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00:04:58 *** NekoMaster has joined #openttd 00:05:06 <NekoMaster> Evening everybody! 00:05:50 <NekoMaster> I've got a "simple" question about a certain locomotive and its recommended use 00:07:42 *** NekoMaster has left #openttd 00:27:19 *** HerzogDeXtEr has quit IRC 00:43:42 *** tokai has joined #openttd 00:43:43 *** ChanServ sets mode: +v tokai 00:50:31 *** tokai|noir has quit IRC 01:18:53 *** LadyHawk- has joined #openttd 01:22:54 *** LadyHawk has quit IRC 01:22:54 *** LadyHawk- is now known as LadyHawk 02:12:59 *** glx has quit IRC 02:20:09 *** gelignite has quit IRC 02:44:21 *** NekoMaster has joined #openttd 02:44:25 <NekoMaster> Ding 02:45:15 <NekoMaster> Anyone alive? 02:59:17 *** Extrems has quit IRC 03:14:41 *** NekoMaster has left #openttd 03:16:01 *** Extrems has joined #openttd 03:21:18 *** Gja has quit IRC 04:22:38 *** NekoMaster has joined #openttd 04:22:45 <NekoMaster> Anyone home? 04:23:08 <NekoMaster> Why do some of my locomotives in the sorting order go out of order? 04:24:41 <NekoMaster> For Example, my EMD E7 Unit has ID 2001, and my New Haven EP5 has ID 4002, but my EP5 appears above the E7-Unit 04:25:25 <NekoMaster> (also the Vehiclesort.pnml has the ep5 near the bottom and EMD E7 is near the top) 04:31:59 *** NekoMaster has left #openttd 04:49:50 *** NekoMaster has joined #openttd 04:50:01 <NekoMaster> Updated the NARS ADD-ON SET 04:50:12 <NekoMaster> Version r036 04:50:25 <NekoMaster> *r0036 04:55:51 *** NekoMaster has left #openttd 05:50:01 *** andythenorth has joined #openttd 06:09:59 <andythenorth> ho 06:18:39 *** DDR has quit IRC 06:32:36 *** sim-al2 has quit IRC 07:27:09 *** DDR has joined #openttd 07:29:56 *** Arveen has joined #openttd 07:32:57 *** sla_ro|master has joined #openttd 07:33:47 *** Alberth has joined #openttd 07:33:48 *** ChanServ sets mode: +o Alberth 07:33:56 <Alberth> o/ 07:34:11 <andythenorth> lo Alberth 07:34:21 *** DDR has quit IRC 07:34:27 <Alberth> early as always :) 07:36:41 <andythenorth> 6am UK time I woke up :P 07:36:44 *** DDR has joined #openttd 07:38:23 *** DDR has quit IRC 07:43:16 *** DDR has joined #openttd 07:43:59 <Alberth> I did that at 5am UK time, but decided to sleep a bit more :p 07:44:29 <andythenorth> found a tram to draw http://www.japan-guide.com/g9/5504_01.jpg 07:44:51 <andythenorth> Road Hog ‘Brit’ roster is a bit misleading :P 07:44:55 <V453000> box 07:45:21 <andythenorth> cat in a box 07:45:36 * andythenorth wonders if there’ll ever be other Road Hog rosters 07:47:29 <V453000> omg hog economiez 07:47:42 <andythenorth> yair 07:47:49 <andythenorth> except…can I be arsed? 07:47:53 <V453000> idk, I am torn on this concept 07:48:03 <V453000> 1. it feels like it's nicer to make one thing properly 07:48:17 <andythenorth> it’s useful tactic to avoid bloat 07:48:18 <V453000> 2. having the variety of different climates and shit has it's own magic 07:48:23 <V453000> otherwise climate is just reskin of cargoes 07:48:39 <andythenorth> good idea = ‘put that in another roster’, not just add to existing 07:48:44 <V453000> XD 07:48:48 <andythenorth> but eh, otherwise, no 07:49:01 <andythenorth> for trains it’s worth it, but not RVs 07:49:19 <V453000> idk 07:54:33 <Alberth> nobody said you cannot make a roster by a sub-selection of your tramz :p 07:54:52 <Alberth> sort of firs-everything vs basic-climate 07:55:04 <andythenorth> considered it :) 07:55:07 *** DDR has quit IRC 07:55:24 <andythenorth> but probably not interesting to me, I like to have all the different types for different cargos 07:56:01 <andythenorth> the idea of rosters was to give a different set of gameplay choices 07:56:10 <andythenorth> fast versus slow and strong or so 07:56:29 <andythenorth> but it’s hard to vary vehicle stats much and still have a good game 07:57:12 <V453000> unless you are nuts? :P 07:57:24 <Alberth> hmm, how fast can RVs go? 07:57:35 <Alberth> give small & fast a new meaning :p 07:57:37 <V453000> a retarded lot 07:57:41 *** DDR has joined #openttd 07:58:00 <V453000> hover bus has like 500kmh doesnt it 07:58:31 <Alberth> nice scalable multi-cargo back-bone :p 07:58:54 <andythenorth> one-piece flow 07:59:12 <andythenorth> the ultimate vehicle is probably 8t, 1/8, 500kmh 07:59:59 <V453000> 65k power, 666 capacity? 08:00:06 <Alberth> :D 08:00:30 <andythenorth> someone draw me one more pax tram 08:00:33 <andythenorth> :P 08:03:39 <V453000> just take a random train sprite from nuts 08:03:41 <V453000> fits 08:34:05 *** keoz has joined #openttd 09:18:30 *** frosch123 has joined #openttd 09:20:49 <Alberth> moin 09:22:19 *** Wolf01 has joined #openttd 09:23:16 <Wolf01> o/ 09:23:39 <frosch123> hola 09:29:45 *** Progman has joined #openttd 09:29:49 <andythenorth> pax tramz http://dev.openttdcoop.org/attachments/download/8112/pax_tramz.png 09:30:23 <andythenorth> previous http://dev.openttdcoop.org/attachments/download/8096/pax_mail_tramz.png 09:30:47 <andythenorth> every 30 years or so 1870-1990 09:34:09 <Alberth> less is better, imho :) 09:34:47 <andythenorth> less than in the first screenshot? 09:34:50 <andythenorth> or just generally? 09:35:28 <Alberth> the "previous" had a lot of different tramz, even with different sizes 09:36:10 <andythenorth> ah some were mail, confusing sorry :D 09:36:49 *** Biolunar has joined #openttd 09:38:00 <andythenorth> main thing was better visual progression old -> modern :) 09:39:15 <Alberth> pax_tramz has more variation in doors, which make them look more different imho 09:39:25 <andythenorth> yup good 09:39:35 <Alberth> assuming the top 5 of "previous" were pax 09:39:38 <andythenorth> yesh 09:39:45 * andythenorth is only about 10,000 pixels away from next beta 09:41:06 <Alberth> dropped the black roof also makes it look better, more fresh 09:41:14 <Wolf01> What could I do today for NRT? Sprites? (it's just a copy/paste structure and function from rails) 09:41:43 <Wolf01> Or we could define the features for the 0x10 prob? 09:41:46 <Wolf01> *prop 09:42:18 <Alberth> we can, if it involves sprinkles and magic! :p 09:43:19 <Wolf01> Grf should provide catenary for road (trolleybus), I'm sick to see the road icon printed over the road tiles :P 09:43:20 <Alberth> but basically depends if you want to see stuff moving, I guess 09:44:10 <andythenorth> Wolf01: find out why the new grf I made won’t load? 09:44:14 <andythenorth> o_O 09:44:42 <Wolf01> I tried only the last one with cattenary bit 09:44:51 <andythenorth> Wolf01: http://dev.openttdcoop.org/attachments/download/8113/example_roadtype.grf 09:44:54 <andythenorth> two types 09:45:13 <andythenorth> Fatal: attempt to use invalid ID (sprite 80) 09:45:33 <andythenorth> https://paste.openttdcoop.org/p9aqp8gte 09:45:38 <Wolf01> I'll try it on the afternoon 09:45:55 <andythenorth> I am taking kids to park for an hour or so now 09:48:36 <Wolf01> I'll be back in 2 hours 09:51:27 *** andythenorth has quit IRC 09:51:47 <Wolf01> Also I was thinking... why have both "rail" and "elrail" menu items? With different RailTypes you end up having 20 items instead of 5: rail, elrail, third rail, dual power multiplied by slow speed, normal speed, high speed and narrow gauge.. wouldn't it be possible to change the gui (not the spec) to add a powered method compatible with that rail? For example an "add catenary" or "add third 09:51:47 <Wolf01> rail" button in the build rail roolbar? 09:53:25 <Wolf01> It should work like the convert rail tool, but the convert rail converts only between speeds 09:56:13 <Wolf01> In fact, when you add catenary or third rail, you convert it to the other railtype, but without showing to the user that it's another railtype 09:57:31 <Wolf01> Going out now, bbl 09:59:22 *** HerzogDeXtEr has joined #openttd 10:06:14 *** Arveen has quit IRC 10:11:54 *** supermop_ has joined #openttd 10:17:22 <Milek7_> how to add scrollbar to window? 10:18:35 <Milek7_> i tried adding NWID_VSCROLLBAR widget but now only scrollbar is visible 10:19:18 *** supermop has quit IRC 10:21:06 <Alberth> please show the code in a pastebin 10:22:11 <Alberth> likely, you need a new container, as you need to define where in the window the scrollbar should be added 10:24:29 *** Wormnest has joined #openttd 10:36:46 <Milek7_> http://i.imgur.com/4KureeO.png 10:36:56 <Milek7_> https://gist.github.com/Milek7/20be85fc8b983e6d52a0b939a689dd9a 10:44:48 <Alberth> iirc, WT_PANEL is also a container, so you added the scrollbar as content of the panel 10:45:30 <Alberth> end the panel container before adding the scrollbar 10:45:49 <Alberth> ie insert a "EndContainter()," line 10:46:26 <Alberth> note that ysize = 0 makes the panel very thin :) 10:48:09 <Milek7_> thanks, now it works 10:49:23 <Alberth> panel can be used as just a canvas to draw on, and as a background for more widgets 10:50:59 <Milek7_> hm, but original code don't have endcontainer for panel 10:51:06 <Milek7_> it is valid? 10:52:42 <Alberth> technically it isn't, but code closes all container when it reaches the end of the array as a safety measure 11:17:00 *** txtsd has quit IRC 11:19:02 *** txtsd has joined #openttd 11:19:05 *** andythenorth has joined #openttd 11:19:41 <Alberth> o/ 11:20:40 <andythenorth> lo 11:30:19 *** aard has joined #openttd 11:31:55 *** sla_ro|master2 has joined #openttd 11:35:44 *** sla_ro|master has quit IRC 11:46:43 <Wolf01> o/ 11:49:26 <Wolf01> andythenorth, what is different in the 2 roadtypes grf, other than the second roadtype? 12:00:28 <Wolf01> Also, isn't possible to have a stack frame windows instead of that stupid dropdown in VS2015? 12:02:03 <Wolf01> Ok, found it, its well hidden 12:02:21 <Alberth> second problem solved :) 12:04:10 <Wolf01> https://paste.openttdcoop.org/p4otusuf7 call stack, maybe I miss something 12:05:19 <Alberth> names are not even familiar to me 12:08:48 <Wolf01> Could it be that I don't even try to load sprites for roadtypes? 12:19:33 <andythenorth> Wolf01: the name, and the label, and the catenary flag are different 12:19:49 <Wolf01> Could be the label? 12:20:27 <Wolf01> dbg: [grf] [example_roadtype_two_types.grf:4] RoadTypeReserveInfo: Road type property found 0x1B, num info 1 12:20:28 <Wolf01> dbg: [grf] [example_roadtype_two_types.grf:80] RoadTypeReserveInfo: Road type property found 0x1B, num info 1 12:20:42 <Wolf01> Also, what are "4" and "80"? 12:22:58 <Alberth> random guess: sprite number? 12:24:45 <Wolf01> As the error shows invalid sprite id 80, yes 12:26:49 <Wolf01> Ok, I have only 1 roadtype in roadtype map 12:27:42 <Wolf01> The second one didn't reserve 12:28:23 <andythenorth> not sure if the grf is valid 12:28:52 * andythenorth has to go out for a few hours 12:29:02 <andythenorth> but the grf should decompile with grfcodec ok 12:29:05 <andythenorth> bbl 12:29:07 *** andythenorth has quit IRC 12:31:15 *** sla_ro|master2 has quit IRC 12:33:22 <Wolf01> Ok, seem to be the label 12:33:54 <Wolf01> Always return INVALID_ROADTYPE when trying to allocate a new roadtype because the label i "0" 12:33:57 <Wolf01> *is 12:34:37 *** sim-al2 has joined #openttd 12:38:56 <NGC3982> I think i got the jist of factorio 12:38:58 <NGC3982> Fantastic game 12:45:45 *** luaduck has quit IRC 12:52:45 *** luaduck has joined #openttd 12:56:34 *** luaduck has quit IRC 13:00:22 *** luaduck has joined #openttd 13:04:44 *** luaduck has quit IRC 13:06:53 *** luaduck has joined #openttd 13:09:21 <V453000> NGC3982: :) 13:13:15 <V453000> frosch123: found out the generation of rough tiles is somehow very weird https://dl.dropboxusercontent.com/u/20419525/rough-tiles-bug.png 13:13:20 <V453000> https://dl.dropboxusercontent.com/u/20419525/rough-tiles-bug.sav 13:13:34 <V453000> this particular sprite appears in strange arrays 13:16:03 <Wolf01> Nice, it reminds me the prime numbers distribution map 13:27:17 *** Extrems has quit IRC 13:28:16 <frosch123> V453000: GB(ti->x ^ ti->y, 4, 3) 13:28:30 <V453000> wa 13:28:56 <frosch123> there are 4 rough land sprites 13:29:07 <V453000> yes 13:29:10 <frosch123> the graphics are choosen depending on the position on the map, not randomly 13:29:17 <V453000> o 13:29:20 <V453000> well okay 13:29:22 <frosch123> we just need a better function at that place 13:29:26 <V453000> but the other types seem to look random 13:29:38 <V453000> the "hole" one is doing -- - - -- --- :) 13:29:39 <V453000> yeah 13:29:40 <frosch123> the decision rough/not rough is random 13:29:51 <V453000> o_o 13:29:52 <frosch123> but if it is rough, then above code decides the 4 versions 13:29:58 <V453000> interesting 13:30:02 <V453000> why isn't it random as well? 13:31:01 <frosch123> wait, there are 8 versions 13:34:45 *** Samu has joined #openttd 13:35:13 <frosch123> 182 mib of yeti ... 13:35:28 <V453000> ... :_ 13:35:30 <V453000> :) 13:39:02 *** HerzogDeXtEr1 has joined #openttd 13:42:04 <DorpsGek> Commit by frosch :: r27657 trunk/src/clear_cmd.cpp (2016-10-02 15:41:56 +0200 ) 13:42:04 <frosch123> try next nightly, whether it looks better 13:42:05 <DorpsGek> -Change: Replace another occurence of the ancient tilehash function with the newer one. This time to make rough land appear more random. 13:43:56 <Samu> new versions ! :) 13:44:40 <frosch123> it's possibly that it looks worse :) 13:44:54 *** HerzogDeXtEr has quit IRC 13:45:14 <frosch123> the newer hash function has a lower frequency, so neighboured tiles are likely to have the same variant 14:03:59 <Samu> who's a compiler expert? 14:06:08 <Samu> https://msdn.microsoft.com/en-us/library/7t5yh4fd%28v=vs.140%29.aspx?f=255&MSPPError=-2147217396 - i tried to build a SSE openttd, it crashes a little after reaching main menu 14:08:06 <Samu> visualstudio code generator defaults to SSE2, which works, but i need to make a non-SSE2 build to be able to run on my old cpu Athlon XP 2700+ 14:09:53 <Samu> using openttd_vs140.vcxproj 14:13:25 <Samu> forgot to mention, it crashes on the release win32 build, but not on the debug win32 build 14:13:56 <V453000> let's see frosch123 :) thanks 14:14:40 *** sim-al2 has quit IRC 14:15:08 <Samu> didn't try x64 buids as the athlon xp 2700+ is a 32-bit cpu only t.t doesn't interest me, but i can test it 14:15:16 <Samu> brb 14:18:24 *** Extrems has joined #openttd 14:19:33 <Samu> testing on fx-8150, debug x64 with /arch:SSE - does not crash 14:20:10 <Samu> testing on fx-8150, release x64 with /arch:SSE - does not crash 14:21:59 *** APTX has quit IRC 14:25:50 <Samu> testing on fx-8150, release Win32 with /arch:SSE - CRASH! 14:27:50 <Samu> testing on fx-8150, debug Win32 with /arch:SSE - does not crash 14:28:06 <Samu> the build that matters crashes, just my luck :( 14:28:23 <Samu> who can help? what can i do? 14:30:02 <Milek7_> where it crashes? 14:32:11 *** Arveen has joined #openttd 14:32:27 <Samu> reaches main menu and crashes immediately 14:32:58 <Samu> visual studio points at here: this->LeaveStation(); 14:33:09 <Samu> vehicle.cpp line 2156 14:33:40 <Samu> tException thrown at 0x00FD0041 in openttd.exe: 0xC0000005: Access violation executing location 0x00FD0041. 14:41:36 <Samu> this is the next statement to execute when this thread returns from the current function. 14:41:48 <Samu> how do i find out what's the current function? 14:42:30 <Samu> > openttd.exe!00fd0041() Unknown - is this the current function? 14:42:44 <Samu> source code unavailable :( 14:44:10 <Samu> disassembly code 14:44:12 <Samu> 00FD0041 add byte ptr [eax],al 14:44:21 <Samu> this is where it crashes, no idea what it means 14:48:05 <Milek7_> it crashes in this->LeaveStation() or before? 14:48:32 <Samu> seems to be before that 14:48:49 <Samu> that is the next statement 14:49:41 <Samu> this->PlayLeaveStationSound(); 14:49:52 <Samu> gonna try disable sounds, brb 14:50:00 <Milek7_> this empty virtual function 14:50:32 <Milek7_> probably was optimized out 14:51:10 <Samu> tried with no sound packs 14:51:14 <Samu> still crashes 14:52:44 <Milek7_> what is value of this? 14:53:06 <Samu> + this 0x0493b688 {tcache={cached_override=0x00000000 <NULL> cached_tilt=false user_def_data=0 '\0' ...} other_multiheaded_part=...} Vehicle * {Train} 14:53:19 <Samu> it's a vehicle cache 14:53:22 <Samu> i think 14:53:32 <Samu> it's a train 14:53:45 <Samu> it has a huge amount of info 14:55:29 <Samu> it's a train at tile 23413 14:56:08 <Milek7_> eax is 0xC0000005? 14:56:41 <Samu> how do I know that? 14:57:21 <Milek7_> there should be window with cpu registers in debugger 14:57:41 <Milek7_> eax, edx, ebx, ... 14:57:47 <Wolf01> Mmmh, InitializeRoadGui() seem to not be called, also for rail there are 2 functions with the same name where changes only the case of Gui -> GUI 15:01:13 <Samu> I see this http://imgur.com/a/1ps92 15:02:09 <Samu> and this http://imgur.com/a/1ps92 15:02:15 <Samu> erm, refresh, it's two images 15:08:37 <Milek7_> i don't know 15:08:48 *** APTX has joined #openttd 15:08:49 <Milek7_> maybe check compiling on mingw 15:12:09 <Milek7_> and i just compiled for win32 with /arch:SSE 15:12:13 <Milek7_> and it works 15:12:30 <Samu> ming is better than visual studio? 15:12:57 <Samu> let me search mingw 15:13:26 <Milek7_> https://wiki.openttd.org/Compiling_on_Windows_using_MinGW 15:15:46 <Samu> holy crap, that's hell 15:17:13 <Samu> i'm too noob for mingw 15:17:20 <Samu> but let me try 15:20:01 <Samu> am i really downloading a 2012 version? 15:20:57 <Samu> http://sourceforge.net/projects/mingw/files/OldFiles/mingw-get-inst/mingw-get-inst-20120426/ 15:21:09 <Samu> but we're in 2016 is this guide still valid? 15:21:12 <Milek7_> newer should also work 15:21:40 <Milek7_> and also newer libraries 15:25:28 <Milek7_> https://milek7.pl/openttd_mc_win32.exe 15:25:52 <Milek7_> try that 15:26:08 <Milek7_> if it works i can compile version with other patches 15:29:19 <Samu> windows smartscreen does not like your .exe lol 15:31:03 <Dakkus> Whoa... I am visitin my sister at her music studio... And in one of the studio rooms a friend of ours is playing seriously good music that sounds JUST like TTD music. 15:31:25 <Dakkus> Is it any use if I ask him to donate a few songs for OTTD? 15:31:40 <Dakkus> Because I think he just might. And damn does that music sound like authentic OTTD! 15:31:42 <Samu> sec, lang pack file stuff, is this based on 1.6.1? 15:31:50 <Milek7_> yes 15:32:01 <Samu> ok, brb 15:32:37 <Dakkus> (Wonder if this similarity has something to do with me being in Bristol, around Chris Sawyer's home region) 15:33:49 <Samu> it runs! 15:33:56 <Samu> but dpi settings kinda suck 15:35:35 <Samu> problem solved 15:36:32 <Milek7_> hm? how? 15:37:54 <Samu> it's a windows 10 compatibility issue 15:38:38 <Samu> sec, let me find 15:39:30 <Samu> https://bugs.openttd.org/task/6366?opened=1632&type%5B0%5D=&sev%5B0%5D=&due%5B0%5D=&cat%5B0%5D=&status%5B0%5D=open&percent%5B0%5D=&reported%5B0%5D= 15:43:26 <Samu> this is outdated https://wiki.openttd.org/Compiling_on_Windows_using_MinGW 15:43:39 <Milek7_> what patches do you need? 15:43:43 <Samu> Select "Use pre-packaged repository catalogues". there is no such package 15:45:29 <Samu> ahm, none at the moment, I'm not going to use the athlon xp anytime soon, maybe in 4 months 15:45:48 <Samu> that rig is on my old house, i won't go there anytime soon 15:48:52 <Samu> i was only testing if i could build a SSE openttd 15:52:06 <Milek7_> what VS version you used? 15:52:17 <Samu> 2015 15:52:33 <Samu> openttd_vs140.vcxproj 15:52:35 <Milek7_> hm 15:52:48 <Milek7_> i also compiled this exe with it 15:54:56 <Samu> microsoft visual studio express update 3 15:55:20 <Samu> microsoft visual studio express 2015 version 14.0.25420.01 update 3 15:56:15 <Samu> 11,5 MB (12.133.376 bytes) 15:56:51 <Samu> 13,0 MB (13.670.400 bytes) 15:56:56 <Samu> meh... i dunno 15:57:06 <Samu> different exe sizes 15:57:31 <Samu> gonna try building 240 ais here 15:57:45 <Samu> think that version is not 32-bit 15:59:38 <Milek7_> hm? 15:59:39 <Milek7_> openttd_mc_win32.exe: PE32 executable (GUI) Intel 80386, for MS Windows 16:00:32 <Samu> my version, sorry 16:00:41 <Samu> i made a 64-bit version 16:00:56 <Samu> building a 32-bit sse now 16:01:09 <Milek7_> 64bit with /arch:SSE? 16:01:56 <Samu> i built your 240 companies as 64-bit with default architecture, which is SSE2 16:02:10 <Samu> now i'm building it as 32-bit with SSE 16:03:05 <Samu> there is a lot of performance warnings 16:03:14 <Samu> but i don't think it matters, it compiles 16:03:34 <Milek7_> i will fix these stupid warning in next version 16:03:41 *** gelignite has joined #openttd 16:03:43 <Milek7_> it don't like (bool)something 16:03:49 <Milek7_> it want something != 0 16:04:33 <Milek7_> my exe is compiled with this patch 16:04:51 <Samu> my build 11,5 MB (12.132.864 bytes) 16:05:00 <Samu> yours 11,5 MB (12.133.376 bytes) 16:05:08 <Samu> heh, whatever 16:05:17 <Samu> it's always different, no matter what 16:05:32 <Samu> gonna try run mine 16:06:12 <Samu> funny, it didn't crash 16:06:35 <Samu> so it crashes on trunk, but not on 1.6.1 16:07:17 <Samu> gonna try the real trunk 16:07:21 <Samu> with no patches applied 16:07:23 <Samu> brb 16:08:10 <Samu> trunk r27657 16:08:33 <Milek7_> msvc linker is terribly slow 16:11:08 <Samu> there are 3 solutions where I change the architecture instructions thing to SSE 16:11:24 <Samu> openttd, settingsgen and strgen 16:11:54 <Samu> ok rebuilding 16:12:52 *** andythenorth has joined #openttd 16:13:33 <Samu> release win32, almost there... zzz so slow 16:15:21 <Samu> crash 16:15:22 <andythenorth> o/ 16:15:23 <Samu> Exception thrown at 0x00FD0041 in openttd.exe: 0xC0000005: Access violation executing location 0x00FD0041. 16:15:36 <Samu> well, so 1.6.1 is fine, but trunk is not 16:16:12 <Milek7_> strange 16:16:21 <Samu> gonna try removing the opntittle.dat 16:16:38 <Samu> there will be no savegame conversion 16:17:54 <Milek7_> https://milek7.pl/openttd_git_master_win32_sse.exe 16:18:11 <Milek7_> oops 16:18:41 <Milek7_> ok, try it 16:18:44 <Milek7_> it works for me 16:19:06 *** aard has quit IRC 16:19:33 <Samu> well that means i suck at configuring this thing to make SSE builds 16:19:50 *** sla_ro|master has joined #openttd 16:21:07 <Samu> nice, yours works 16:21:20 <Samu> just needs dpi compatibility 16:23:13 <Samu> without opntittle.dat mine doesn't crash, let me try build a vehicle or so, brb 16:24:37 <Samu> crash on map generation 16:24:40 <Samu> t.t 16:25:18 <Samu> [00] openttd 0x0057E371 SQVM::Call + 362 (d:\openttd\trunk\srcrdparty\squirrel\squirrel\sqvm.cpp:1484) 16:26:32 <Samu> gonna test 1.6.1 on map generation 16:29:52 <andythenorth> is cat tramz 16:32:12 <andythenorth> bloody mail tramz, hard to provide visual variety 16:32:18 <andythenorth> got 3 generations, all v. similar 16:32:38 <Wolf01> So, there's andy 16:33:05 <Wolf01> andythenorth, I don't know why it doesn't load, it seem a problem with the label, but I'm not sure 16:33:05 *** Arveen has quit IRC 16:33:28 <Samu> 1.6.1 doesn't crash on map generation 16:33:36 <Samu> i dont get this 16:33:47 <Wolf01> Also, I'm committing some changes 16:34:06 <Samu> r27657 crashes 16:34:22 <Samu> buff r27657 16:34:24 <Samu> plz 16:35:10 <andythenorth> Wolf01: in a bit, I can try changing props one at a time to isolate the issue 16:35:15 <andythenorth> feeding the kids right now ;) 16:35:34 <Samu> generating a 4096x4096 with 1.6.1 sse build 16:35:43 <Wolf01> I think you should be able at least to test gui sprites and catenary 16:35:52 <Wolf01> But for sprites I'm not sure 16:36:00 <Samu> feedback Error reading register value. 16:37:02 <Samu> nevermind, this is for r27657 16:37:07 <Samu> this error 16:37:44 <Samu> map generated, AIs started playing 16:41:23 <Samu> but on r27657, map was generated, then shortly after... crash 16:41:50 <Samu> crashed on 2nd January 16:42:00 <Samu> > openttd.exe!SQVM::Call(SQObjectPtr & closure, __int64 nparams, __int64 stackbase, SQObjectPtr & outres, unsigned __int64 raiseerror, unsigned __int64 can_suspend) Line 1484 C++ 16:44:02 <Samu> Milek7_: how did you configure SSE on visual studio? 16:44:08 <Samu> maybe i'm doing it wrong 16:46:49 <Milek7_> C/C++ -> Code Generation -> Enable Enhanced Instruction Set -> /arch:SSE 16:49:39 <Samu> strange i did the same, did you make it to openttd only? 16:50:38 <Samu> configuration: all configurations 16:50:43 <Samu> platform: all platforms 16:55:31 <andythenorth> ah, here’s the RL tram I already drew http://digilander.libero.it/CentralStation/milano_interurban_44_files/ATM_48_DepositoDesio_071001_2.jpg 16:55:36 <andythenorth> Milan apparently 16:55:56 <Alberth> :) good colour 17:12:21 <Samu> doesn't work 17:12:30 <Samu> i have no idea what i'm doing wrong 17:13:04 <Samu> can i report this crash, or it doesn't matter? 17:14:38 <Samu> what the hell, it didn't crash now? :( 17:15:41 <Samu> why u no crash now? :( 17:16:35 <Milek7_> how to use Scrollbar? 17:17:15 <Milek7_> there is SetCount, but where i should set element heigth? 17:17:58 <Samu> oh milek, i can't manually set 240 companies when creating a multiplayer game via gui 17:18:06 <Samu> doesn't let me enter 3 digits 17:18:18 <Samu> i can type 99 though 17:18:19 *** Snail has joined #openttd 17:21:08 <Samu> i think my vcxproj was corrupt, i created a new one 17:21:16 <Samu> now i don't get errors 17:21:21 <Samu> no crashes 17:21:44 <Samu> 11,6 MB (12.266.496 bytes) - mine 17:21:53 <Samu> 11,7 MB (12.268.544 bytes) - yours 17:22:17 <Wolf01> andythenorth, I'm going to try to set fire to the house, if you are able to do some tests meanwhile... ah for sprites please look at the spec in road.h, while the cursor has offset by 1 because I tried to load the current sprites you provided 17:22:20 <Samu> yours say OpenTTD norev000 17:22:43 <Samu> mine say OpenTTD r27657 17:23:23 <Milek7_> yes, but mine is from git master 17:24:16 <Samu> no idea what that means 17:24:29 <Samu> git master? 17:24:30 *** glx has joined #openttd 17:24:30 *** ChanServ sets mode: +v glx 17:24:53 <Samu> git master? git gud! 17:25:43 <Milek7_> Samu: network/network_gui.cpp:1158 17:25:57 <Milek7_> ShowQueryString(STR_JUST_INT, STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES, 3, this, CS_NUMERAL, QSF_NONE); 17:25:58 <Milek7_> to 17:25:59 <Milek7_> ShowQueryString(STR_JUST_INT, STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES, 4, this, CS_NUMERAL, QSF_NONE); 17:26:36 <Samu> i suppose git master is above git gud meme 17:26:56 <Samu> http://knowyourmeme.com/memes/git-gud 17:27:42 <Milek7_> https://git.openttd.org/?p=trunk.git;a=shortlog;h=refs/heads/master 17:43:47 *** Biolunar has quit IRC 17:49:00 <Samu> damn Wolf01 i just read your message, lool 17:49:27 <Wolf01> :) 17:49:30 <Wolf01> I survived 17:56:29 <Samu> there's problems with your build 17:56:49 <Samu> some AIs are erroring saying Build 0 17:57:09 <Samu> trans need 18520 and your is 0 17:57:37 <Samu> OpenTTD ver 1.7 Rev.0 Build 0 17:57:43 <andythenorth> such mail tram http://dev.openttdcoop.org/attachments/download/8114/mail_tramz_12.png 17:57:50 * andythenorth sorted those out 17:59:50 <Samu> OpenTTD ver 1.7 Build.0 Rev.27657 18:00:07 <Samu> yeah, trans works on mine :p 18:01:43 <Wolf01> It's useless to draw trams without NRT ;) 18:01:59 <andythenorth> it’s useless to draw mining trucks without NRT :P 18:13:11 <andythenorth> Wolf01: openttd.cpp L950? 18:14:03 <Wolf01> How stupid I am from 10 to 10? 18:14:45 *** aard has joined #openttd 18:18:24 <andythenorth> happens :) 18:18:27 <andythenorth> pair coding :P 18:31:22 <Wolf01> Ok, I don't know what else to do now, I miss some.. things.. which need a revision of the code, but before doing those I would like to have at least this part working 18:38:40 <andythenorth> Wolf01: I am compiling 18:40:29 <Wolf01> DrawRoadBits() is a mess, I need to find a way to be able to define sprites on the grf without defining sprites for all the climates, also layered ones (but I need frosch help here) 18:42:20 <andythenorth> Wolf01: is it now defined to draw catenary *only* if the bit is set? [default tram tracks have no catenary] 18:42:36 <Wolf01> Yes 18:48:04 <frosch123> does andy's grf have sprites? 18:48:16 <Wolf01> Dunno 18:51:55 <frosch123> can i see it somewhere? :p 18:59:02 <frosch123> it has 18:59:35 <frosch123> Wolf01: do you have something analog to RailTypeMapSpriteGroup? 19:00:16 <Wolf01> There should be RoadTypeMapSpriteGroup 19:00:25 <Wolf01> https://github.com/Wolfolo/NotRoadTypes 19:02:03 <frosch123> which branch? 19:02:43 <Wolf01> dev, If I didn't change it wrongly 19:03:32 <Wolf01> Yes, dev 19:03:57 <Wolf01> All the VS projects have the same name, and I have at least 4 projects 19:04:55 <frosch123> can you load andy's grf without fatal error? 19:05:01 <Wolf01> No 19:06:01 <frosch123> so, that's the next goal then :) 19:06:58 <Wolf01> Yes, but I don't know if is the grf or the code 19:07:22 <frosch123> 65% cloned 19:07:50 <Wolf01> The code looks right, but can't allocate a new roadtype 19:12:37 <andythenorth> frosch123: http://dev.openttdcoop.org/attachments/download/8113/example_roadtype.grf 19:12:43 <andythenorth> but I have an nml fork also 19:12:47 <andythenorth> with the example grf in it 19:12:56 <frosch123> i decoded it to nfo :p 19:15:23 <andythenorth> might not be legit 19:15:45 <frosch123> how do i checkout a branch in git? 19:15:52 <frosch123> or did i even clone it correctly? 19:16:15 <andythenorth> git checkout [branch name] 19:16:24 <andythenorth> or git co if you have the magic config for that 19:17:17 <frosch123> i did git checkout -B dev 19:17:25 <frosch123> i think that created a new branch "dev" 19:17:34 <frosch123> how can i check whether i even pulled it? 19:17:39 <Wolf01> I use git clone --recursive 19:18:12 <andythenorth> git branch 19:18:15 <andythenorth> tells you branches 19:18:32 <andythenorth> usually you get them all if you do a straightforward git clone 19:18:33 <frosch123> so i did not clone it 19:18:43 <andythenorth> try git fetch 19:19:25 <Alberth> you need a clone for that :p 19:19:39 <frosch123> i did "git clone https://github.com/Wolfolo/NotRoadTypes" 19:19:43 <frosch123> it only gave me master 19:20:05 <Alberth> git checkout origin/dev if dev is the branch 19:20:34 <Alberth> you get in detached head state, meaing it won't save your commits 19:21:11 <Alberth> git branch dev # make local label 19:21:24 <Alberth> git checkout dev # checkout local label 19:21:40 <Alberth> latter 2 can be combined, but no idea how 19:22:42 <andythenorth> I never figured that out 19:22:47 <Alberth> git branch -a # list all branches, including remote ones 19:22:52 <frosch123> thanks 19:22:59 <frosch123> i was worried i had to reclone :p 19:23:09 <andythenorth> my most common git irritation is typing ‘git co [new-branch-that-doesn’t-exist-yet]’ :P 19:25:49 <andythenorth> Wolf01: the catenary bit is working 19:25:54 <Wolf01> Yup 19:26:02 * andythenorth doing one change at a time in the grf 19:27:49 <andythenorth> Wolf01: the grf fails on sprite 4 if I change the label 19:27:59 <andythenorth> with just one roadtype defined in the grf 19:28:23 <Wolf01> So it's related to the label as I thought initially, but how? 19:28:34 <Wolf01> I copied that from rails 19:34:02 <Wolf01> frosch123, AllocateRoadType() in road_cmd.cpp:118, is there something wrong there? 19:38:33 * andythenorth wonders how to debug C++ :P 19:39:53 <andythenorth> let’s skip that for today 19:39:55 <andythenorth> because http://i1117.photobucket.com/albums/k590/ironass01/dummies_zps2028a4db.png 19:41:12 <Wolf01> Oh it's not complicated, just "put a breakpoint there and F10 / F11" 19:45:03 <frosch123> well, you only have 2 roadtypes, and they are both used by the default road and tram 19:46:00 <frosch123> let's try "ROADTYPE_END = 16" 19:47:53 <Wolf01> Oh, ok 19:49:01 <Wolf01> I didn't looked at how the railtype enum was structured 19:49:42 <Wolf01> assert_compile(lengthof(road_owner) == ROADTYPE_END); 19:49:52 <Wolf01> In station_cmd 19:50:14 <Wolf01> I think that check should be done in a different way 19:55:23 <frosch123> lots off stuff to change to increase ROADTYPE_END :) 19:55:35 <Wolf01> Uh oh... problems with roadtype owner 19:55:56 <Wolf01> Should I change the switches to loops? 19:56:08 <Wolf01> And ensure only 2 roadypes are on a tile? 19:56:23 <frosch123> hmm, i guess ROADTYPE_END was wrong then 19:56:35 <Wolf01> switch (rt) { 19:56:35 <Wolf01> default: NOT_REACHED(); 19:56:35 <Wolf01> case ROADTYPE_ROAD: return (Owner)GB(IsNormalRoadTile(t) ? _m[t].m1 : _me[t].m7, 0, 5); 19:56:35 <Wolf01> case ROADTYPE_TRAM: { 19:56:37 <frosch123> we need ROADTYPE_END = 2, STREETTYPE_END = 16 or so 19:56:40 <Wolf01> This won't work too 19:57:25 <Wolf01> All functions for ownership of road have roadtypes hardcoded 19:57:37 <frosch123> yeah, ownership is based on road/tram 19:57:44 <frosch123> we need STREETTYPE_END = 16 19:58:22 <Wolf01> STREETTYPE_END = 16 and TRAMTYPE_END =16 too 19:58:59 <frosch123> that woudl then requrie splitting _roadtypes into _tramtypes 19:59:48 <frosch123> sounds like chicken/egg :p 20:01:13 <frosch123> so, if we keep road/tram ids separate, the reservation of the label already needs to nkow the type 20:02:01 <frosch123> andythenorth: how does the grf define whether a type is road or tram? 20:03:22 <frosch123> maybe property 0x08: Define label for roadtype, 0x0X: define label for tramtype? 20:04:00 <frosch123> meh, i thought we could postpone the compatibility-stuff to the end :p 20:04:00 <Wolf01> Or compatibility set with base roadtypes? 20:04:06 <Milek7_> how to use scrollbars? 20:04:59 <andythenorth> frosch123: so far there is no definition of that :) 20:05:06 <andythenorth> I figured it would have to be a property 20:05:06 <frosch123> yeah, i think we need two properties to define labels 20:05:12 <andythenorth> not just a flag? 20:05:19 <frosch123> one to create a roadtype, one to create a tramtype 20:05:25 <Samu> https://www.youtube.com/watch?v=0E00Zuayv9Q 20:05:44 <frosch123> andythenorth: question is whether you are allowed to define a roadtype with the same label as some other tramtype 20:06:05 <frosch123> are labels unique across road/tram, or only within their type? 20:06:43 <andythenorth> errrr 20:06:56 <andythenorth> unique within type? 20:07:11 <andythenorth> they are otherwise totally orthogonal w.r.t vehicles? 20:07:26 <frosch123> so you can have both a WOLF road, and a WOLF tram 20:07:40 * andythenorth envisages that if overlapping, we end up arguing about for 6 months in forums 20:08:04 <andythenorth> “all labels for tram must be ’T___’” 20:08:12 <frosch123> :p 20:08:16 <andythenorth> “all labels for road must be ‘R____’" 20:08:22 <andythenorth> except on Tuesdays 20:08:39 <andythenorth> and then someone will use T for Trolleybus road 20:08:52 <andythenorth> “zomg sky has fallen, major newgrf author rage quits" 20:09:05 <Wolf01> For road should be RO__, to avoid confusion with RAIL 20:09:23 <andythenorth> for tram, should always be TRAM to be explicit :P 20:09:45 <Samu> NOTROAD 20:09:49 <Samu> j/k 20:10:10 <Wolf01> Nope. Only 4 chars -> uint32 20:10:25 *** Snail has quit IRC 20:10:43 <andythenorth> see the problem? 20:10:51 <Wolf01> Yep 20:11:01 <Samu> ROAD road 20:11:04 <Samu> ROAD tram 20:12:45 <frosch123> https://paste.openttdcoop.org/pf9vovwqj 20:13:48 <frosch123> i wonder, should there be two GRF features? 20:14:10 <frosch123> usually you identify stuff by feature+id 20:14:20 <frosch123> but not we add this road/tram as subfeature 20:14:26 <frosch123> i think road should be 12 and tram 13 20:14:31 <frosch123> two grf features :) 20:14:51 <Wolf01> Featurexplosion 20:16:01 <frosch123> https://paste.openttdcoop.org/piitjc2nq 20:16:14 <frosch123> currently I think separate GRF features are best :p 20:16:49 <Samu> trams are trains on roads 20:17:38 <andythenorth> frosch123: +0.5 to separate grf features 20:18:12 <andythenorth> it’s quite a lot of fragmentation, same features, implemented twice 20:18:26 <frosch123> you can share the code 20:18:30 <andythenorth> unless we unify all the functions, but I dunno, I would be lost about unifying parser functions 20:18:37 <frosch123> train/road/ship/aircraft also share lots 20:18:43 <andythenorth> might be andythenorth lack of programming ability :P 20:18:58 <Samu> there are trucks separate from buses 20:19:55 <Samu> why do you separate trams from roads? 20:20:03 <Samu> i mean, what's the idea behind 20:20:06 <Samu> or goal 20:21:48 <andythenorth> frosch123: cleaner to just split them to different features, surely? 20:21:54 * andythenorth is now convinced 20:22:10 <andythenorth> opens the way to splitting ROAD_VEH in future maybe also 20:22:28 <andythenorth> although that might not be beneficial 20:22:36 <andythenorth> eh it ruins my current templating :P 20:22:37 *** Alberth has left #openttd 20:22:59 <Samu> while you're at it, separate intercontinental from large airports 20:23:23 <Samu> along with some aircraft vehicles that look too big to be on a large aiport 20:23:32 <Samu> but not on intercontinental 20:23:38 <frosch123> considering all the compatibiilty properites, which list labels of other things 20:23:55 <frosch123> it makes all the difference whether you can list labels of other things :) 20:25:32 <andythenorth> seems cleaner to me to enforce the separation 20:26:28 <Wolf01> What is prop 0x07? 20:26:54 <frosch123> same as 8, but road/tram swapped 20:27:09 <Wolf01> But props start from 0x08, is it safe? 20:27:30 <frosch123> we just decided for option 3 :p 20:27:36 <frosch123> so, we do not need 7 20:27:43 <Wolf01> Ok 20:29:59 <Wolf01> So, id 12 = road and 13 = tram 20:30:18 <frosch123> but i think adding ROADTYPE_ROAD/TRAM to GetRoadTypeByLabel and AllocateRoadType is stilll good 20:30:29 <Wolf01> I could put some conditions on the RoadTypeReserveInfo() to avoid entire duplication 20:30:52 <frosch123> essentially we get RoadtypeInfo _roadtypes[ROADTYPE_END][STREETTYPE_END] 20:31:07 <Wolf01> Yes 20:34:37 <andythenorth> can we do tram later :P 20:34:48 * andythenorth doesn’t want to extend spaghetti into nmlc tonight :) 20:34:57 <Wolf01> +1 20:35:39 <frosch123> still needs finding all the places which need to use StreetType instead of RoadType 20:36:40 *** sim-al2 has joined #openttd 20:38:07 <Wolf01> Only 72 places? 20:38:42 <andythenorth> about that many 20:40:28 <Wolf01> Ownership could be left as is, it doesn't need to explode the exact type 20:40:54 <frosch123> it even must stay as is :p 20:41:05 <frosch123> you have no more map bits 20:41:31 <Wolf01> You have them, but Milek7_ could not do anymore 240 players :> 20:45:15 <frosch123> i thought you wanted to store 16 road and 16 tram owners per tile 20:46:26 <Wolf01> That would be cool too, but I would like more different types per tile 20:47:55 <andythenorth> elevated tramway? o_O 20:47:57 <andythenorth> as a type :P 20:48:33 <Wolf01> If you want to rewrite the state machine to allow elevated vehicles 20:48:51 <andythenorth> just offset them 20:48:58 <andythenorth> it’s a third roadtype :P 20:49:03 * andythenorth is not serious 20:49:05 <andythenorth> also subway :P 20:49:09 <Wolf01> It won't behave well in curves 20:49:50 <andythenorth> or tunnels :P 20:50:09 <andythenorth> or when crossing catenary 20:50:30 <Wolf01> Ripped catenary 20:50:53 * andythenorth must bed 20:52:17 <andythenorth> bye :) 20:52:18 *** andythenorth has left #openttd 20:52:42 <Wolf01> Do frosch wants to continue or bed too? 20:52:56 <frosch123> latter 20:53:32 <Wolf01> Ok, so I could start anime night and go to see it on bed too :P 21:01:19 *** frosch123 has quit IRC 21:06:15 <Eddi|zuHause> <andythenorth> elevated tramway? o_O <- idea is not that bad, but needs transition tiles between elevated and normal tram (and tram to subway) 21:06:57 <Eddi|zuHause> also, it's a bit tricky with the amount of road types on the tile 21:07:26 <Eddi|zuHause> so you could not have an elevated tram pass over a normal tram with road 21:07:45 <Eddi|zuHause> a true new tile layer might be a better idea 21:08:31 *** Snail has joined #openttd 21:09:29 <Wolf01> I have some ideas to have locomotion style rails too, which could be used even for roads 21:12:24 <Wolf01> You need to store start and end point of the segment, and the railtype define which segments you can place 21:12:41 <Eddi|zuHause> well, the idea i had was that you place bridge segments individually, where you can differentiate between single tile bridge segments with low height limit, or larger bridge segments with height limits only where the pillars stand 21:13:13 <Eddi|zuHause> so you have more flexibility if you're only one or two levels above the ground 21:13:30 <Eddi|zuHause> but to span larger valleys you need suspension bridges which can only be straight 21:14:42 <Wolf01> Interesting 21:19:47 <Eddi|zuHause> so a suspension bridge would consist of a starting segment from the bridge head to the pillar, a middle segment from one pillar to the next pillar (possible to repeat this segment), and the reverse of the start segment 21:20:10 <Eddi|zuHause> the segments themselves are fixed (maybe length is configurable like stations) 21:20:17 <Eddi|zuHause> but you can combine the segments as you wish 21:21:43 <Wolf01> Don't forget signals in case of rail 21:22:04 <Eddi|zuHause> the two main questions with this is: how do you store this in the map, and how do you provide the newgrf interface 21:22:47 <Eddi|zuHause> side questions are signals, crossing trackbits between parallel segments, stations, game interface 21:23:02 <Wolf01> Eh, add another array to map 21:23:25 <Eddi|zuHause> one array doesn't suffice 21:23:39 <Wolf01> Add 2, 5, 10 21:23:56 <Wolf01> And you'll get 400MB savegames 21:24:25 <Eddi|zuHause> an idea was that you make flexibly allocated "supertiles" of like 16x16 area, which stores all trackbits of a certain heightlevel 21:24:31 <Wolf01> Or just do OpenLoMo 21:25:38 <Eddi|zuHause> you want adjacent trackbits close by in memory, to aid caching effects when doing pathfinding and stuff 21:25:57 <Eddi|zuHause> so you can't just randomly allocate each bridge segment individually 21:26:32 <Eddi|zuHause> but you also can't allocate a whole map's worth array for every heightlevel, most of which will be air anyway 21:26:57 <Wolf01> Save every track type for every player as bitmap 21:27:00 *** Snail has quit IRC 21:27:20 <Eddi|zuHause> how is a bitmap different from an array? 21:27:48 <Wolf01> It's the same 21:33:12 *** mindlesstux has quit IRC 21:33:44 *** mindlesstux has joined #openttd 21:45:57 <Samu> tiletype Air 21:46:01 <Samu> :) 21:46:39 <Samu> interesting 22:09:22 *** aard has quit IRC 22:23:18 <Wolf01> 'night 22:23:34 *** Wolf01 has quit IRC 22:25:07 *** Biolunar has joined #openttd 22:33:09 *** Wormnest has quit IRC 22:40:39 *** Snail has joined #openttd 22:50:06 *** keoz has quit IRC 23:07:31 *** sla_ro|master has quit IRC 23:17:17 *** Biolunar has quit IRC 23:28:07 *** Samu has quit IRC 23:29:58 *** Snail has quit IRC