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Log for #openttd on 17th February 2020:
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02:15:06  <DorpsGek_III> [OpenTTD/OpenTTD] Quipyowert2 opened pull request #8007: Codechange: Avoid copying function parameters by using const references https://git.io/Jv8iW
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02:38:20  <DorpsGek_III> [OpenTTD/OpenTTD] Quipyowert2 updated pull request #8007: Codechange: Avoid copying function parameters by using const references https://git.io/Jv8iW
02:41:39  <DorpsGek_III> [OpenTTD/OpenTTD] Quipyowert2 commented on pull request #8007: Codechange: Avoid copying function parameters by using const references https://git.io/Jv8i7
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07:40:01  <andythenorth> yo
07:47:29  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8007: Codechange: Avoid copying function parameters by using const references https://git.io/Jv89v
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08:14:52  <andythenorth> hurrah only 3 yellow cells left https://wiki.openttd.org/NewGRF_Specification_Status
08:15:32  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #8007: Codechange: Avoid copying function parameters by using const references https://git.io/Jv8iW
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08:18:54  <andythenorth> review these anyone? :) https://github.com/OpenTTD/nml/pull/84
08:18:57  <andythenorth> https://github.com/OpenTTD/nml/pull/81
08:43:45  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7337: Audio driver crash on quit - fluidsynth/SDL https://git.io/fhpg0
08:50:46  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/Jv8HC
08:56:26  * andythenorth wonders how to help spnda
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13:03:57  <Samu> hi
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14:14:35  <DorpsGek_III> [OpenTTD/nml] planetmaker commented on pull request #84: Add: industry vars 0x70 and 0x71 https://git.io/Jv8pW
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14:26:34  <DorpsGek_III> [OpenTTD/nml] planetmaker commented on issue #80: openttd_version: OpenTTD var 21/1A result has changed since OpenTTD moved to git https://git.io/JvchK
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15:04:37  <DorpsGek_III> [OpenTTD/nml] andythenorth commented on pull request #84: Add: industry vars 0x70 and 0x71 https://git.io/Jv8jU
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15:17:53  <DorpsGek_III> [OpenTTD/nml] andythenorth updated pull request #84: Add: industry vars 0x70 and 0x71 https://git.io/Jv82f
15:19:48  <DorpsGek_III> [OpenTTD/nml] andythenorth updated pull request #84: Add: industry vars 0x70 and 0x71 https://git.io/Jv82f
15:20:25  <andythenorth> hi nielsm
15:21:25  <planetmaker> Hi andythenorth :)
15:21:29  <andythenorth> hi pm
15:21:45  <nielsm> hi andythenorth
15:22:01  <planetmaker> vars 0x70 0x71: shouldn't we go for slight deprecation period? Or are they not deprecated, but really unusable?
15:22:37  <andythenorth> this just fixes an oversight from previoius 16 cargo commits
15:22:53  <planetmaker> Ok, I thought so... but wasn't sure
15:23:11  <andythenorth> I don't actually know about deprecation perioid, I'm just following precedent
15:23:31  <andythenorth> but anyway coding an industry set relying on those 2 old vars is going to be in an odd world :)
15:23:40  <planetmaker> yeah, probably
15:23:48  <andythenorth> all the other similar vars have gone
15:23:53  <andythenorth> I bet I find FIRS uses them now :P
15:24:01  <planetmaker> hehe
15:24:11  * andythenorth tries
15:26:34  <DorpsGek_III> [OpenTTD/nml] planetmaker approved pull request #84: Add: industry vars 0x70 and 0x71 https://git.io/Jv8j5
15:27:12  <andythenorth> ta
15:27:16  <planetmaker> np
15:27:18  <andythenorth> I'll update https://wiki.openttd.org/NewGRF_Specification_Status
15:27:24  <planetmaker> ty
15:27:45  <planetmaker> (how far can one go with 2-letter conversations? :P)
15:27:59  <DorpsGek_III> [OpenTTD/nml] planetmaker merged pull request #84: Add: industry vars 0x70 and 0x71 https://git.io/Jv82f
15:28:11  <andythenorth> vf
15:30:51  <planetmaker> ic
15:35:12  <andythenorth> oof prop 0x70 docs
15:35:27  <andythenorth> (var 0x70)
15:35:32  <andythenorth> the old vars had "amount of output cargo that is produced every 256 ticks. Initial value from the prod_multiplier-property, but it will change accordingly when the production level changes."
15:35:39  <andythenorth> but prod_multiplier is deprecated in 0.5
15:35:59  <andythenorth> I'm assuming it now should refer to 'cargo_types'
15:36:05  <andythenorth> but I don't really understand the relationship
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15:37:09  <planetmaker> hm...
15:37:10  <andythenorth> nielsm: Eddi added 0x70 here https://github.com/OpenTTD/OpenTTD/pull/7409/commits/02b2b7b5b41fd7bcc404774b3d31b67a3f0bc73a
15:37:35  <andythenorth> wondering how to document it (for nfo or nml both)
15:38:41  <andythenorth> I never really understood production_rate_1 or production_rate_2
15:40:05  <andythenorth> to be more accurate, I never understood their purpose, the maths is fine and really obvious
15:40:27  <andythenorth> I suppose it's for running down reserves or something
15:40:34  <andythenorth> or just an artefact of original TTD
15:42:15  <andythenorth> anyway, I'm betting it can just refer to cargo_types :P
15:54:12  <andythenorth> any opinons what to do with 0x9C and 0x9D? https://wiki.openttd.org/NewGRF_Specification_Status#OpenTTD_1.10
16:00:08  <planetmaker> dunno whether it was ever implemented in NML... so no action needed?
16:00:22  <planetmaker> nfo... grfcodec probably should warn
16:04:04  <FLHerne> andythenorth: FWIW, I think the grfspecs should document the deprecated vars, so people can make sense of existing grfs that use them
16:04:17  <FLHerne> (but then I'm not volunteering to write those docs, so meh)
16:04:29  <spnda> nielsm: Hi, I saw your review on pr #7955 and I am not quite sure what you mean. You mentioned I need to use the override keyword on that ResolveReal function.
16:04:35  <andythenorth> some of them are in the 80+ vars http://marcin.ttdpatch.net/sv1codec/TTD-locations.html
16:04:39  <andythenorth> so strictly are documented
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16:06:55  <Eddi|zuHause> spnda: in the olden days, C++ would just implicitly figure out "override", but in newer versions, it's suggested to do this explicitly
16:07:36  <Eddi|zuHause> spnda: because there's like 3 different ways to do it, and it may be tricky to see at a glance which one is used
16:08:08  <spnda> hmm ok, though I have no idea which one to use.
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16:08:26  <spnda> I saw NRT also still uses /* virtual */
16:08:52  <Eddi|zuHause> spnda: yeah, old code is not necessarily updated this way
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16:09:22  <planetmaker> specs should continue to mention them - as deprecated
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16:09:46  <spnda> Eddi|zuHause: So should I just leave it? I mean, that's what nielsm explicitely requested in his review.
16:10:09  <Eddi|zuHause> spnda: i don't know your code or the review
16:10:19  <nielsm> even if your code is copy-pasted it's still new code and should be updated :)
16:10:45  <spnda> Eddi|zuHause: https://github.com/OpenTTD/OpenTTD/pull/7955#pullrequestreview-359566618
16:10:56  <Eddi|zuHause> spnda: but people going "i have no clue which onee to use" is precisely the problem trying to be solved.
16:11:40  <Eddi|zuHause> spnda: the developer should spend the 5 minutes to read up what are the sublte differences
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16:14:27  <spnda> differences between which options though? I'm still not to experienced with all different ways to do something in C++, so I'd have trouble figuring stuff out.
16:15:03  <planetmaker> http://sandordargo.com/blog/2018/07/05/cpp-override might explain why / when using override: always when you override a virtual function
16:16:06  <planetmaker> thus it makes it a compile-time error when there's no base function to override - which the old way /* virtual */ would not do. It would simply and silently create a new method in the derived class
16:17:44  <planetmaker> see also the accepted answer int https://stackoverflow.com/questions/13880205/is-the-override-keyword-just-a-check-for-a-overridden-virtual-method
16:18:06  <spnda> Well, isn't that actually what I am doing anyway? In my declaration of RoadStopResolverObject I mark it as a const override. Which my definition in c++ doesn't change, does it?
16:19:23  <nielsm> okay I see you do have override in the class declaration
16:19:45  <nielsm> but iirc you should also have it on the function definition, don't remember for sure though
16:19:55  <planetmaker> does it hurt to repeat?
16:20:02  <spnda> it doesn't compile then
16:20:12  <planetmaker> meh
16:24:42  <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/Jv4fc
16:27:24  <DorpsGek_III> [OpenTTD/OpenTTD] spnda commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/Jv4fB
16:36:39  <andythenorth> does anyone know how to actually fetch the sprites yet? :)
16:49:09  <FLHerne> I notice the NML operator >>> isn't documented
16:50:09  <andythenorth> o_O
16:50:46  <FLHerne> (also, why is there no corresponding <<< operator?)
16:51:09  <FLHerne> Hang on, SHIFTU_LEFT is <<
16:51:51  <FLHerne> But SHIFT_LEFT is also <<
16:52:18  <FLHerne> Does it not matter for reasons?
16:52:39  * FLHerne stops to work out how bitshift behaviour differs for unsigned numbers
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16:59:17  <planetmaker> I believe the shift operator simply ignores sign... so don't use it on signed numbers. Not sure though.
16:59:54  <planetmaker> shift is a bit operation after all, ignoring any interpretation of the bits as number or otherwise
17:01:59  <FLHerne> Well, both NFO and NML have different operators where the only difference is "but source1 is considered signed"
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17:03:29  <planetmaker> hm :)
17:04:16  <FLHerne> Ah
17:05:43  <andythenorth> anyone fancy #81 https://wiki.openttd.org/NewGRF_Specification_Status#OpenTTD_1.10
17:05:44  <FLHerne> I think the "signed" version of shift_right fills with the sign bit, whereas ushift_right fills with zero?
17:05:56  <andythenorth> oops wrong link I'm an idiot ;)
17:06:02  <andythenorth> https://github.com/OpenTTD/nml/pull/81
17:06:05  <planetmaker> it should not fill with sign bit but simply exclude the sign bit
17:06:09  <planetmaker> and keep it
17:06:53  <planetmaker> in both cases actually, shifting left or right
17:07:13  <planetmaker> or is my thinking wrong on this?
17:09:35  <FLHerne> Hm
17:09:39  <FLHerne> Implementation is at https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf.cpp#L7260
17:09:48  <FLHerne> So I tried to look up what that actually means
17:11:02  <DorpsGek_III> [OpenTTD/nml] planetmaker approved pull request #81: Change: add TTDPatchFlag 0x80  https://git.io/Jv4Jg
17:11:12  <FLHerne> I think your thinking is wrong on this, if it's 2's-complement?
17:11:29  <DorpsGek_III> [OpenTTD/nml] planetmaker merged pull request #81: Change: add TTDPatchFlag 0x80  https://git.io/JvCoh
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17:18:15  <andythenorth> thanks PM
17:18:34  <andythenorth> not sure how to document that :P
17:18:35  <andythenorth> let's see
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17:20:03  <andythenorth> I guess it goes here https://newgrf-specs.tt-wiki.net/wiki/NML:General
17:20:48  <planetmaker> yes
17:22:12  <andythenorth> hmm
17:22:44  <andythenorth> done
17:23:04  <spnda> Still clueless on why the sprites aren't being rendered correctly. https://github.com/spnda/OpenTTD/blob/roadstops/src/newgrf_roadstop.cpp#L205. That function seems weird. If I put the relocation int instead of total_offset, i get the correct sprites.
17:23:06  <andythenorth> even less red https://wiki.openttd.org/NewGRF_Specification_Status
17:23:28  <spnda> Anyone know what I might be doing wrong? I'd love to continue making my patch but this is really annoying...
17:23:34  <DorpsGek_III> [OpenTTD/nml] andythenorth commented on issue #83: Support for industry vars 0x70 and 0x71 needed. https://git.io/Jv8gN
17:23:34  <DorpsGek_III> [OpenTTD/nml] andythenorth closed issue #83: Support for industry vars 0x70 and 0x71 needed. https://git.io/Jv8gN
17:24:08  <DorpsGek_III> [OpenTTD/nml] andythenorth commented on issue #46: Update nml wiki docs for NotRoadTypes (NRT) https://git.io/Je8fO
17:24:35  <andythenorth> would be good if we could do this :) https://github.com/OpenTTD/nml/issues/42
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17:40:34  <planetmaker> yes, that would actually be tremendous
17:42:01  <planetmaker> but not today... when the new coop fileserver runs well on the new system, then yes :)
17:42:49  <planetmaker> it's a frigging TB of files on it...
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18:15:44  <DorpsGek_III> [OpenTTD/OpenTTD] spnda commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/Jv4TB
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18:18:34  <LordAro> bad matrix
18:18:45  <LordAro> quak
18:24:20  <frosch123> hoi
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18:28:53  <DorpsGek_III> [OpenTTD/OpenTTD] grv87 commented on issue #7998: Assertion failed at line 111 of src\core\pool_type.hpp https://git.io/JvWFY
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18:33:37  <pm> @logs
18:33:37  <DorpsGek> pm: https://webster.openttdcoop.org/index.php?channel=openttd
18:33:54  <^Spike^> i'll fix the cert in a moment.... :)
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20:01:47  <spnda> Trying to get some basics done for NMLC and.... "Directly referring to sprite sets is not possible for feature 14". What does that even mean? I don't recall you ever needing a switch or whatever to pass to "default:"
20:04:39  <frosch123> some features also have spritegroups
20:05:05  <frosch123> specifically vehicles and stations
20:05:14  <spnda> ok that's true
20:05:36  <DorpsGek_III> [OpenTTD/nml] glx22 opened pull request #85: Change: industry tiles and houses now support 16 accepted cargos https://git.io/Jv4tu
20:05:47  <andythenorth> planetmaker: new server? o_O
20:05:54  <frosch123> oh, and other features have spritelayouts
20:06:03  <andythenorth> frosch123: grinding continues :) https://wiki.openttd.org/NewGRF_Specification_Status
20:06:15  <frosch123> andythenorth: new certificate at least
20:06:16  <spnda> well, I am using spritegroups
20:06:41  <andythenorth> I've checked ~most of NML NRT
20:07:06  <andythenorth> "RoadVeh property 1C flag 0 new meaning" I didn't dig far enough to know what's changed with that, it's the 'I am a tram' flag iirc
20:07:15  <frosch123> i used your cyan and also added an entry in the ottd column
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20:07:21  <andythenorth> Action 7/9 condition 0F..12 I have NFI about
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20:07:55  <andythenorth> the Action 5 I haven't tried to understand yet
20:08:00  <andythenorth> all varact 2 I've checked
20:08:03  <frosch123> property 1c flag 0 is tightly attached to property 05
20:08:10  <planetmaker> andythenorth, yes, meaning to for long time. Now taking on actual form
20:08:20  <frosch123> property 05 references an entry in either the road or the tram translation table
20:08:25  <frosch123> 1c flag 0 decides which
20:08:44  <frosch123> both info needs to get combined somewhere, otherwise noone will get it :)
20:09:45  <frosch123> it would probably be a common mistake to put a tram label into 05 in nml, forget 1c, and then wonder why the vehicle is unavailable due to invalid road type
20:10:10  <andythenorth> yes
20:10:34  <andythenorth> in a parallel universe, TTDP added trams as a new type on the same tile
20:10:42  <andythenorth> unfortunately we got this universe :P
20:10:54  <frosch123> then there is also the compatibility layer, if you do not set property 05, then 1c decides between ROAD and ELRL
20:11:27  <frosch123> andythenorth: i think i read somewhere that trams were pikka's idea/fault
20:12:41  <andythenorth> I blame Pikka!
20:12:47  <spnda> Am I seeing this wrong or are spritegroups always either loading: or loaded:? (in nml & nfo)
20:13:22  <frosch123> let's say spritegroups put spritesets into two categories :)
20:13:46  <frosch123> for vehicles they are called "moving"/"loading", for stations "little"/"lots"
20:14:01  <frosch123> maybe some call "moving" also "loaded", but imo thats weird
20:14:02  <spnda> what's "little"/"lots" in stations?
20:14:18  <frosch123> do you know gradual loading for vehicles?
20:14:40  <spnda> well, I could think of what it could be
20:15:09  <frosch123> vehicle shows different sprite for different percentage loaded, sprites are assigned via a linear mapping
20:15:39  <frosch123> stations have the same for waiting cargo, but the mapping is not linear, but two separate sections of linear
20:15:41  <spnda> Oh like some stations use that to show the amount of passengers waiting at a station
20:15:58  <frosch123> vehicle provide sprites for 0%, 25%, 50%, 100%
20:16:20  <frosch123> stations provide sprites for 0, 50, 100, 150, (break), 500, 1000, 1500
20:16:30  <frosch123> the first range is "little" the second "lots"
20:16:38  <spnda> Ah ok I think I see it now
20:16:45  <spnda> How is it assigned though (in NFO for stations)?
20:17:09  <frosch123> the numbers i used are examples, newgrf can define how many steps they want
20:17:35  <frosch123> https://newgrf-specs.tt-wiki.net/wiki/Action2/Stations
20:17:36  <spnda> Ah I see on the wiki I can define the amount of little and the amount of lots.
20:17:48  <frosch123> https://newgrf-specs.tt-wiki.net/wiki/Action0/Stations#Little.2Flots_threshold_.2810.29
20:18:10  <frosch123> the action 0 property defines the threshold between little and lots
20:18:33  <frosch123> the action2 (or "spritegroup") defines N spritesets to each
20:19:15  <spnda> For Action0, you mean cargo_threshold?
20:19:28  <frosch123> anyway, old stuff. newer features used va2 instead of hard-coded a2 choices
20:20:07  <frosch123> nml doesn't have stations, so there is only nfo name (property 10), is there?
20:20:46  <spnda> property 10 of?
20:20:58  <frosch123> the second link above
20:21:28  <spnda> oh that is prop 10
20:23:18  <spnda> Oh and va2 is called deterministic sprite group in the openttd code, well then
20:25:22  <glx> opposite to random :)
20:26:19  <andythenorth> glx did an nml PR :)
20:26:36  <andythenorth> I am not competent to review that one :P
20:26:55  <andythenorth> https://github.com/OpenTTD/nml/pull/85
20:27:08  <frosch123> spnda: essentially, the old (pre 2005) grf stuff (vehicles and stations), used spritegroups to choose between different sprites using a fixed criterion
20:27:12  <glx> yeah, I needed to remove syntax options for houses, I hope nobody used them
20:27:39  <glx> (they are not in the doc anyway, just in regression)
20:27:50  <spnda> frosch123: and now we use va2?
20:27:56  <spnda> also, any NML examples of va2?
20:27:57  <frosch123> after 2005 deterministic VA2 was added to pick sprites depending on a multitude of criterions
20:28:08  <frosch123> va2 is "switch" in nml :)
20:28:10  <andythenorth> 85 is the last 2 things to make nml support OpenTTD 1.9.0 :)
20:28:17  <andythenorth> just in time for 1.10 :D
20:28:38  <glx> nml 0.5 will support only openttd anyway
20:28:56  <spnda> oh
20:29:07  <frosch123> i wondered whether nml 0.5 should use a new binary name "nml5" or so
20:29:10  <frosch123> like "python3"
20:29:17  <spnda> yeah, why not
20:29:35  <frosch123> currently i have to switch symlinks, when i want to compile different firs versions :)
20:29:55  <glx> yeah 0.4 syntax is not compatible with 0.5 syntax
20:30:08  <frosch123> but debian packager will kill us :)
20:31:08  <frosch123> hmm, or nml could get some compatibility layer
20:31:23  <frosch123> read old nml, write grf using new stuff
20:31:47  <spnda> +glx: Did the syntax change in a big way, or just slighlty?
20:32:01  <glx> minor changes
20:32:14  <glx> mainly some variable names
20:32:18  <frosch123> enough that you cannot compile any industry set, except one firs branch
20:33:36  <frosch123> hmm, i guess compatibility layer is quite hard for the production callback
20:33:53  <andythenorth> the nml industry page is now borderline lolz
20:33:57  <andythenorth> we basically have 2 APIs
20:34:19  <glx> for example nml#84 removed some vars and replaced with a more useful one
20:34:24  <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/NML:Industries
20:34:36  <glx> hard to write compatibility layer for that I think
20:34:57  <andythenorth> it's ok if you self-build nml and can switch versions :P
20:35:17  * andythenorth never needs to build old FIRS anyway
20:36:18  <glx> at least with nml#85 I could keep the syntax :)
20:36:30  <glx> but it's not always possible
20:37:30  <frosch123> nml master stops at 81?
20:38:29  <andythenorth> looks like it
20:38:52  <frosch123> oh, it's not merged ...
20:39:09  <andythenorth> 84 is in
20:39:31  <andythenorth> and 82
20:39:44  <andythenorth> wait no too many GH tabs :(
20:39:53  <andythenorth> I have about 25 tabs open for NML crap at the moment :)
20:39:53  <spnda> So, I've edited NML a bit, but can't really figure out if I want to do sprite groups or sprite layouts... I'll need to come up with something tomorrow, when  I am in my C++ code.
20:40:05  <andythenorth> roadstops?
20:40:09  <andythenorth> spritelayouts
20:40:11  <glx> 81 and 84 are merged
20:40:11  <spnda> I hope I understand this better tomorrow... It's kinda confusing for someone who only made basic trains before
20:40:16  <spnda> Yeah thought so too andy
20:40:26  <andythenorth> needs to follow industries and objects imho
20:40:46  <andythenorth> I could be talking out of my bum though, I am prone to misunderstanding :P
20:41:07  <glx> spnda: first step is to determine a spec :)
20:41:15  <spnda> For now it's similar to stations and objects, but I'll need to go into the code further and change things around..
20:41:58  * andythenorth wonders about NML RFCs
20:42:03  <andythenorth> massive overkill? :P
20:42:05  <frosch123> usually i look at other features, collect what is similar, and then decide "also wanted, similar api", "also wanted, but different api", "not wanted"
20:42:09  <spnda> +glx: I've got a basic spec ready. I wanted to get a basic spec done and then add more features later.
20:42:20  <spnda> Exactly what I did frosch
20:42:30  <spnda> But I'll have to go now, so bye.
20:42:43  <glx> yeah the best way is to find and use similar existing stuff
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21:49:16  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #7998: Assertion failed at line 111 of src\core\pool_type.hpp https://git.io/JvWFY
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22:30:21  <planetmaker> nah, I'd not rename nml binary.
22:30:29  <planetmaker> @seen bjarni
22:30:30  <DorpsGek> planetmaker: bjarni was last seen in #openttd 8 years, 19 weeks, 2 days, 22 hours, 11 minutes, and 23 seconds ago: <Bjarni> heh
22:33:06  <planetmaker> <andythenorth> [20:40:26] needs to follow industries and objects imho <-- for anything new in NewGRF land, that's a good choice, IMHO
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