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Log for #openttd on 18th August 2013:
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01:57:13  <Eddi|zuHause> Supercheese: usually with a "SetDParam"
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02:56:11  <ChubbyPitbull> Evening! Would it be possible to get talk rights in openttd.dev?
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03:09:11  <ChubbyPitbull> Guess those people are out partying :)
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03:27:50  <Supercheese> More like asleep
03:29:45  <ChubbyPitbull> Haha possible
03:30:24  <ChubbyPitbull> Decided to take a look at developing, banged out one of the "easy" wanted changes, had some Q's before thinking about committing.
03:33:31  <ChubbyPitbull> Guess I'll check back in the morning :) Night!
03:34:15  <Bad_Brett> why do people sleep so much?
03:34:30  <Bad_Brett> am i the only european awake at this hous?
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03:48:15  <SamanthaD> \o
04:30:10  <maddy_> morning all
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06:07:20  <Rubidium> ChubbyPitbull: you got talk rights there
06:08:25  <Rubidium> though I'm not sure whether anyone else will be not AFK in there
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07:03:27  <Terkhen> good morning
07:03:33  <planetmaker> good morning
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07:18:40  <maddy_> how do I show an error returned by return_cmd_error?
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07:30:27  <LordAro> /o
07:34:25  <maddy_> ok now I get it, the CMD_MSG given in DoCommandPÅ is like a header
07:36:12  <planetmaker> hi LordAro
07:36:29  <LordAro> hai planetmaker
07:37:27  <maddy_> my patch is coming along nicely :)
07:37:48  <planetmaker> :-)
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07:39:07  <planetmaker> mornink Alberth
07:39:18  <Alberth> moin
07:39:37  <LordAro> /o Alberth
07:39:50  <Alberth> more people here already!  :)
07:40:08  <LordAro> you're late :p
07:41:43  <Alberth> :)
07:41:48  <planetmaker> it's Sunday! :-)
07:41:56  <Alberth> what did I miss?
07:42:50  <planetmaker> or... "A Wizard is never late nor is he early. He arrives precisely when he means to."
07:43:13  <LordAro> ^
07:43:20  <planetmaker> today likely nothing, Alberth
07:43:24  <LordAro> :D i'd agree with that :)(
07:44:09  <Alberth> just wondering why I was considered to be late :D
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07:47:43  <Alberth> planetmaker: you noticed I made a patch to fix a random NML bug involving import of PIL?  Would be useful if you can verify the fix one day
07:49:29  <planetmaker> uhm, can you point me to it in more detail, please?
07:50:19  <planetmaker> or what exactly needs testing?
07:50:43  <planetmaker> oh, PIL on OSX
07:50:58  <planetmaker> let's see
07:52:33  <maddy_> any tips on where to look for example on a GUI text component with a dynamic value which needs to updated, like say in OnInvalidateData
07:53:23  <maddy_> or should I draw it manually?
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07:56:20  <planetmaker> maddy_, there are places with dynamic strings. IIRC it works usually in the OnInit(?) method by assuming a max-size sub-string and assigning window size by means of that
07:56:21  <Alberth> invalidate the area in OnInvalidateData, then it will be painted again
08:01:55  <maddy_> how do I set the value to a WWT_TEXT component though?
08:02:30  <maddy_> calling DrawString manually seems raw
08:02:54  <Alberth> just change the string, and invalidate the area
08:03:06  <Alberth> painting happens then all by itself
08:03:47  <Alberth> euhm, <something>Dirty(), let me look it up
08:03:47  <maddy_> but how do I assign a dynamic string to it, as opposed to STR_XXX from the lang file
08:04:52  <Alberth> setwidgetparameter  iirc
08:08:44  <maddy_> can't find that func, oh well, have to go afk for a few hours and look later
08:08:45  <Alberth> Eventually with SetDParamStr
08:09:42  <Alberth> Window::SetStringParameters (int widget) const
08:10:03  <maddy_> ok thanks
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08:23:31  <planetmaker> hmpf... I fail to follow my own notes on how to reproduce the issue 5012 with PIL import :S
08:25:44  <Alberth> :)
08:26:11  <TWerkhoven> mornin
08:27:10  <Alberth> if itg
08:27:22  <Alberth> If it works, feel free to commit
08:27:31  <Alberth> moin TWerkhoven
08:27:39  <planetmaker> hi TWerkhoven
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08:34:27  <krinn> morning everyone
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08:46:23  <Alberth> o/
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09:02:31  <Wolf01> hi
09:04:13  <Alberth> hi!
09:04:20  <planetmaker> 'lo!
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10:02:21  <SamanthaD> \o
10:03:33  <LordAro> /o
10:18:49  <V453000> I blame frosch123 for EVERYTHING
10:18:49  <V453000> https://dl.dropboxusercontent.com/u/20419525/RAINBOWSLUGS.png
10:18:52  <V453000> :>
10:20:00  <Wolf01> looks nice, but keep them on toyland :P
10:20:11  <V453000> nop
10:20:32  <V453000> its 2099
10:20:47  <__ln__> is there any ongoing project for increasing the resolution of the graphics?
10:20:54  <V453000> I am confident that we will have this in 2099
10:21:16  <V453000> __ln__: you can zoom in but drawing it is waste of time as most important is 1x zoom anyway
10:22:34  <__ln__> V453000: i know i can zoom, but that doesn't in increase the resolution, it just gets zoomed and looks crappy
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10:23:03  <V453000> -> you can have bigger sprites for the extra zoom levels
10:23:13  <V453000> drawing which is imo waste of time
10:23:17  <planetmaker> <V453000> I blame frosch123 for EVERYTHING
10:23:17  <planetmaker> <V453000> https://dl.dropboxusercontent.com/u/20419525/RAINBOWSLUGS.png
10:23:21  <V453000> frosch123: what have you done  https://dl.dropboxusercontent.com/u/20419525/RAINBOWSLUGS.png
10:23:21  <planetmaker> needed to quote that :D
10:23:24  <V453000> ha pm was faster :)
10:23:49  <frosch123> i already missed them in the last release :p
10:24:14  <SamanthaD> wow... those are some... interesting trains :p
10:24:32  <V453000> ~1/100 chance to be a cat
10:24:44  <LordAro> can i find out which .tar a grf is in?
10:24:49  <SamanthaD> __ln__ maybe you should look into the 32bpp project?
10:25:02  <__ln__> SamanthaD: is it ongoing?
10:25:13  <LordAro> zBase was, the last time i checked
10:25:14  <SamanthaD> __ln__ you bet! last time I checked!
10:25:32  <V453000> zbase also looks terrific in 1x
10:25:39  <V453000> well it isnt much better in 4x but at least reasonable
10:26:19  <frosch123> hmm, actually with enough tracks the non-gridded terrain does not look that bad
10:26:26  <frosch123> maybe that's what i am doing wrong :p
10:26:43  <planetmaker> :D
10:26:52  <V453000> :)
10:26:53  <SamanthaD> I've never played with zbase...
10:27:02  <SamanthaD> but wow... looking at these screenshots
10:27:19  <SamanthaD> the only problem is I'm really attached to my newgrfs... *whines*
10:27:42  <frosch123> it's a baseset
10:27:47  <frosch123> it's independent from newgrf
10:28:01  <frosch123> but ok, the combination of different graphics styles might still look weird
10:28:02  <SamanthaD> yes... but... can you mix 8bpp newgrfs with 32bpp?
10:28:07  <SamanthaD> exactly
10:28:18  <frosch123> technically you can :)
10:28:26  <frosch123> for the rest i would just try
10:28:50  <Alberth> looking great V!
10:29:04  <SamanthaD> any screencaps of a game running with it now?
10:29:43  * Rubidium wonders how you can run 32bpp without any 8bpp
10:30:14  <V453000> :)
10:30:15  <SamanthaD> wow... this is brilliant
10:30:34  <SamanthaD> are the zbase trains and other vehicles gonna have silly names or realistic names?
10:31:02  <Eddi|zuHause> baseset can only change looks, not names
10:31:11  <SamanthaD> ah
10:31:26  <SamanthaD> damn, I wish I had graphics skills...
10:31:51  <SamanthaD> I'd offer to help do graphics but then you'd have to grab a restraining order ;)
10:32:28  <SamanthaD> *AGH* it's too late at night to get into a game!
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10:32:41  <SamanthaD> though... tomorrow I have an hours trainride...
10:32:54  <SamanthaD> "Yo, dawg, I heard you like trains..."
10:34:04  <Zuu_> Of course you can play OpenTTD on the train.
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10:35:16  <SamanthaD> EMD F40PH with Nippon Sharyo double decker rolling stock
10:35:21  <Zuu_> I developed the module in CluelessPlus/SuperLib that replace road crossings with bridges over rail on a train. :-)
10:35:31  <SamanthaD> 1000 internet points for anyone who can guess the line ;)
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10:41:46  <LordAro> SamanthaD, don't worry yourself. nobody has yet got close to matching Zerphyris' graphical output :)
10:42:05  <SamanthaD> heh
10:42:06  <LordAro> he did most of OGFX by himself too, iirc
10:42:14  <SamanthaD> well... it looks GREAT
10:44:10  <LordAro> @fs 5713
10:44:10  <DorpsGek> LordAro: http://bugs.openttd.org/task/5713
10:44:19  <LordAro> ^ i added a savefile, for those who care
10:45:07  <Rubidium> SamanthaD: I'd guess the (or one of the) Caltrain line(s) ;)
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10:45:48  <SamanthaD> Rubidium: 1000 internet points to you!
10:48:38  <SamanthaD> I've been reading about the GE Genisis locomotive
10:49:49  <SamanthaD> 4200hp but it can go all the way down to 2500hp if its head end power unit is loaded O.O
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11:29:06  <SamanthaD> anyway... I better hit the sack
11:29:13  <SamanthaD> take care, y'all
11:29:20  <Alberth> sleep well
11:29:26  <SamanthaD> thanks!
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11:53:59  <maddy_> how should I use the SmallVector type, if I just want to store simple integers, and not play with pointers? (or is there another better datatype?)
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11:55:44  <frosch123> smallvectors do not play with vectors, so that should be fine
11:55:49  <Rubidium> the reason why SmallVector was made was because the standard vector always copied data. SmallVector returns the point to the location where to store the data upon Append() which means this needless copying isn't neither anymore
11:55:50  <frosch123> *pointers
11:56:10  <Rubidium> s/neither/needed/
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11:59:48  <maddy_> ok, lets see if I get this to work..
12:00:44  <Alberth> usual solution for storing numbers is to allocate an array yourself
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12:05:29  <maddy_> Alberth: sure, could do that, just some extra work compared to having ready utility functions, and static size is not that great
12:05:50  <ChubbyPitbull> Good Morning! Thanks for talk rights Rub.
12:07:24  <ChubbyPitbull> If I'm working on/think I completed one of the tasks in the bug tracker, should I hit "assign to me" in the tracker while working on it?
12:08:15  <frosch123> if you completed it, just attach the diff
12:09:04  <frosch123> about the "assignments", mostly they are not used, since usually noone commits on really working on something
12:09:13  <ChubbyPitbull> lol
12:09:17  <ChubbyPitbull> Roger that!
12:10:05  <frosch123> and due to a weird flyspray behaviour you cannot remove yourself from assignments
12:10:16  <frosch123> unless we give you basically admin rights or so
12:10:36  <frosch123> so, assignment is pretty useless :p rather comment in the task if you feel like it
12:11:02  <ChubbyPitbull> I found this task http://bugs.openttd.org/task/5208 from the discussion page on the requested feature page, on my machine I added an ls_scn, load_scn, edit_scn, and rm_scn console command that Works On My Machine when I tested it. Should I just check it in , does it need to be reviewed, or is there a wiki page that describes the process I should follow for doing so? This is my first time
12:11:02  <ChubbyPitbull> contributing to OpenTTD or an Open Source Project in general
12:11:05  <ChubbyPitbull> Righto
12:11:44  <frosch123> you won't be able to "just check it in"
12:12:14  <frosch123> attach you diffs to the tracker
12:12:29  <ChubbyPitbull> Ahhh roger that.
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12:15:35  <maddy_> very strange problem if anyone can help, http://paste.openttdcoop.org/show/2521/
12:16:04  <maddy_> neither of the later DEBUG messages is outputted (almost as if the linked_signals.Contains never returns)
12:17:32  <frosch123> does it work if you add proper { } ?
12:17:42  <frosch123> DEBUG is a macro, so it might break everything
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12:19:16  <maddy_> yes, it works with { }, couldn't have guessed
12:19:36  <glx> coding style says if () {\nstuff; \n } else {\nother stuff; }
12:20:00  <maddy_> good point
12:20:30  <maddy_> haven't followed the coding style too strictly yet, the idea was to get some prototype level stuff out quick, and improve it later
12:20:59  <glx> and the reason is to avoid problems when something is later added between the if and the else :)
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12:21:59  <glx> easier to follow coding style from start
12:22:51  <Alberth> in my experience, improving a quick and dirty experiment is more work than start a new attempt from scratch
12:23:10  <Alberth> it's easier to get right, and gives better code quality
12:25:27  <Zuu_> ChubbyPitbull: Attach the patch as a comment to the task. When I have time, I'll probably have a look unless someone else beats me.
12:25:39  <ChubbyPitbull> Righto!
12:26:07  <ChubbyPitbull> Just going through and making sure I have comments on the new thigns, and doing a release build to test before creating patch.
12:26:49  <ChubbyPitbull> I added a rm_scn command for completeness, but it doesn't seem to work; I thought it was me, but the basic rm console command also fails to delete savegames for me.
12:27:47  <ChubbyPitbull> When sent to the unlink command, the debugger seems to take the filepath to teh save game, then append it again; ie: C:\User\OpenTTD\mygame.sav becomes C:\User\OpenTTD\C:\User\OpenTTD\mygame.sav
12:27:48  <planetmaker> there is an rm console command?
12:27:48  <maddy_> Alberth: yeah, I do write somewhat finished code from the start
12:27:54  <ChubbyPitbull> and it fails to delete
12:27:58  <ChubbyPitbull> Yep!
12:28:10  <ChubbyPitbull> Although it doesn't work for me
12:28:30  <ChubbyPitbull> Guess I should add that as ab ug ot the tracker? :D
12:28:49  <planetmaker> or fix it ;-)
12:29:00  <ChubbyPitbull> lol!
12:29:06  <Zuu_> After a dev has looked at your patch, you'll likely get comments on things to fix and if/when the patch is accepted, a dev will commit it to trunk.
12:29:12  <ChubbyPitbull> Well I'd still haev to add it to the tracker then first wouldn't I.
12:29:52  <ChubbyPitbull> Roger that Zuu! Thanks for the help with the process.
12:29:54  <planetmaker> usually yes. It makes sure it's in a place which regularily is looked at and where it won't be forgotten
12:33:37  <Zuu_> I'm surprised that we have a rm command.
12:34:33  <ChubbyPitbull> Accordign the wiki it's to delete save games from teh save list, but when I tried just using the current code checked in, I just get a Fail to Delete
12:34:47  <planetmaker> Zuu_, so am I. I see certain security issues with it :-)
12:35:35  <planetmaker> it's one thing if rcon shut downs server. It's another if it deletes config and binary
12:35:49  <planetmaker> which an rm command could do in conjunction with rcon cd
12:36:06  <frosch123> planetmaker: then you can just overwrite it with a savegame?
12:36:12  <Zuu_> Did you try the approach to make 'ls' list both .sav and .scn?
12:36:32  <frosch123> or does it attach .sav in any case?
12:36:49  <planetmaker> I don't exactly recall, but I think it does
12:37:04  <planetmaker> as I ended up with games like game.sav.sav
12:37:44  <ChubbyPitbull> I've initially made a seperate ls_scn command, although that was mostly ap ersonal decision since it seemed easier to read in the console
12:37:45  <frosch123> anyway, looks like rm can only delete stuff listed as savegame
12:37:59  <ChubbyPitbull> I can change it so ls does both however.
12:38:11  <ChubbyPitbull> I assume then you'd also want load to handle both, rather than a seperate command?
12:38:52  <Zuu_> That was my proposal at the bug tracker
12:39:03  <ChubbyPitbull> Righto!
12:39:43  <Zuu_> It hopefully makes it a bit more discoverable.
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12:50:45  <Aristide> Hi !
12:52:24  <LordAro> /o
12:55:17  <ChubbyPitbull> Howdy!
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14:15:33  <DorpsGek> Commit by frosch :: r25726 trunk/src/object_gui.cpp (2013-08-18 14:15:27 UTC)
14:15:34  <DorpsGek> -Fix: Right side of object class string was misaligned. (sbr)
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15:01:41  <andythenorth> better mockup graphics for FIRS bulk terminal: http://hg.openttdcoop.org/firs/raw-file/91ab6f61678c/graphics_sources/bulk_terminal/bulk_terminal.png
15:02:30  <V453000> the building with the cone roof looks strangely flat
15:02:35  <Alberth> it makes you wonder how they get the long pieces of wood out of the shed :p
15:02:44  <andythenorth> Alberth: with great care
15:02:47  <V453000> :D
15:03:02  <planetmaker> bulk wood?
15:05:39  <andythenorth> ish
15:05:50  <andythenorth> building materials
15:06:05  <andythenorth> not all the cargos are strictly "bulk" in all forms :)
15:06:31  <andythenorth> also these are copy and paste from existing industries :)
15:06:40  <V453000> everything can be drawn in a weird way and dumped on flatbeds
15:06:44  <V453000> I have proofs!
15:07:13  <andythenorth> you should do a station set
15:07:39  <planetmaker> he should draw for CHIPS?
15:07:39  <V453000> well there are sprites for chipnuts :)
15:07:44  <andythenorth> and I should do a decent dock crane, the ISR ones are just 'ok'
15:07:55  <andythenorth> he should do his own station set
15:08:03  <andythenorth> with NUTS-ish buildings too
15:08:07  <andythenorth> rainbows and stuff
15:08:09  <V453000> http://dev.openttdcoop.org/projects/nuts/files
15:08:12  <V453000> :D
15:08:14  <V453000> oh
15:08:19  <V453000> rainbow buildings no.
15:08:21  <V453000> :(
15:08:24  <V453000> well maybe
15:08:28  <planetmaker> :DDD
15:08:48  <V453000> I do have some visual ideas for my industries though
15:08:53  <V453000> from that could come stations easy
15:09:09  <V453000> and let me tell you, if my ideas are drawn as I think, NUTS is absolutely sane.
15:09:44  <andythenorth> :)
15:11:58  <frosch123> i guess the toyland toy factory could also mount horns to horses
15:12:54  <V453000> no toyland toy factory is way too sane
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15:32:51  <DorpsGek> Commit by frosch :: r25727 /trunk/src (widget.cpp widget_type.h) (2013-08-18 15:32:45 UTC)
15:32:52  <DorpsGek> -Fix [FS#5686]: NWidgetMatrix used pip_pre and pip_post inconsistently and incorrectly, causing misalignment for RTL. (spotted by sbr)
15:34:07  <DorpsGek> Commit by frosch :: r25728 /trunk/bin/baseset (8 files) (2013-08-18 15:34:00 UTC)
15:34:08  <DorpsGek> -Update: Baseset translations
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15:52:16  <maddy_> I got my patch to a somewhat working version, think there is still lots of tweaking and debugging left
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15:57:25  <krinn> maddy_, better sold it as "wowww my patch fully works, i even speedup openttd code by upto 500% while kept 100% stability !". Might not be true, but it looks better than "somewhat working and still lot of crappy debugging left in it"
15:58:27  <maddy_> well I was trying to be honest :)
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15:58:56  <krinn> to see you're not honest, one must have a look at the patch ;)
15:59:21  <maddy_> true
15:59:30  <krinn> do you really think anyone expect your patch fully working at 1st try ?
15:59:38  <maddy_> nope
16:00:35  <krinn> than it's not really need to says your patch isn't perfect yet
16:01:14  <planetmaker> :-)
16:01:17  <krinn> you made a gui for your signals?
16:01:44  <Alberth> if you claim it's ready, people may want to have a look and discover the truth ;)
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16:01:58  <krinn> ^^ Alberth
16:02:01  <planetmaker> hehe
16:02:08  <maddy_> krinn: sure but the gui is crude at this point
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16:02:55  <krinn> ->> krinn: sure i have a kick ass gui that will make apple fanboys crying when seeing it
16:02:55  <Alberth> krinn: you have to take your audience into account as well :)
16:03:01  <krinn> you never learn maddy_ :)
16:03:48  <planetmaker> it's a thin edge, krinn :-)
16:04:02  <planetmaker> if you do that too often... people wouldn't believe it anymore either :-)
16:04:07  <krinn> it should works only one time, but hey, it will works :)
16:04:15  <maddy_> hehe
16:04:18  <planetmaker> and then you're out of options to tell them that oyu think that the patch is 'done' or ready for review
16:04:23  <maddy_> what about my credibility after that one time tho?
16:05:00  <frosch123> krinn: not exactly. e.g. if someone claims on the forum to be a professional software developer, i immediately put him/her into the douchebag category
16:05:07  <krinn> planetmaker, but if the patch show even a little interrest, the audience may pass the lie and stay on the potential, better than "i have a crappy thing" but none wants review it
16:05:35  <frosch123> if someone thinks that that woud mean anything, then it must be a douchebag :)
16:05:39  * andythenorth is an unprofessional software developer
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16:05:51  <maddy_> it's not crappy that must I can say
16:05:54  <maddy_> much even
16:07:14  <planetmaker> krinn, with the "I solved it all"-attitude I might even decide to look, see that it's not finished and remain silent ;-)
16:07:46  <krinn> some manage to be famous even doing that :) (see pottering)
16:07:53  <planetmaker> hehe
16:08:30  <krinn> oh shit, my cat is attacking my desk brb
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16:14:14  <Bad_Brett> a cat crf
16:14:22  <Bad_Brett> grf
16:14:25  <Bad_Brett> could be interesting
16:15:09  <Bad_Brett> http://t0.gstatic.com/images?q=tbn:ANd9GcRPzsYtlwEMnj4i1QLFBloF4nP_KmcgO8eGiyfAeTd44aR0Pib19w
16:15:42  <krinn> a grf that push your hands, jump on keyboards and stay in front of your screens
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16:16:41  <krinn> maddy_, miss link to the patch or was that a kind of teaser ?
16:17:52  <krinn> not that you could expect a review from me, except if you've done it in squirrel like you said :P
16:18:11  <andythenorth> ho
16:18:15  * andythenorth learns about state machines
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16:24:26  <maddy_> no squirrel, abandoned the script idea
16:24:42  <maddy_> no patch yet, I need to at least add savegame support, but at least it's working for basic priority signals
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16:30:09  <maddy_> something is wrong with my sprite, it uses the regular PBS signal sprite on map, even though I set it as the one-way-pbs...on the signal gui it is correct
16:30:48  <V453000> Bad_Brett: already happened, just not for road vehicles :P
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16:39:43  <maddy_> any tips on that? I have added SPR_IMG_SIGNAL_ELECTRIC_PBS_OWAY twice in the array at beginning of rail_cmd.cpp, should I modify sprites.h instead? how?
16:49:43  <maddy_> must be like some really small thing
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17:04:20  <DorpsGek> Commit by frosch :: r25729 trunk/src/widget.cpp (2013-08-18 17:04:13 UTC)
17:04:21  <DorpsGek> -Fix [FS#5686]: If the child widgets of a NWidgetHorizontal container do not fill the complete container, align them according to text direction. (sbr)
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17:45:27  <DorpsGek> Commit by translators :: r25730 /trunk/src/lang (afrikaans.txt swedish.txt) (2013-08-18 17:45:18 UTC)
17:45:28  <DorpsGek> -Update from WebTranslator v3.0:
17:45:29  <DorpsGek> afrikaans - 87 changes by mulderpf
17:45:30  <DorpsGek> swedish - 3 changes by Joel_A
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17:56:36  <Eddi|zuHause> maddy_: you probably can't just add sprites this way
17:57:39  <Eddi|zuHause> maddy_: there are sprites for 8 signal types, 2 are unused currently
18:05:11  <planetmaker> hm.... http://dev.openttdcoop.org/projects/eints/repository/entry/docs/manual/strings.rst is very nice
18:05:54  <Alberth> and it's not even nicely rendered :)
18:14:04  <maddy_> Eddi|zuHause: yeah I just wanted to use the existing sprites for the new signals, not add new sprites
18:14:45  <Eddi|zuHause> maddy_: but the order of the sprites is important, you just can't insert stuff inbetween, you have to use some from the end
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18:20:02  <maddy_> Eddi|zuHause: how would I do it then exactly? add to the end of the array in cmd_rail.cpp?
18:20:49  <planetmaker> http://devs.openttd.org/~planetmaker/patches/grid/020_add_gui_sprite.diff and parts of http://devs.openttd.org/~planetmaker/patches/grid/050_add_action5.diff might tell how, maddy_
18:22:38  <Eddi|zuHause> planetmaker: i don't think anything like that is needed, because no sprites are actually added. only the unused sprites which are there should be used
18:23:04  <maddy_> don't want to add a new sprite
18:23:41  <planetmaker> if you want to introduce new signals?
18:23:44  <maddy_> just want to use an existing sprite for the new signal
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18:24:11  <Eddi|zuHause> planetmaker: there are 8 signal sprites, we currently use only 6
18:24:30  <maddy_> sure, they would need their own sprite, eventually, but I just need something to test with :)
18:25:41  <maddy_> I think I could make a special case in DrawSingleSignal to fix it, tho it feels kind of ugly solution
18:25:44  <planetmaker> Eddi|zuHause, I'm pretty sure that base sets don't define an unused type
18:25:56  <planetmaker> http://newgrf-specs.tt-wiki.net/wiki/Action5#type lists also only the known types
18:26:40  <planetmaker> thus adding new sprites (by re-using the existing graphics for now) is the easiest and preferred solution
18:26:49  <Eddi|zuHause> planetmaker: yes, the "PBS signals" on this page assumes 4 signal types, which we use only 2 of
18:28:35  <Eddi|zuHause> maddy_: here's a very old patch where i added 2 new signal types (just GUI, no functionality) www.informatik.uni-halle.de/~krause/advance3.diff
18:29:13  <planetmaker> http://www.icosahedron.de/openttd/patches/advance_signals_v2.patch
18:29:52  <Eddi|zuHause> yes, that was part of that patch, but i specifically searched for this slightly older version because it contains just the GUI part
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18:31:24  <Eddi|zuHause> planetmaker: the 2 additional signal graphics are definitely in extra_grf/signals.png
18:33:43  <planetmaker> indeed. In the OpenGFX code I even documented it :D
18:34:15  <maddy_> thanks for the diff's guys, I am too tired right now, I will look at it tomorrow
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18:45:59  <maddy_> how do I use the swedish rails newgrf together with normal rails so I can do stuff like this? http://wiki.openttdcoop.org/images/e/ed/Mergers_Marking.png
18:46:40  <Eddi|zuHause> an older version of NuTracks used those graphics
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18:47:31  <Eddi|zuHause> or you just make your own "eye candy" railtype grf. or use another one developed by a crzyperson
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18:51:10  <planetmaker> IIRC I implemented it such that you can opt to only replace electric or only normal rail, maddy_ . Thus with catenary switched off you might get a similar result
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18:54:18  <maddy_> hmm, doesn't seem to work
18:56:16  <maddy_> ok now I got it: Swedish Rails + Universal Rail together
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19:30:32  <DorpsGek> Commit by frosch :: r25731 /trunk/src (4 files in 2 dirs) (2013-08-18 19:30:25 UTC)
19:30:33  <DorpsGek> -Fix [FS#5692]: Minor RTL alignment issues. (sbr)
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20:06:07  <DorpsGek> Commit by frosch :: r25732 trunk/src/industry_gui.cpp (2013-08-18 20:06:01 UTC)
20:06:08  <DorpsGek> -Fix: In BuildIndustryWindow in RTL mode, draw industry color icon at the right. (sbr)
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20:38:40  <Xaroth|Work> TWerkhoven: line 124 of your plugin.py can turn out quite awkward
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20:46:22  <TWerkhoven> yes, i've still to work something out there
20:46:41  <TWerkhoven> so that it doesnt wait indefinately
20:47:40  <__ln__> *doesn't, *indefinitely
20:48:08  <TWerkhoven> yes, indefinitely is one of those words i always get wrong
20:49:15  <TWerkhoven> or i could save the *connected to ...* bit to the connected event
20:52:03  <TWerkhoven> anyway, whilst your here. do my functions (_rcvChat for instance) have any knowledge which connection triggered it? and assuming not, can i insert an extra variable (ConnID, available in SoapClient) to those functions?
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21:27:05  <Xaroth|Work> TWerkhoven: put it in events
21:27:12  <Xaroth|Work> connection failed is when .connect() returns False
21:27:18  <Xaroth|Work> and it'll have _lastError set (iirc)
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21:41:50  <Wolf01> 'night
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22:16:38  <Invulner> hello!
22:17:29  <Invulner> i have a problem with trains, they started to "get lost" and stopping at path signals after auto-replacing them
22:18:02  <Invulner> they're on the right track and they have correct orders
22:18:04  <Supercheese> did you perchance auto-replace from diesel/steam to electric?
22:18:19  <Invulner> yeah
22:18:20  <Invulner> oh damn
22:18:23  <Supercheese> check your tracks
22:18:25  <Invulner> i see what happened
22:18:26  <Supercheese> for electrification
22:18:27  <Invulner> thanks!
22:18:31  <Supercheese> you're welcome
22:18:44  <Supercheese> happens to me a lot :P
22:19:36  <Invulner> first time it happened to me
22:19:45  <DorpsGek> Commit by frosch :: r25733 trunk/src/build_vehicle_gui.cpp (2013-08-18 22:19:38 UTC)
22:19:46  <DorpsGek> -Fix: Engine name was misaligned in purchase list for RTL. (sbr)
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22:56:40  <frosch123> night
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