20:55:19  <frosch123> but you did that at school? :o
20:55:25  <planetmaker> yes
20:55:31  <planetmaker> it was a voluntary class
20:55:43  <frosch123> ah, ok, then everything is possible
20:57:16  <frosch123> hmm, the nfo shares quite a lot of code with grfcodec when it comes to reading those escapes
20:57:24  * frosch123 starts a debugger
20:57:26  <planetmaker> yeah... prolog and turbo pascal 6 were the languages we used back then...
21:00:51  * andythenorth chases down FIRS errors
21:00:55  <andythenorth> booooooooooring
21:00:56  <frosch123> hmm, maybe i should compile with debug symbols first
21:04:57  <Alberth> ./ sprites/nfo/firs.pnfo  0.17s user 0.02s system 98% cpu 0.192 total  <-- is time that my script takes, instead of 3 seconds
21:05:21  <Alberth> however, I seem to be missing 50 lines, and the script is somewhat hacky
21:06:18  <frosch123> maybe you can make use of glx's depend for ottd
21:06:29  <frosch123> though you would need to compile it
21:06:46  <Brot6> FIRS Industry Replacement Set - Revision 1123:9153fa985789: Changes: numerous fixes to Forest til... (andythenorth) @
21:06:46  <Brot6> FIRS Industry Replacement Set - Revision 1124:c52fdf787979: Change: fix to Bauxite Mine tiles (st... (andythenorth) @
21:08:00  <Alberth> my program is just 82 lines :)    it is hacky due to the several starting directories
21:08:33  <andythenorth> planetmaker: it would help a lot if the make file could write a comment into the compiled nfo file, indicating what industry this is
21:08:41  <andythenorth> debugging is currently very hard :o
21:08:43  <planetmaker> that time looks quite nice, Alberth :-)
21:08:58  <andythenorth> can cpp use a define to write out a comment?
21:09:08  <planetmaker> andythenorth: yes...
21:09:18  <andythenorth> can we do it now :P
21:09:19  <planetmaker> it actually writes them. But I delete them
21:09:27  <planetmaker> But let's see. I can modify it
21:09:29  <andythenorth> I am staring at code and getting blind
21:09:45  <Alberth> somebody with firs and a window system awake here?
21:09:47  <planetmaker> nforenum chokes on those lines. But I can transform them into comments
21:10:00  <Alberth> I'd like to know how fast my script is at such a system
21:10:14  <andythenorth> Alberth: you need Foobar
21:10:17  <andythenorth> he said he'll be here tomorrow
21:10:18  <planetmaker> Alberth: I guess you have to e-mail or forum mail foobar
21:10:32  <andythenorth> I can time it for OS X, but that's not so relevant
21:11:24  <Alberth> how fast is dep-checking at your system, also something like 3 seconds?
21:12:29  <andythenorth> I haven't timed the dep check
21:13:16  <andythenorth> make clean is 11s.  make install is 13.6s
21:13:33  <Alberth>   if you want to play :)
21:13:54  <andythenorth> I'll try tomorrow
21:13:55  <andythenorth> :)
21:14:01  <Alberth> time python sprites/nfo/firs.pnfo   should be enough
21:14:07  <andythenorth> I'm staring at bugs trying to reduce the FIRS error count to 0
21:14:15  <andythenorth> (excepting renum chokes on action 14)
21:14:21  <Alberth> much more importamt :)
21:14:32  <andythenorth> does new renum allow action 14?
21:14:42  <Ammler> andythenorth: then you might start with newer nforenum
21:14:48  <Alberth> planetmaker: I was wondering, would partial cpp-ing do any good?
21:15:09  <Ammler> andythenorth: or with checking the logfiles from the compiler
21:15:35  <andythenorth> is there a windows exe of new renum?
21:15:37  <planetmaker> Alberth: partial?
21:15:47  <Ammler> there is also a osx exe
21:15:51  <andythenorth> I can't use it
21:16:00  <andythenorth> I can't figure out how to set paths
21:16:09  <andythenorth> (yes I know, I'm stupid)
21:16:23  <andythenorth> I tried for 40 mins one day, and got fed up
21:16:30  <andythenorth> my windows exe solution just works
21:16:52  <Rubidium> andythenorth: has Windows binary as well
21:16:56  <Ammler> you think, we support osx, but not windows?
21:17:08  <andythenorth> why do you support OS X?
21:17:09  <Alberth> yeah, eg   build i_oilplatform.nfo, and include that in the next step
21:17:39  <Rubidium> andythenorth: because I was too lazy to disable building for OSX
21:17:51  <andythenorth> good answer :)
21:20:04  <frosch123> something is really wrong here, why does the debugger need two seconds for every "next" :(
21:21:03  <andythenorth> new renum works for Windows
21:21:11  <andythenorth> well for wine on os x anyway :P
21:21:28  <andythenorth> no more action 14 linter failures
21:21:32  <andythenorth> thanks for that :)
21:21:40  <andythenorth> only 4 FIRS errors left
21:21:44  <andythenorth> was about 120 earlier
21:26:44  * andythenorth wonders exactly how many slope tiles there are :|
21:27:26  <frosch123> ah, found the difference that breaks it :)
21:27:31  <frosch123> 	// can't use operator>> -- that will consume comments in cases like \w12000//comment
21:28:41  * andythenorth has a slope tile bug that might have to wait until tomorrow
21:28:49  <frosch123> that thing is not present in grfcodec, and interestingly it is not present either for reading hex values (\wx and \dx)
21:30:31  <frosch123> oh, not needed for hex, as that reads a integer instead of a string
21:30:49  <andythenorth> frosch123: are you working on the eval() thing?
21:30:58  <frosch123> no :p
21:31:07  <andythenorth> nvm
21:32:24  <Alberth> not sure how 12000 is a string :)
21:32:25  <andythenorth> looks like I don't understand results of var 60 for slopes
21:35:34  <frosch123> andythenorth:
21:35:55  <andythenorth> doh
21:36:06  <andythenorth> I have that, I just didn't read it properly
21:36:40  <andythenorth> thanks
21:36:50  <Brot6> FIRS Industry Replacement Set - Revision 1125:65d81a5a6f7a: Change: more fixes to Forest tiles (andythenorth) @
21:42:10  <frosch123> <- works for me
21:42:48  <frosch123> hmm, i should do s/NFOrenum/grfcodec/ when c&p-ing the changelog :p
21:44:52  <frosch123> btw. did someone check the feasibility of putting renum and grfcodec in one repo to share the files? or are there too many differences?
21:45:29  <Brot6> FIRS Industry Replacement Set - Revision 1126:67477c65b0fa: Change: fix steep slope tiles for Forest (andythenorth) @
21:47:25  <Brot6> FIRS Industry Replacement Set - Revision 1127:bd8fb234d621: Change: yet another fix for steep slo... (andythenorth) @
21:47:52  <Rubidium> frosch123: nope; haven't considered that
21:48:02  <andythenorth> to check snowline transition....
21:49:08  <andythenorth> maybe I do that tomorrow
21:49:31  <andythenorth> also have to do snowy trees :o
21:49:51  <andythenorth> forest is a big project
21:51:34  <frosch123> andythenorth: if you put the trees close to each other, you do not need snowy groundtiles under them
21:51:46  <frosch123> :p
21:52:02  <andythenorth> perhaps :)
21:52:05  <andythenorth> anyway, good night
21:54:30  <Brot6> NFORenum - Revision 467:97e275f232d1: Fix (r322): Allow whitespace after \b, \w and \d again. (frosch) @
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21:56:49  <Brot6> GRFCodec - Revision 226:31c8b82c444d: Fix: Comments not prefixed by whitespace could cause grfcod... (frosch) @
22:00:29  <planetmaker> andythenorth: still awake?
22:00:44  <planetmaker> <-- does the trick with the filenames for me, andythenorth
22:11:06  <Brot6> 32bpp-ez-patches - Revision 46:e851a0896e13: Codechange: update to trunk (svn r20450) (GeekToo) @
22:23:44  <Alberth> ha, makefile.dep contains false positives
22:25:45  <Alberth> sprites/nfo/ids.pnfo: checks.pnfo       is not true
22:32:22  <planetmaker> he
22:32:34  <planetmaker> anyway. Off to bed for now :-) Good night
22:37:04  <Alberth> good night
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