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00:02:59 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg 00:13:04 *** Wormnest_ has joined #openttd 00:14:01 *** Wormnest has quit IRC 00:15:45 *** Wormnest has joined #openttd 00:22:31 *** Wormnest_ has quit IRC 00:25:01 *** Wormnest has quit IRC 00:31:45 *** Flygon has joined #openttd 01:02:16 *** Supercheese has quit IRC 01:15:22 *** Wormnest has joined #openttd 03:10:14 *** Mazur has joined #openttd 03:14:44 *** D-HUND has joined #openttd 03:18:06 *** debdog has quit IRC 03:44:28 *** Samu has quit IRC 03:52:58 *** tokai has joined #openttd 03:52:58 *** ChanServ sets mode: +v tokai 03:53:11 *** Guest3248 is now known as th0bse_ 03:59:56 *** tokai|noir has quit IRC 04:06:41 *** dihedral has quit IRC 04:11:04 *** dihedral has joined #openttd 04:44:33 *** Supercheese has joined #openttd 05:11:49 *** glx has quit IRC 06:32:44 *** Alberth has joined #openttd 06:32:44 *** ChanServ sets mode: +o Alberth 06:37:31 *** Smedles has quit IRC 06:37:49 *** Smedles has joined #openttd 07:48:39 *** andythenorth has joined #openttd 07:56:24 <Alberth> o/ 08:09:09 <andythenorth> moin 08:10:05 *** stefino has joined #openttd 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 :) 08:23:47 *** stefino has quit IRC 08:26:38 <Alberth> the right answer is likely "no, but you can publish a new version that overrides the old one" 08:44:40 *** th0bse_ has quit IRC 08:45:02 *** th0bse has joined #openttd 08:45:41 *** th0bse is now known as Guest3331 08:53:48 *** Supercheese has quit IRC 08:54:10 *** Supercheese has joined #openttd 09:06:01 <andythenorth> maybe we should write more GS 09:06:07 <andythenorth> to find out what's wrong with GS 09:15:17 *** Flygon_ has joined #openttd 09:17:43 <peter1138> Yeah? 09:21:04 *** Supercheese has quit IRC 09:21:16 *** andythenorth has quit IRC 09:22:23 <peter1138> Or quit. 09:22:27 *** Flygon has quit IRC 09:27:34 <planetmaker> moin 09:33:47 *** Flygon__ has joined #openttd 09:35:00 <Alberth> o/ 09:40:56 *** Flygon_ has quit IRC 10:05:31 *** andythenorth has joined #openttd 10:14:51 *** Thedarkb-T60 has quit IRC 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 12:18:21 *** Samu has joined #openttd 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 12:30:05 *** criador15 has joined #openttd 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 12:40:10 *** criador15 has left #openttd 12:47:00 *** criador15 has joined #openttd 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 13:07:03 *** criador15 has quit IRC 13:09:44 *** criador15 has joined #openttd 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 13:15:51 *** Flygon__ has quit IRC 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 13:20:00 *** Alkel_U3 has quit IRC 13:21:17 <criador15> well, how is a valid API version? 13:21:23 *** Alkel_U3 has joined #openttd 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 13:57:46 *** supermop_work has joined #openttd 13:59:03 *** supermop_work_ has joined #openttd 14:01:10 *** Guest3331 has quit IRC 14:05:51 *** supermop_work has quit IRC 14:07:58 <criador15> exiting, see ya o/ 14:08:07 *** criador15 has quit IRC 14:10:55 *** synchris has joined #openttd 14:15:49 <peter1138> hm 14:23:04 *** Wormnest has joined #openttd 14:27:25 *** criador15 has joined #openttd 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 14:43:04 *** criador15 has quit IRC 15:00:09 *** Wormnest_ has joined #openttd 15:00:51 *** Wormnest has quit IRC 15:03:56 *** nielsm has joined #openttd 15:04:00 <nielsm> hello 15:09:07 <nielsm> this weekend, merge and backport fixes and release RC2? 15:10:21 *** Wormnest_ has quit IRC 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 15:31:10 *** Thedarkb-T60 has joined #openttd 15:47:17 *** HerzogDeXtEr has joined #openttd 16:28:50 *** Progman has joined #openttd 16:39:37 *** DrSegfault has joined #openttd 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) 17:22:57 *** criador15 has joined #openttd 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); 17:25:49 *** sla_ro|master has joined #openttd 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 17:30:15 *** criador15 has quit IRC 17:31:47 *** criador15 has joined #openttd 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? 17:35:18 *** criador15 has quit IRC 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 17:43:42 *** criador15 has joined #openttd 17:43:44 <criador15> understood 17:43:59 *** gelignite has joined #openttd 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?) 17:52:24 *** criador15 has quit IRC 17:54:32 *** criador15 has joined #openttd 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 18:07:37 *** criador15 has quit IRC 18:10:55 *** criador15 has joined #openttd 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 18:16:18 *** andythenorth has quit IRC 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 18:19:59 *** glx has joined #openttd 18:19:59 *** ChanServ sets mode: +v glx 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 18:29:32 *** Eddi|zuHause has quit IRC 18:30:25 <criador15> how i take the town id from a specific town from specific tile? 18:30:37 *** Eddi|zuHause has joined #openttd 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 18:53:51 *** andythenorth has joined #openttd 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); 19:00:16 *** Wolf01 has joined #openttd 19:03:43 *** Supercheese has joined #openttd 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 19:22:06 *** criador15 has quit IRC 19:26:29 *** frosch123 has joined #openttd 19:28:06 <andythenorth> quak 19:31:53 <supermop_work_> hi andythenorth 19:32:55 * peter1138 returned 19:34:06 <frosch123> moo 19:35:06 *** Samu has quit IRC 19:49:12 *** supermop_work_ has quit IRC 19:51:55 *** Samu has joined #openttd 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? 20:22:30 *** Eddi|zuHause has quit IRC 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 20:30:35 *** Compu has joined #openttd 20:30:49 *** Alberth has left #openttd 20:36:33 <andythenorth> well 20:36:35 *** Eddi|zuHause has joined #openttd 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 21:09:38 *** gelignite has quit IRC 21:17:53 *** frosch123 has quit IRC 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 21:57:05 *** synchris has quit IRC 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? 22:12:29 *** Wormnest has joined #openttd 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 22:22:55 *** andythenorth has quit IRC 22:29:51 *** Samu has joined #openttd 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 22:57:58 *** Zuu has joined #openttd 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