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Log for #openttd on 15th March 2019:
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00:02:59  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)  https://git.io/vhlfg
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07:56:24  <Alberth> o/
08:09:09  <andythenorth> moin
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08:10:23  <stefino> Hi, is possible to delet GRF from bananas?
08:15:41  <andythenorth> no and yes
08:15:51  <andythenorth> there is no way for users to do it
08:16:12  <andythenorth> sysadmin like truebrain can do it, for issues like copyright infringement, etc
08:18:15  <stefino> thanks for answer :)
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08:26:38  <Alberth> the right answer is likely "no, but you can publish a new version that overrides the old one"
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09:06:01  <andythenorth> maybe we should write more GS
09:06:07  <andythenorth> to find out what's wrong with GS
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09:17:43  <peter1138> Yeah?
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09:22:23  <peter1138> Or quit.
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09:27:34  <planetmaker> moin
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09:35:00  <Alberth> o/
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11:20:46  <Alberth> andythenorth: can you convert a partial nfo file to grf? I wonder how to implement linking in a quick and dirty way
11:21:37  <Alberth> I can read a grf container version 2, I should be able to merge 2+ of such files into 1
11:23:21  <Alberth> so that would then basically leave how to modify values in a partial grf
11:24:28  <Alberth> specifying sprite number + offset + what data to write, would that be feasible?
11:30:53  <andythenorth> Alberth: I'm not sure of the details of the format :)
11:31:10  <andythenorth> my assumption is that grf bytes could be split and linked
11:31:34  <Alberth> grfcodec has grf.txt , which has a description
11:31:55  <Alberth> it's a list of sprites, where the real-sprites data is moved to a seperate area
11:32:31  <Alberth> so you can read the sprite-list of all input files, and concatenate them
11:32:42  <Alberth> them move the data after it
11:33:19  <Alberth> it's a bit more involved as sprites point to the data, such pointers must be unduplicated, but that's details
11:35:12  <Alberth> https://paste.openttdcoop.org/pbrc9wjel  <- output of my program, confusingly, it names "data" what we know as sprites and vice versa
11:35:48  <Alberth> but that's just plain copying, linking involves changing bytes here and there
11:36:05  <Alberth> do you have ideas there?
11:37:48  <Alberth> would "sprite #10, offset 15, replace 2 bytes by 0xAA 0xBB" work?
11:38:46  <Alberth> first version is probably best text-based for the replacements
11:39:44  <Alberth> hmm, give "0xAA 0xBB" a name perhaps, so you can refer to it?
11:43:13  <andythenorth> I can look later :)
11:43:26  * andythenorth must to work :)
11:43:55  <Alberth> ok
11:47:00  <peter1138> Hi
11:47:24  <Alberth> o/
11:50:26  <peter1138> grfid.cpp inside grfcodec shows roughtly how to read the raw grf format.
11:53:34  <peter1138> There is no index within the file, just a type & size. As long as everything is in the right order, things should refer to the right stuff.
12:01:38  <Alberth> yeah, I just coded reading from the description, it's simple
12:02:45  <Alberth> obviously, in a proper program you'd be able to express where a change would apply, but we don't have that yet
12:02:57  <Eddi|zuHause> do we have to do the linking on binary level?
12:03:37  <Eddi|zuHause> we could do it on an NFO-style intermediate language
12:03:50  <Eddi|zuHause> then maybe people could actually understand what's happening :)
12:04:57  <Alberth> yep, I agree you need to be able to specify linking in text, or nfo is out of the loop
12:04:59  <Eddi|zuHause> CETS does manipulation on NFO level by looking for a specially implanted action C
12:05:30  <Eddi|zuHause> (that is just a really crude hack, though)
12:06:15  <Alberth> I have no idea what you want to express tbh
12:07:04  <Alberth> simple is "replace X bytes in sprite Y offset Z by Q other bytes
12:07:11  <Eddi|zuHause> CETS was having issues with huge file sizes not being processed by NML properly (exploding memory), so i tried splitting it up, a few vehicles at a time
12:07:50  <Eddi|zuHause> this posed the problem that some IDs (like global action2s and string-IDs) need to be constant throughout all these smaller GRFs
12:07:53  <Alberth> Q other bytes should likely also be allowed to be a name for some bytes
12:08:32  <Eddi|zuHause> so i have a "header" and a "body", where the header gets an action C (comment embedded in nfo/grf) that says "header ends here"
12:08:49  <Eddi|zuHause> and everything before this commed gets discarded from the NML->NFO output
12:08:56  <Eddi|zuHause> *comment
12:09:16  <peter1138> Does NML output NFO?
12:09:22  <Eddi|zuHause> yes, with a switch
12:09:22  <Alberth> it can
12:09:37  <Eddi|zuHause> it can output NFO or binary
12:09:48  <Eddi|zuHause> or both, i think :)
12:11:35  <Eddi|zuHause> the combined CETS grf then gets stitched together from a dummy GRF that contains just the header (and a switch that makes use of all the IDs) all the bodies
12:11:58  <andythenorth> iirc you get away with that because you don't use strings in CBs
12:12:11  * andythenorth is hazy on the details
12:12:25  <Alberth> wavey hands  and such :p
12:13:00  <Eddi|zuHause> andythenorth: i think that should work, but if you use the NML way to compose strings on compile time, you need to repeat that in the dummy switch
12:13:49  <andythenorth> I tried that and it started to get baroque
12:14:00  <Eddi|zuHause> a linkable-nml compile would need to collect those strings and put them into a symbol table
12:14:04  <andythenorth> I think it would have been possible, but it started to look complicated and fragile
12:14:18  <andythenorth> yes, table, not baroque fake things
12:14:19  <Eddi|zuHause> fragile, definitely
12:14:39  <Eddi|zuHause> needs a lot of discipline to not break it
12:16:45  <Eddi|zuHause> another problem with strings is that NML doesn't abstract away the run-time "textstack" (which isn't a stack) properly
12:17:00  <Eddi|zuHause> but that is independent from linking
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12:22:16  <Alberth> a string is just an id?  2 or 4 bytes or so?
12:24:07  <Eddi|zuHause> i think 2
12:26:19  <Alberth> simple  in nfo:    01 02 03 word(foostr) 05       and else where  foostr = 0x1234  thus
12:26:33  <Eddi|zuHause> https://paste.openttdcoop.org/pfm70oj8p <-- this is my dummy callback listing all the global IDs
12:27:38  <Eddi|zuHause> (this is a generated file)
12:28:19  <Alberth> but that's required, or just a work-around for something?
12:28:31  <Eddi|zuHause> that is a workaround
12:28:53  <Eddi|zuHause> to force NML to give the same ID to all these strings and CBs
12:28:58  <Eddi|zuHause> reproducibly
12:29:40  <Alberth> nml is a next problem wrt linking, first have something nfo-ish seems a better idea
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12:30:11  <Eddi|zuHause> but this indicates the kind of IDs that would need to be "linkable"
12:30:32  <criador15> hi
12:31:15  <Alberth> o/
12:31:28  <Alberth> afk for some shopping for a while
12:31:32  <criador15> uh
12:31:37  <criador15> good shopping
12:32:12  <Eddi|zuHause> https://paste.openttdcoop.org/prdlsxozv <-- just for context, this is my "header" (this is a proper src file)
12:33:03  <criador15> hey, i was doing some mind work, and to make a new GRF with Game Script and AI, i start with who? a complex GRF, complex GS or complex AI?
12:33:45  <Eddi|zuHause> this is compiled once standalone, and included in each partial GRF (which would make them technically full standalone GRFs)
12:34:19  <criador15> if you was talking to me, i dont understand
12:34:21  <Eddi|zuHause> from the standalone compile, the dummy code is stripped, and from the partial GRFs the whole header part is skipped
12:34:32  <criador15> was me, sorry
12:34:36  <criador15> was not*
12:34:47  <Eddi|zuHause> no, i was not talking to you
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12:47:24  <criador15> GameScript, there is a way to remove citys?
12:48:41  <Eddi|zuHause> i don't think so, that is way too dangerous, as you would also have to remove all things referring to that city (industries, stations, ...)
12:49:51  <criador15> also there not is a way to remove industry
12:50:26  <Eddi|zuHause> clearing the tile not working?
12:50:59  <criador15> where is the clearing tile function?(which class)
12:51:36  <Eddi|zuHause> dunno, i would think that's a very generic and obvious function
12:54:54  <criador15> Would it be better to remove cities or just enable GS when there is only one city on the map?
12:59:06  <Eddi|zuHause> i don't understand what you mean
13:01:00  <criador15> i need my GS to run with just one city, is better erase the excess or just allow the player to run the game when there is only one city in cenario?
13:02:06  <Alberth> not sure a work-around is going to do much good, I could just as well do nfo -> bytes conversion. Just bad I have to perform image encoding as well then
13:03:23  <Alberth> criador15: don't add a restriction there imho, just pick a city that your GS deals with, and let a user or a scenario author decide whether that should be the only city that exists
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13:10:12  <criador15> talking about restritions, which kind of restritions make the game not recon my GS?(its needs to be in a tar file)?
13:10:52  <Alberth> can also be in a directory
13:11:36  <Alberth> you may want to start openttd with debugging output, so you get a log of what it finds and why it discards things
13:12:01  <criador15> can you tell me how do that?
13:12:58  <criador15> its the open with a console(terminal) window?
13:13:05  <Alberth> working on that, my openttd version needs recompiling first
13:13:41  <Alberth> yeah, start openttd from the command-line
13:14:06  <Alberth> if you add -h as option, you get the online help
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13:16:15  <Alberth> openttd.exe -d script=9     (if you have windows)
13:16:42  <Alberth> from a command window
13:17:47  <criador15> thanks, trying
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13:21:17  <criador15> well, how is a valid API version?
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13:22:24  <criador15> i used 1.0, its need to be 1,0(commas) or (1.0)dot?
13:24:43  <Alberth> https://dev.openttdcoop.org/projects/busy-bee-gs/repository/entry/info.nut  there's lots of prior art :)
13:25:37  <criador15> wait, API version is from the game version?
13:26:26  <Alberth> https://nogo.openttd.org/api/   starts at version 1.2, apparently
13:27:37  <Alberth> and yes, with every major release, you get new changes in the API, so it needs a new number
13:28:15  <criador15> the debug shows me this:
13:28:22  <Alberth> not here!
13:28:33  <Alberth> use a pastebin
13:28:44  <criador15> pastebin to 1 line?
13:28:44  <Alberth> https://paste.openttdcoop.org/
13:28:54  <Alberth> ok, 1 line is fine,
13:29:16  <criador15> :GetAPI version returned invalid version
13:29:38  <criador15> the index doesn´t exist
13:30:46  <Alberth> well, yeah, "1.0" doesn't exist
13:31:11  <planetmaker> it's the version of the API you want to use. Not the version of your script
13:31:29  <planetmaker> so generally use the latest and greatest version of the API when you start a new script
13:31:47  <planetmaker> unless you explicitly want to ensure that it also works on OpenTTD 1.2 or so
13:35:01  <criador15> now its working :D, thanks
13:36:52  <Alberth> you used 1.8 I hope?
13:38:11  <criador15> yes
13:39:52  <criador15> some of you had the idea of make a tutorial in your way?
13:40:12  <planetmaker> https://kallithea.openttdcoop.org/gs-tutorial
13:41:52  <criador15> this is huge
13:42:26  <planetmaker> it was not written in a single day :)
13:42:41  <planetmaker> zuu wrote quite some nice ai and gs stuff
13:42:54  <Alberth> nice !
13:43:34  <planetmaker> even with included map/scenario :-O
13:44:19  <criador15> its simple to understand?
13:45:05  <planetmaker> from how well structured it looks: I'd think so
13:45:27  <criador15> :thumbs up:
13:46:12  <Alberth> always nice, install a documentation package, and not find docs in /usr/share/doc :p
13:46:37  <criador15> haha, everything is in the ReadMe file of 3 GB
13:47:34  <criador15> gs-tutorial is a GameScript?
13:47:39  <planetmaker> yes
13:47:59  <criador15> nice²!
13:47:59  <planetmaker> it's an OpenTTD tutorial, teaching the basics of playing OpenTTD
13:48:21  <criador15> this should be embbed to the game itself
13:50:40  <planetmaker> I agree
13:51:41  <planetmaker> as should some other things IMHO
13:52:04  <criador15> translate IMHO for me?
13:52:51  <peter1138> In my humble opinion
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14:07:58  <criador15> exiting, see ya o/
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14:15:49  <peter1138> hm
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14:27:55  <criador15> how i display a info message dialog?
14:30:19  <criador15> like when the game has a error, its show a warning message dialog, i want to make same but for information
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15:04:00  <nielsm> hello
15:09:07  <nielsm> this weekend, merge and backport fixes and release RC2?
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15:20:48  <peter1138> Would be useful if fixes were already merged and tested...
15:21:59  <nielsm> https://github.com/OpenTTD/OpenTTD/pull/7366  <- merge as-is?
15:22:05  <nielsm> (into master)
15:22:52  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7364: Fix e66cec8f86: Permit loading of industry production callback with invalid cargo type. https://git.io/fjeba
15:22:52  <peter1138> I don't really see the point of it.
15:23:44  <nielsm> jgr has had it in his fork for a while afaik, could ask him if it has helped resolve any bugs
15:30:29  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7366: Add: List recently executed commands in crashlog output. https://git.io/fjebF
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16:40:06  <DrSegfault> Does anyone recall where in the options to highlight the currently reserved paths?
16:43:31  <peter1138> It's in... the settings.
16:43:44  <peter1138> Just type "reserve" in the filter
16:46:38  <nielsm> you might need to show the "expert" options
17:02:49  <DrSegfault> Ahh, under "surface"... Thanks!
17:16:57  <Alberth> NFO is a bit of a wonky format, scanner needs some tuning:  https://paste.openttdcoop.org/p7siopvo4
17:21:37  <nielsm> if you're making an nfo linker (many nfo in, one nfo out) I'd suggest making the input format a bit less rigid perhaps
17:21:44  <nielsm> or at least easier to parse
17:22:13  <nielsm> since whatever linker input you're making won't be consumable by grfcodec regardless
17:22:26  <nielsm> (since it contains named symbols)
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17:23:02  <criador15> Alberth, you are there?
17:25:31  <criador15> ok
17:25:48  <criador15> to create a GSGoal this line is corret? GSGoal.New(GSCompany.COMPANY_SELF,"Develop transport of passengers!!",GSGoal.GT_TOWN,0);
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17:27:29  <nielsm> is COMPANY_SELF the right one? I'd think you should pass the company id of the company you want to have the goal
17:27:44  <Alberth> could be an option niels, on the other hand, backwards compatible for the non-link parts would be nice
17:28:04  <criador15> like what parts?
17:28:27  <criador15> you mean post all in ottdcoop?
17:28:27  <nielsm> he'
17:28:34  <nielsm> he's talking to me, not youi
17:28:34  <Alberth> I am atalking about NFO, different subject :)
17:28:40  <criador15> ah yes
17:28:55  <Alberth> Strings don't work iirc
17:30:13  <nielsm> criador15 yeah, that too, for textual strings that will be displayed in the user interface, you need to create them in your language file
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17:32:05  <criador15> i made it without sucess, there is something that teach how to make the lang file?
17:32:34  <Alberth> have a look in busy bee
17:32:37  <nielsm> copy an existing one, adjust the parameters at the top, replace the strings in it with your own
17:32:51  <Alberth> in particular only the english one
17:33:07  <nielsm> yeah you _always_ start with english.txt
17:33:30  <nielsm> that's the master language without exceptions
17:33:34  <criador15> one more thing, i speak in portuguese, so to create the portuguese lang i can just create the file and it works or i need something else?
17:34:14  <Alberth> you can, just denote it as portuguese
17:34:19  <peter1138> b33r!
17:35:12  <Alberth> oh, the filename itself was the language name?
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17:35:26  <nielsm> also note that pt_PT and pt_BR are separate langauges in OTTD like most other places :)
17:35:40  <nielsm> portuguese.txt and brazilian_portuguese.txt
17:37:34  <nielsm> but you always need english.txt and it always needs to have all the formatting codes in it
17:41:45  <Alberth> long gone already niels
17:41:54  <nielsm> gah
17:43:14  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7364: Fix e66cec8f86: Permit loading of industry production callback with invalid cargo type. https://git.io/fhhbB
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17:43:44  <criador15> understood
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17:44:05  <criador15> and i knew about the PT and BR diferrents versions
17:49:23  <criador15> if i can debug the values which i pass to the method, some of you can help know if they are valid?
17:50:57  <criador15> and one more thing, there is some method or mod that let me take data from the game and export it?(like to a file, DB or something else that its not from game?)
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18:03:42  <Alberth> there is a log command to spam the AI/GS window with messages, that's useful for debugging , and export is not simple to do
18:05:07  <criador15> i am using the IA/GS debug of game(window) and is not simple why?
18:06:20  <Alberth> sorry, don't understand what you mean
18:07:08  <Alberth> I answered 2 questions above, maybe that confuses you?
18:07:16  <nielsm> the best way to get data about an ongoing game out of OTTD is using a GS and connecting to it via admin port
18:07:23  <nielsm> but that only works for multiplayer afaik
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18:11:13  <criador15> i use the AI/GameScript debug window, there is another?
18:11:36  <criador15> admin port you mean cmd line?
18:13:42  <nielsm> no, the admin port is a TCP network connection
18:13:52  <criador15> understood
18:14:18  <criador15> so the game becomes a server, and i need a very complicated software to interact with it and take the data
18:14:38  <nielsm> well the server part is really defined by the game script, mainly
18:14:56  <Alberth> just use the debug window
18:15:02  <criador15> i am using it
18:15:09  <criador15> the debug window
18:15:20  <criador15> but in this line: GSGoal.New(GSCompany.COMPANY_SELF,GSText(GSText.STR_COMPANY_GOAL, GSCargo.CC_PIECE_GOODS,50,GSMap.GetTileIndex(mapSX,mapSY)),GSGoal.GT_TOWN,GSTown.GetLocation(0));
18:15:22  <nielsm> (I'm not sure exactly what the admin port can do honestly, other than let other software talk to a GS running inside OTTD, the protocol doesn't seem to be well descrbed anywhere)
18:15:39  <criador15> it dont thel me what is wrong, its just say its okay and the game go on
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18:18:47  <criador15> nielsm if you are interested, there a little information about it here https://www.tt-forums.net/viewtopic.php?f=65&t=68828
18:19:03  <criador15> thats it i want, but not now (lol)
18:19:13  <nielsm> why are you using GSCompany.COMPANY_SELF ?
18:19:48  <criador15> to designate the player company as the target to receive goals
18:19:56  <nielsm> the game script is not the player
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18:20:16  <criador15> yep, is to use the admin port
18:20:18  <nielsm> try using COMPANY_FIRST instead (for testing purposes)
18:20:23  <criador15> ok
18:20:36  <nielsm> in single player that will always be the human company
18:21:05  <nielsm> but if you want your GS to work for multiplayer, or with AIs, you will need to create the goals for every company
18:22:10  <criador15> yeah
18:22:35  <criador15> there not is a Company List class right?
18:22:40  <nielsm> no
18:22:53  <nielsm> but you know that all valid companies have an ID between COMPANY_FIRST and COMPANY_LAST
18:23:07  <nielsm> and you can use GSCompany.ResolveCompany(company_id) to check if a company is valid
18:23:27  <nielsm> uh, ResolveCompanyID() I mean
18:23:35  <criador15> okay
18:23:47  <criador15> the line still not make a valid goal
18:24:23  <criador15> (how you know that?, well the button goal its invalid, and the methods IsValidGoal(0) tells me that)
18:26:15  <glx> what's the return value of GSGoal::New()
18:26:17  <glx> ?
18:27:00  <criador15> -1
18:27:04  <criador15> very sugestive
18:27:08  <glx> that means invalid
18:27:20  <glx> well it's GOAL_INVALID
18:27:33  <glx> means the creation failed
18:27:51  <glx> you need to check last error
18:28:20  <criador15> in the game debug window, in the in-game debug window or with what?
18:28:31  <glx> in the script
18:28:54  <glx> but it can write to debug window
18:29:15  <nielsm> you need to give the TownID for the goal's destination, not the tile of the town
18:29:22  <criador15> hmm
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18:30:25  <criador15> how i take the town id from a specific town from specific tile?
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18:31:32  <nielsm> the first town has id 0
18:31:37  <nielsm> the second has id 1
18:31:46  <nielsm> well, there might be holes in the id series
18:32:11  <criador15> so i have to track down id ands conditions to a town thats satisfacted the GS?
18:32:13  <nielsm> (in case some towns were deleted, during the game or during worldgen)
18:32:16  <glx> GSTile::GetClosestTown()
18:32:57  <glx> to get the townid from the tile
18:33:09  <criador15> uhh
18:33:16  <criador15> thats gold
18:34:04  <Alberth> just browse the list https://nogo.openttd.org/api/1.8.0/
18:34:14  <nielsm> yeah
18:34:18  <nielsm> read all the documentation
18:34:22  <nielsm> browse through it
18:34:28  <nielsm> you don't need to remember everything
18:34:31  <nielsm> just see it exists
18:34:43  <criador15> i am do the reverse
18:34:45  <nielsm> then you'll remember it when you need it, and can look up the details at that time
18:35:45  <criador15> first the need of it, then go find it
18:35:57  <criador15> but i look the doc too
18:36:32  <criador15> okay, if its still -1
18:36:42  <criador15> am i in trouble?
18:37:28  <glx> if it's still -1 check the errors
18:37:47  <glx> GSError::GetLastErrorString() should be useful
18:39:48  <criador15> ERR_PRECONDITION_FAILED
18:40:09  <nielsm> hmm, I could use some tonic water for a gin, but then I'd have to dress up for going outside (training pants are not good when it's windy and raining and close to freezing)
18:41:09  <criador15> so in english this would be?
18:41:53  <criador15> ahhh
18:41:56  <criador15> understood
18:43:16  <glx> one of the precondition shown in http://nogo.openttd.org/api/1.8.0/classGSGoal.html#8cfd4e97008202b4f9e8e7d61297d54f is not met
18:46:00  <nielsm> just to be sure, you do have at least one town on the map, right?
18:46:32  <criador15> the game display the name and population of 3 every 50 ticks
18:46:40  <criador15> yes, 3 citys
18:47:02  <Alberth> break the line in smaller parts, one call each line, and check each return result
18:47:30  <criador15> how i check if the second param of GSGoal.new is valid? its says text*goal
18:47:47  <criador15> how goal is a valid goal? what the apearence?
18:48:10  <glx> what do you pass for this param ?
18:48:14  <criador15> its prints the memory location
18:48:23  <criador15> local goal = GSText(GSText.STR_COMPANY_GOAL, GSCargo.CC_PIECE_GOODS,50,GSTile.GetClosestTown(GSMap.GetTileIndex(mapSX,mapSY)))
18:49:20  <Alberth> start with GSMap.GetTileIndex(mapSX,mapSY
18:49:36  <Alberth> next line do GSTile.GetClosestTown(..)
18:49:57  <Alberth> build it in small pieces, so you can find the call that fails
18:49:58  <criador15> 3 var for instance goal
18:50:10  <Alberth> instead of one of the 5 maybe
18:52:53  <glx> hmm I don't see this string in english.txt
18:53:30  <glx> hmm oh you can define your own strings of course
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18:54:50  <andythenorth> yo
18:54:55  <criador15> borrowed from busybee
18:54:58  <criador15> yo o/
18:56:01  <criador15> GSMap return 2080, town id is 2 until it is okay
18:59:30  <criador15> this line to be specific local goal_text = GSText(GSText.STR_COMPANY_GOAL, cargo.cid,this.wanted_amount, destination_string);
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19:08:04  <criador15> if the goal its not made, but there is no error what happen?
19:08:27  <criador15> forget what i said
19:08:50  <Alberth> hello wolf, andy
19:13:51  <criador15> GSCompany.ResolveCompanyID return -1 is okay?
19:14:20  <Alberth> documentation should define that, but it looks wrong
19:15:26  <criador15> -1 is company invalid?
19:15:39  <Wolf01> o/
19:16:21  <Alberth> https://nogo.openttd.org/api/1.8.0/classGSCompany.html#f62358efbc24594d388048863a50e0d4
19:16:52  <criador15> i looked here, but it dont sat if its a valid or not company id
19:17:00  <Alberth> compare with COMPANY_INVALID thus
19:20:24  <criador15> its not
19:21:42  <criador15> thanks
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19:28:06  <andythenorth> quak
19:31:53  <supermop_work_> hi andythenorth
19:32:55  * peter1138 returned
19:34:06  <frosch123> moo
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19:52:11  <Samu> are we still on 1.9.0-RC1?
19:52:26  <peter1138> Yes
19:52:38  <Samu> cool
20:03:00  <Eddi|zuHause> moo too?
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20:26:31  <peter1138> Oh...
20:28:33  <peter1138> Urgh.
20:28:43  *** Samu has quit IRC
20:28:43  <peter1138> Oh yes, that savegame crashes because of k-d tree, not my patch :p
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20:36:33  <andythenorth> well
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20:36:39  <andythenorth> tanks?
20:36:54  <Wolf01> Lego?
20:38:15  <Wolf01> I built the new Mclaren Senna, really nice
20:50:40  <frosch123> are there lego tanks?
20:51:05  <frosch123> or does lego not get more military than stormtroopers?
20:53:21  <frosch123> oi, people sell custom sorted lego sets on amaz*n
20:59:59  <LordAro> lego doesn't do any (real) military, last i checked
21:00:56  <nielsm> they have done medieval style stuff afaik, but yeah no modern military
21:01:16  <nielsm> and pirates
21:01:59  <andythenorth> no war theme
21:02:01  <andythenorth> only space war
21:02:04  <andythenorth> and medieval war
21:02:07  <andythenorth> and pirate war
21:02:10  <andythenorth> and war on crime
21:02:19  <andythenorth> and ninja war
21:02:39  <glx> and robot war IIRC
21:03:20  <frosch123> well, i found a polish lego competitor who offers a whole wot set, but i don't dare to post it to not upset andy's family
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21:29:40  <TrueBrain> glx: MSVC is weird on AzurePipelines
21:29:45  <TrueBrain> editbin is detected fine here
21:29:47  <TrueBrain> without any issue
21:29:48  <TrueBrain> AP .. refuses
21:29:51  <TrueBrain> I hate MSVC :(
21:30:12  <glx> editbin is detected only from inside visual studio
21:30:34  <TrueBrain> guess we have to bundle your solution, if you are okay with GPLing it, ofc
21:32:06  <glx> from outside you need to do call "C:\Program Files (x86)\Microsoft Visual Studio17\Enterprise\VC\Auxiliary\Build\vcvarsall.bat" x86
21:32:30  <TrueBrain> I refuse! That URL is way too volatile :P
21:32:50  <TrueBrain> I wanted a sane solution :P
21:32:54  <glx> there should be a var env with the path
21:34:49  <glx> hmm there isn't it seems :(
21:40:25  <TrueBrain> found a way :D
21:40:26  <TrueBrain> hihi
21:41:37  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
21:43:46  <glx> I'm in the final part of squirrel_export, the xxx_instance.cpp stuff
21:43:54  <TrueBrain> \o/
21:44:04  <TrueBrain> this is something new btw; not sure how to deal with that just yet
21:44:10  <TrueBrain> I am totally for adding it
21:44:17  <TrueBrain> but possibly we need to do it in a second PR right after it
21:44:42  <TrueBrain> not sure what others think about it
21:47:01  <glx> I wanted to do the cmake way, in src/ai and src/game, but target properties and dependencies are not easy to manage (because src/ai and src/game are parsed before src/script/api), so I'll generate them from src/script/api
21:47:27  <TrueBrain> we control the order things are parsed in
21:47:32  <TrueBrain> it is the order add_.. runs
21:47:38  <TrueBrain> so you can do with it what-ever you want :P
21:47:44  <TrueBrain> (and ad a comment: ORDER MATTERS)
21:48:05  <glx> ah yes, totally forgot this option
21:48:44  <TrueBrain> but as always, first make it to work, then we make it pretty :D
21:49:28  <glx> yes I'm still in the generate only part, so the generated files are exactly the same as it was before
21:49:29  <TrueBrain> LordAro / peter1138: you think if we sneak in squirrel auto-generation (and remove the generated files) in the cmake branch, that will be an acceptable thing to do? :D
21:49:57  <glx> they probably will need to change to be usable at compile time :)
21:50:06  <peter1138> TrueBrain, I'm happy with it.
21:50:09  <glx> but that will be the next step
21:50:28  <glx> peter1138 had a patch for that ;)
21:50:45  <TrueBrain> doesn't mean he likes it being in a single PR :)
21:50:56  <TrueBrain> I think everyone agrees we have to do it :P
21:51:09  <nielsm> I don't know if this is something that will be/remain a problem with the windows build, but the way the current VS projects block on building the baseset files from translations
21:51:38  <TrueBrain> nielsm: sorry, what do you mean?
21:51:59  <TrueBrain> I think a word is missing in that sentence, I just cannot find which :(
21:52:11  <glx> baseset generation seems faster with cmake for me
21:52:22  <nielsm> when you build in visual studio from clean currently, building the main ottd project does not start until the baseset files have been generated
21:52:30  <nielsm> (.obg .obs .obm files)
21:52:52  <nielsm> and that takes significantly longer than compiling the languages
21:53:06  <peter1138> The vbs was a bit crude.
21:53:20  <glx> yeah the vbs is not optimised
21:53:23  <nielsm> but if that's not a problem with cmake then I don't see any reason to try to improve it
21:53:24  <TrueBrain> CMake is slower than the shell variant
21:53:43  <TrueBrain> with CMake and MSVC, it still does the baseset first
21:53:56  <TrueBrain> with Ninja etc, it does it before OpenTTD, but does the languages at the same time
21:54:16  <TrueBrain> AP decided to remove timestamps from the logs, so I cannot see how long it takes now :D
21:54:31  <TrueBrain> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=2116 <- IT IS FULLY GREEN! (regression and everything)
21:54:33  <TrueBrain> wauw ....
21:54:42  <TrueBrain> that is kinda huge progress right there
21:55:09  <glx> a big step :)
21:56:10  <nielsm> hmm I should boot my linux machine tomorrow and look at that fluidsynth annoyance
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21:57:08  <nielsm> gnight
21:57:14  <TrueBrain> 8>Compiling language spanish
21:57:14  <TrueBrain> 4>Generating orig_tto.obm baseset metadata file
21:57:14  <TrueBrain> 8>Compiling language spanish_MX
21:57:19  <TrueBrain> locally it does it at the same time nielsm
21:57:34  <TrueBrain> so yeah, CMake fixes that ;)
21:58:13  <peter1138> "IT IS FULLY GREEN! (regression and everything)"
21:58:15  <peter1138> ^ Ship it!
21:58:34  <TrueBrain> bundling has to be fixed :D
21:58:41  <TrueBrain> but strictly seen, we can do that later :P
21:59:10  <TrueBrain> soon it might be good if we all try out the cmake branch, to see if we don't hit obvious issues
21:59:16  <TrueBrain> it should work/run for everyone
22:02:14  <peter1138> Hmm
22:02:49  <TrueBrain> but I first like to make another pass in making it a tiny bit more pretty
22:02:53  <TrueBrain> and tidying up a bit
22:03:05  <peter1138> Oh right, my old Makefile doesn't get deleted, heh.
22:03:21  <TrueBrain> we also need to work on getting grfcodec to work for our grf
22:03:24  <TrueBrain> and tons of -W flags
22:03:40  <TrueBrain> but, relative minor tbh
22:03:58  <peter1138> I have it built with cmake but I got stuck with boost :(
22:04:17  <peter1138> So it builds but only cos I happen to have boost installed, heh
22:04:53  <TrueBrain> who is using boost?
22:05:05  <TrueBrain> who should we start hitting with a breadstick
22:05:09  *** nielsm has quit IRC
22:05:25  <peter1138> grfcodec. it may be nforenum only.
22:05:34  <TrueBrain> ugh
22:05:39  <TrueBrain> good luck with that :D
22:05:58  <TrueBrain> I can look at it this weekend if you like? See if I can help
22:06:11  <TrueBrain> or possibly .. you can patch it so it doesn't use boost :D
22:06:56  <TrueBrain> right, telly time
22:07:13  <glx> hmm seems nmlc and python might be better than grfcodec and boost ;)
22:07:31  <peter1138> heh
22:08:14  <glx> but I guess it's using boost for historical reason
22:08:43  <peter1138> Hmm, it made a debug build
22:11:00  <peter1138> How do I make a normal build?
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22:13:46  <glx> cmake -DCMAKE_BUILD_TYPE <path_to_root>
22:13:55  <glx> cmake -DCMAKE_BUILD_TYPE=Release <path_to_root>
22:14:44  <peter1138> Ok
22:15:13  <peter1138> That's confusing. Current ./configure with no parameters makes a release build.
22:15:14  <glx> or RelWithDebInfo if you want to be able to debug
22:15:45  <peter1138> Hmm, I get compile warnings now, woo.
22:22:18  <andythenorth> yes but bedtime
22:22:51  <andythenorth> very unsleeping last night
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22:40:15  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #6993: Enhancements: Allow the scenario (.scn) to run by using the parameter in the openttd.cfg file. https://git.io/fhTQd
22:40:16  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #7016: New variables for railtype  https://git.io/fh3QT
22:43:13  *** sla_ro|master has quit IRC
22:51:08  <DorpsGek_II> [OpenTTD/website] Leffe108 commented on issue #48: finger.openttd.org https://git.io/fjvvQ
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22:59:20  <Zuu> Nice initiative with monthly blog bost. :-)
23:02:14  <LordAro> an Zuu
23:02:32  <LordAro> bit early to see if it actually is monthly :p
23:02:49  <LordAro> wait, when did i get op?
23:26:15  <Zuu> Why is it so hard to close down projects?
23:27:40  <Zuu> (regarding trying to officially discontinuing ottdau)
23:53:02  <k-man> what is ottdau?
23:54:06  <Zuu> An old solution to update openttd on windows.
23:55:12  <Zuu> A 3rd party tool that you ran before starting openttd that would update it if there is an update available and then start openttd. Much like steam does.
23:55:29  <k-man> oh i see
23:55:58  <k-man> while searching for that, i saw this: https://www.microsoft.com/en-au/p/openttd/9pjphwm23sds?activetab=pivot:overviewtab
23:57:17  <Zuu> There is a thread about it on the forum. From what I remember basically it is known. But there is also a free/open version on the store too.
23:59:30  <k-man> ah right

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