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I get 6 roads and 6 trams, with 3 roads repeated and 3 trams repeated 10:34:01 * V453000 has strong opinions today 10:34:03 <Wolf01> Hi V 10:34:08 <V453000> heyo 10:34:08 *** welshdragon has joined #openttd 10:35:52 <Wolf01> Is the FOR_ALL_SORTED_ROADTYPES which should filter only the basetype I set... but it returns the road subtypes twice 10:36:02 *** welshdragon has quit IRC 10:36:29 *** welshdragon has joined #openttd 10:37:42 <Wolf01> Or maybe it's the inner for that's wrong 10:38:28 <Wolf01> Nah... even worse 10:38:51 *** NGC3982_ has joined #openttd 10:39:54 <Wolf01> It's wrong because I don't even need the for... 10:40:28 <andythenorth> http://dev.openttdcoop.org/attachments/download/8132/NRT-sprites-2.png 10:40:31 <andythenorth> just the half-tiles needed... 10:40:35 *** NGC3982 has quit IRC 10:40:37 <andythenorth> for underlays 10:40:39 <andythenorth> then overlays 10:40:49 <andythenorth> bridges, tunnels, depots 10:41:00 <V453000> my brain commits suicided when reading that 10:41:05 <V453000> -d 10:41:28 <V453000> getting RAWR/BRIX flashbacks XD 10:41:46 <Wolf01> Aren't the T pieces wrong? 10:43:09 <andythenorth> they are being shown where they shouldn’t be 10:43:10 <andythenorth> yes 10:43:23 <andythenorth> should be half-tiles in some places 10:43:27 <Wolf01> We need a proper roadbit map 10:43:41 <Wolf01> Roadbit-to-sprite 10:45:55 <Wolf01> It's easy to work out, with pen and paper 10:46:08 <andythenorth> http://dev.openttdcoop.org/attachments/download/8133/NRT-sprites-3.png 10:46:24 * andythenorth took a day off work 10:46:41 <andythenorth> much easier to do ottd stuff if not worked 8-12 hours already 10:46:49 <Wolf01> :) 10:46:53 <V453000> XD I know that 10:49:38 <V453000> me is big wannabe python programmer 10:49:40 <V453000> :D 10:50:00 <V453000> making a script which takes an image, filters some specific colours, and saves those specific image pieces in some places 10:50:03 <V453000> shit's wild 10:55:28 <andythenorth> is PIL? 10:55:36 <andythenorth> or ImageMagick? 10:55:42 <andythenorth> or in some other app? 10:57:13 <andythenorth> Wolf01: wondering if the patch from frosch added bridges and tunnels? 10:57:23 * andythenorth should probably read it :P 10:57:24 <andythenorth> https://github.com/andythenorth/NotRoadTypes/commit/42586cd856bda94785fcf7d603d15868091fba5b 10:57:29 <frosch123> no, just plain track 10:57:33 <Eddi|zuHause> Wolf01: so something similar to the image that shows the mapping from height bits to slopes? 10:57:40 <andythenorth> ho quak 10:57:42 <frosch123> no catenary, no bridges, no tunnels, no level crossing 10:57:44 <andythenorth> unusual daytime frosch 10:58:10 <Wolf01> Eddi, sort of, I think I already found it somewhere, maybe in the forum or in some newgrf tutorial 10:58:18 <V453000> PIL 10:58:25 <andythenorth> lawks 10:58:38 <andythenorth> PIL is not the friendliest python module ever :) 10:58:50 <andythenorth> sometimes it rather sharply teaches you about the distinctions between copy() and deepcopy() 10:59:14 <andythenorth> it’s a bit of a crapshoot about what modifies the Image you’re operating on, and what returns a copy 10:59:19 <frosch123> andythenorth: it's an usual day in an unusual state 10:59:36 <andythenorth> frosch123: cryptic? 10:59:53 <Eddi|zuHause> andythenorth: half of germany has a holiday on 31.10, and the other day on 1.11 10:59:59 <andythenorth> ah 11:00:06 <Eddi|zuHause> protestant/catholic nonsense 11:00:39 <V453000> didn't get to that yet andythenorth :) 11:00:55 <andythenorth> V453000: it only comes up when you’re looking at the results, and asking ‘wtf' 11:00:58 <V453000> also I have some programmer helpers to warn me shit :D 11:01:02 <V453000> XD right 11:01:06 <andythenorth> also Image.show() is a useful tool when debugging 11:01:16 <V453000> I'm creating copies atm to work with 11:01:20 <V453000> and only read from the sources 11:01:26 <V453000> & save copies upon output 11:02:20 <andythenorth> Wolf01: how about equivalent of sprite aligner tool, just show the bits in-game? o_O 11:02:26 <andythenorth> in-game docs are leet :P 11:03:27 <Wolf01> Oh, just a html table with the correct order of sprites to use should be enough 11:03:37 *** welshdragon has quit IRC 11:04:24 * andythenorth needs to do overlay sprites next 11:04:32 <andythenorth> or tramz 11:04:45 <frosch123> can you also remove the walkways from the underlay? 11:05:12 <V453000> not having to figure out correct order of sprites = heaven 11:05:31 <peter1138> I never have to do that. 11:05:50 <Wolf01> Mmmmh, I get an assert on base roadtype: 33554690... a bit too high, the limit is 2 11:06:13 <Eddi|zuHause> i don't know how that is difficult, just look at opengfx or another base set 11:06:21 *** welshdragon has joined #openttd 11:06:55 <Eddi|zuHause> @base 10 2 33554690 11:06:55 <DorpsGek> Eddi|zuHause: 10000000000000000100000010 11:07:30 <Eddi|zuHause> my guess is some bitstuffing that you didn't undo properly 11:07:56 <Eddi|zuHause> @base 10 16 33554690 11:07:56 <DorpsGek> Eddi|zuHause: 2000102 11:09:06 <Wolf01> Really strange 11:09:41 <Wolf01> I have 2 for loops which creates the identifiers 11:12:10 *** Sova has quit IRC 11:13:00 <Wolf01> Ok, thats the RoadTypeIdentifier "invalid" 11:13:37 <Eddi|zuHause> why is invalid not 0xFFFF...? 11:14:01 <Wolf01> Because it's a structure 11:14:08 <Wolf01> And not an enum 11:14:37 <Wolf01> I needed to represent 0xffff... + 0xffff... in a different way 11:14:48 <Wolf01> if (!_sorted_roadtypes[ROADTYPE_ROAD][rst].IsValid()) continue; <- should be enough 11:15:19 <Wolf01> Nope... 11:15:51 <Wolf01> Initialized with the wrong values, basetype invalid + 0 subtype 11:16:23 <Wolf01> I hate that structure :( 11:18:37 <Eddi|zuHause> i really don't know what you're doing there, but it sounds a few layers too complicated 11:18:50 *** sla_ro|master has quit IRC 11:19:41 <Wolf01> I need to have both roadtype (road or tram) and subtype (one of the defined roads/trams) in the same variable, so I made a structure which could be packed to int 11:22:47 *** Mazur has quit IRC 11:25:51 *** Mazur has joined #openttd 11:26:42 <Wolf01> http://imgur.com/a/8kOd5 <- 11:27:01 <Wolf01> 4+ are wrong, should be all like 3 11:27:06 <andythenorth> frosch123: http://dev.openttdcoop.org/attachments/download/8134/NRT-sprites-4.png 11:27:29 <peter1138> have we got bridge and underground layers yet? 11:28:10 <andythenorth> only in a patch on your computer 11:28:28 <peter1138> wasn't it smatz who played with it? 11:28:32 <Eddi|zuHause> wasn't that smatz's patch? 11:28:39 <peter1138> heh 11:30:00 <frosch123> andythenorth: \o/ 11:30:06 * andythenorth making blue ones now 11:30:08 <andythenorth> for POC 11:31:51 *** Sova has joined #openttd 11:31:54 <peter1138> When I first started on OpenTTD, 256MB was a decent amount of RAM... 11:32:27 <frosch123> are you sure? 11:32:42 <frosch123> ottd started in 2004, in 2005 1GB was the standard amount 11:32:53 <peter1138> Well, enough for general use. 11:33:11 <Eddi|zuHause> i think i had 1GB when i found openttd 11:33:47 <Eddi|zuHause> but i upgraded that computer from 512 at some point 11:34:03 <Wolf01> I had 1GB, later 3GB cause XP x86 11:34:03 <andythenorth> we need a convert tool :P 11:35:18 <andythenorth> http://dev.openttdcoop.org/attachments/download/8135/NRT-sprites-5.png 11:35:30 <Wolf01> FOR_ALL_SORTED_ROADTYPES... 0, 1, 1350 11:35:50 *** welshdragon has quit IRC 11:36:03 *** welshdragon has joined #openttd 11:36:05 <andythenorth> frosch123: FWIW, your patches are merged here https://github.com/andythenorth/NotRoadTypes/tree/road-and-tram-types 11:36:14 <andythenorth> along with this morning’s ottd trunk 11:36:18 * andythenorth learnt about git remotes 11:36:28 <Eddi|zuHause> Wolf01: encapsualate your operations on this data type better, and then make sure every operation checks for invalid first 11:36:50 <Eddi|zuHause> can't be more specific 11:37:12 *** HerzogDeXtEr has joined #openttd 11:37:22 <Wolf01> I can't even understand how it manages to read uninitalized ones... there's a hard limit 11:40:11 <Wolf01> I managed to swap the variables and double convert the structure in the macro -.-''' 11:40:56 *** Mazur has quit IRC 11:42:46 <Wolf01> C++ types are too loose, you won't get errors until runtime 11:44:38 <Wolf01> ROADTYPE_ROAD, RoadTypeIdentifier, uint8... 3 different things, sometimes it tells about invalid cast, sometimes it happily accepts everything you put there 11:46:26 <andythenorth> hmm 11:46:30 <andythenorth> catenary for road? o_O 11:46:45 <Eddi|zuHause> you either use too little or too much object orientation, but i still think you're making it more complicated than it needs to be 11:48:09 <frosch123> in the 90's there was some program which people put into their login script to print some clever note on every login 11:48:09 *** Snail has joined #openttd 11:49:06 *** DDR has quit IRC 11:49:12 <Wolf01> I would put a todo list on the login screen 11:49:17 <Eddi|zuHause> was that better than the windows loging screen where if you didn't know the password, you just press escape and it just logs you in anyway? 11:49:38 <Eddi|zuHause> -g 11:49:58 <Wolf01> Windows 98 11:50:45 <andythenorth> Snail: does it compile yet? o_O 11:50:52 <Wolf01> That was just to enter the credentials for network, so it didn't ask for them when you needed to access the network for the first time 11:50:55 <Snail> hi andythenorth 11:50:57 <Snail> nah :( 11:55:56 * andythenorth not sure what to do next :) 11:56:37 <andythenorth> the example grf could be refactored, but that seems like busy work 11:56:40 <Wolf01> Gui sprites 11:57:06 <andythenorth> I have reset the grf to use the defaults :P 11:57:10 <andythenorth> for convenience 11:57:14 <Wolf01> +1 11:57:52 <andythenorth> Wolf01: http://dev.openttdcoop.org/attachments/download/8136/example_roadtype_and_tramtype.grf 11:57:59 <Wolf01> If you set the catenary flag on roads do you get some weird stuff? 11:58:57 * andythenorth tests 12:00:42 <Wolf01> It's strange that I get img = 0 for standard roads when I open the road construction toolbar, but not for grf roads 12:00:51 <Wolf01> Do you get that too? 12:01:41 <andythenorth> Wolf01: in stdout? 12:01:48 <Wolf01> No, assert 12:02:06 <Wolf01> assert(img != 0) 12:02:15 <andythenorth> not seeing that 12:02:22 <Wolf01> Widgets don't get the image 12:02:43 <Wolf01> I think I have a problem with RoadTypeInfo 12:03:03 <Wolf01> Strange, because the names are all there 12:06:08 <andythenorth> Wolf01: http://dev.openttdcoop.org/attachments/download/8137/example_roadtype_and_tramtype.grf 12:06:15 <andythenorth> adds catenary to one type 12:06:30 <frosch123> andythenorth: is it intentional that the original road/tram also get the red graphics? 12:06:42 <andythenorth> frosch123: it’s a side effect of the example grf 12:06:48 <andythenorth> I’ll tidy it up 12:07:35 <andythenorth> Wolf01: that last grf was lies, fixing 12:09:27 <Wolf01> It's more all roadtypes look the same 12:09:51 * andythenorth thinks there is some problem 12:09:58 *** Snail has quit IRC 12:10:11 <Wolf01> I think I didn't pass the right value to road_cmd functions 12:10:12 <frosch123> default road, red road, blue road? 12:10:35 <frosch123> tram is all red though 12:11:05 <andythenorth> I am making a new grf 12:11:08 <andythenorth> or updated 12:11:13 <andythenorth> but the results are odd 12:11:26 <andythenorth> I have normal road showing catenary, but the catenary flag isn’t set 12:11:52 <andythenorth> wolf road is correctly red, but shows no catenary, despite flag is set 12:12:03 <andythenorth> north road is blue, correctly no catenary 12:12:24 <andythenorth> also the strings in the buy menu don’t match to the types 12:12:47 *** welshdragon has quit IRC 12:12:58 <andythenorth> hmm, actually the red and blue are transposed 12:13:19 <Wolf01> Stupid tortoise svn plugin... I reverted all the changes from the entire repository instead of the branch 12:13:53 <Wolf01> It seem I'm not able to read before clicking "ok" 12:15:05 <andythenorth> frosch123 Wolf01 http://dev.openttdcoop.org/attachments/download/8138/example_roadtype_and_tramtype.grf 12:15:11 <andythenorth> should be more obvious which type is which :P 12:15:31 <Wolf01> The plugin is not project-path aware 12:16:25 <Wolf01> And since I have an all-in-one checkout, I ran into these problems 12:17:25 <Wolf01> Not so bad, I wanted to cleanup it anyway 12:17:27 <andythenorth> http://dev.openttdcoop.org/attachments/download/8139/example_roadtype_and_tramtype.grf 12:17:38 <andythenorth> un-broke gui sprites for one type 12:19:43 <Wolf01> Could you change the order too? Game builds electric roads because they are first O_o 12:21:58 <andythenorth> I can, but there’s a bug there too 12:22:21 <andythenorth> the chosen type doesn’t match the type built 12:22:26 <Wolf01> Nice 12:22:29 <andythenorth> dunno if it’s just wrong strings, or something else 12:22:31 <andythenorth> try it :) 12:22:41 <andythenorth> blue road is read 12:22:45 <andythenorth> red * 12:22:49 <andythenorth> the nml is correct 12:23:16 <Wolf01> Index to subtype bug, just make the right grf and I'll address that 12:23:30 * andythenorth looks up ordering spec 12:25:45 <Wolf01> I'm making some little fixes 12:25:52 <Wolf01> But lunch time now 12:26:14 <andythenorth> I can’t get ‘normal’ road into correct place 12:26:19 * andythenorth wonders what the default is for it 12:26:24 <andythenorth> for rails, 07 is normal 12:28:06 <andythenorth> Wolf01: http://dev.openttdcoop.org/attachments/download/8140/example_roadtype_and_tramtype.grf 12:28:26 <andythenorth> sort order 99 and 100 seemed to work :P 12:36:19 <Wolf01> /* sort order */ 0 << 4 | 7, 12:38:48 <Wolf01> I copied from railtypes, so I think that has the same rules 12:44:16 <Wolf01> andythenorth I totally want to build something like this https://thelegocarblog.com/2016/10/31/pneumatic-backhoe-picture-special/ 12:46:56 <andythenorth> looks nice eh? 12:47:02 <Wolf01> Yeah 12:47:13 <andythenorth> I think it would be more playable if smaller 12:47:15 <Wolf01> Too bad we don't have electric air valves 12:47:25 <andythenorth> large models tend to be less robust 12:48:37 <Wolf01> It's really clever, 2 pumps for 2 circuits so you don't have too much pressure drop 12:49:46 <andythenorth> isolated circuits eh 12:53:11 <Wolf01> This branch is 48 commits ahead, 15 commits behind andythenorth:dev. <- looks funny 12:53:20 <andythenorth> :P 12:53:31 <andythenorth> I have stopped maintaining andythenorth/dev 12:53:37 <andythenorth> it has bits of gui in it 12:53:41 <andythenorth> will be a bad patch 12:57:36 <Wolf01> I'm going to break things running fast 12:57:55 <Wolf01> But I think code will be pleased about the change, less confusion 13:02:03 *** sim-al2 has joined #openttd 13:12:09 <Wolf01> https://github.com/Wolfolo/NotRoadTypes/commit/9147b755288f6d4d760babae3c93601dfc46a37a did this 13:13:20 *** TheMask96 has quit IRC 13:15:23 <Wolf01> At least now I use only one thing and I shouldn't have again the problem of storing a RoadType directly in a RoadTypeIdentifier variable because it is declared as uint8 13:18:19 *** TheMask96 has joined #openttd 13:19:27 <andythenorth> makes sense 13:23:14 <Wolf01> Next is to add IsRoad() / IsTram() methods to replace all the "_cur_roadtype_identifier.basetype == ROADTYPE_TRAM" 13:24:36 <Wolf01> _cur_roadtype_identifier.IsTram() or a static function in road_gui? 13:27:54 <Eddi|zuHause> if you already bothered to make a struct, you might as well encapsulate the functions into it 13:29:54 <andythenorth> http://dev.openttdcoop.org/attachments/download/8141/example_roadtype_and_tramtype.grf 13:30:05 <andythenorth> added a yellow road 13:30:14 <andythenorth> construction menu is now even more messed up :) 13:30:41 <Wolf01> I'm arriving at it, slowly :P 13:33:34 *** sla_ro|master has joined #openttd 13:34:53 * andythenorth should release this rainbow grf 13:34:55 <andythenorth> looks cool 13:35:02 <andythenorth> V453000 would like it 13:41:18 <supermop> yo 13:41:28 *** HerzogDeXtEr1 has joined #openttd 13:43:48 <frosch123> https://devs.openttd.org/~frosch/Vtown.png <- is that how you use them? 13:47:32 *** HerzogDeXtEr has quit IRC 13:51:47 *** Gja has joined #openttd 13:52:07 *** sim-al2 has quit IRC 13:53:20 <V453000> sick 14:01:26 *** Myhorta has joined #openttd 14:06:36 *** welshdragon has joined #openttd 14:10:15 <peter1138> Mega gameplay enhancement ;) 14:19:18 <andythenorth> important 14:19:23 <Wolf01> About mega gameplay enhancement, what's the status of custom bridge heads? 14:19:24 <andythenorth> should make them company coloured :P 14:19:39 <Wolf01> Hell yead andy :D 14:19:44 <Wolf01> *yeah 14:20:56 <frosch123> currently not supported :) 14:21:14 <frosch123> are railtypes cc-recolored? 14:22:06 <Wolf01> Maybe fences 14:22:37 <Wolf01> I have some memories of fences with cc-colored signs 14:25:07 <andythenorth> fences are cc 14:25:10 <andythenorth> in default 14:26:02 <frosch123> default roads use the recoloring for dirt/grass 14:26:10 <andythenorth> they do? o_O 14:26:12 <frosch123> but i disabled that for custom roads, since it is stupid 14:26:53 <frosch123> and custom roads should not include the walkways anyway, so the recoloring only surprises wrt. which colors are useable 14:27:11 <andythenorth> not sure what the benefits of recoloring would be for roads 14:27:12 <andythenorth> but eh 14:27:20 * andythenorth must go out soon, but if anyone does bridges, tunnels etc 14:27:26 <andythenorth> I’ll update the grf when I get back 14:28:44 <Wolf01> Splitting menu right now 14:29:45 <frosch123> i'll look into bridges/tunnels/levelcrossing/catenary 14:44:17 *** welshdragon has quit IRC 14:46:58 *** gelignite has joined #openttd 14:47:00 <Wolf01> Ha! Found when it asserts for "img != 0", still looking for *why* 14:56:41 <peter1138> It asserts because img != 0 14:57:02 <Wolf01> Yeah, but I should figure out why is 0 14:57:14 <Wolf01> I'm thinking, is it too late to trash our fork and work directly on andy's repo? Maybe creating various branches and then merge all into andy's master? 15:01:02 <Wolf01> ottd->fork->fork... cross fork-branch merges... it will explode soon or later 15:04:50 <Wolf01> Ha! Found it, index to road subtype... index is 0, 1, 2, 3, 4, 5, road subtype in 0, 1, 2; 0, 1, 2 15:09:35 <Wolf01> Is index 0 or 1 based? 15:16:20 <Wolf01> Ok, seem solved 15:18:17 *** Alberth has joined #openttd 15:18:18 *** ChanServ sets mode: +o Alberth 15:18:22 <Wolf01> o/ 15:18:33 <crem> o/ 15:18:56 <frosch123> o/ 15:19:26 <Alberth> o/ 15:19:47 <Eddi|zuHause> Wolf01: so what's the difference between a fork and a branch in that scenario? 15:20:09 <Wolf01> That I have 3 branches in my fork 15:20:15 <frosch123> Wolf01: why is there a catenary bit in the map array? 15:21:07 <Wolf01> frosch123, I think it was there before 15:21:33 <frosch123> nope 15:21:45 <frosch123> if you don't know, i'll ignore/remove it :) 15:21:50 <Wolf01> Or maybe it was added when I and andy were working cluelessly to add features without newgrf 15:22:17 <Wolf01> Remove it, it could be retrieved from RoadTypeInfo in any moment 15:27:19 <andythenorth> Wolf01: I would much rather you worked out of ‘my’ repo :) 15:27:35 <andythenorth> we aren’t strangers, the whole github ‘fork’ thing just doesn’t apply 15:28:07 <andythenorth> just make feature branches, then merge them into a candidate build when ready 15:49:39 *** Sova has quit IRC 15:50:01 *** Mazur has joined #openttd 15:56:29 <frosch123> someone seems to like function overloading a lot :p 15:56:55 <Alberth> reduces the number of used identifiers :p 15:57:37 <frosch123> what to call variables of type RoadTypeInfo and RoadTypeIdentifier? 15:57:47 <frosch123> some places use rti for for either of them 15:57:50 <frosch123> but i need both 15:57:53 <Wolf01> Does the same thing with different input, why not use the same name? :D 15:58:06 <Alberth> rt_info rt_iden ? 15:58:10 <frosch123> Wolf01: HasCatenary exists for RailType, RoadType and Tile 15:58:21 <frosch123> at least one of them is bonkers :) 15:58:29 <Wolf01> rti should be RoadTypeInfo, rtid for RoadTypeIdentifier 15:58:55 <Wolf01> I would remove the tile one 15:59:03 <frosch123> yup, already done 16:00:40 <Wolf01> I missed one point to add the new toolbar button for trams... and I can't find where, I'm following all the road button places and seem it's ok 16:00:44 *** roidal has joined #openttd 16:00:56 <frosch123> oh, for levelcrossing there is also rti for RailTypeInfo :) 16:01:19 <Wolf01> Eh, use roti then :P 16:01:34 <Wolf01> As it's done in enums 16:03:30 <Wolf01> Oh, now it's appeared 16:04:49 <Wolf01> No code duplication ad all 16:05:22 <Wolf01> But I would need to duplicate the roadstops gui part to hide the 4 bays for trams 16:05:29 <Wolf01> Or I'll leave them there? 16:05:43 <andythenorth> long-term they need to be hidden 16:05:46 <andythenorth> but that’s optimisation 16:08:02 <Wolf01> Trams button uses the rail sprite, we'll need a new one in opengfx or such 16:08:17 <andythenorth> there’s the one I made... 16:08:46 <Wolf01> And I noticed the weird behaviour about ordering as andy said before 16:08:54 <Wolf01> I'll need to look at it 16:10:20 <Wolf01> https://github.com/Wolfolo/NotRoadTypes/commit/40bc20899540b6771b32c39bf84b8be043a6427c <- andy for your amusement 16:11:03 <Wolf01> It took less time to rewrite from scratch without code duplication than trying to merge the old branch 16:11:07 <andythenorth> should I merge that into road-and-tram-types 16:11:08 <andythenorth> ? 16:11:18 <andythenorth> or are we keeping the gui branch separate? 16:11:29 <Wolf01> It's in my dev branch 16:11:34 <Wolf01> I made some fixes today 16:11:52 <Wolf01> If you want to merge it, I think it's ready 16:11:58 <andythenorth> ok 16:12:07 <Wolf01> Needs that ordering fix 16:12:35 <Wolf01> Which I don't know if it's because all roadtypes have the same order or what 16:13:38 <Wolf01> Also I defined the trams button only for full toolbar, if you can't see it get a bigger screen :P 16:13:49 <andythenorth> :P 16:14:10 <Wolf01> Just kidding, we should think about how to rearrange buttons 16:15:47 <andythenorth> Wolf01: is the button split in your dev branch? 16:15:52 <andythenorth> I merged, but no button :) 16:16:02 <andythenorth> https://github.com/andythenorth/NotRoadTypes/pull/9 16:16:16 <andythenorth> that just splits the toolbar? o_O 16:22:23 <crem> Sorry for (kind of) offtopic. I played openttd ~5 years ago last time, and the very annoying thing was "local authorities" which disallowed to build around the city. Was it improved since then? Especially as I hear about trams, which I believe means more building around cities. 16:22:59 <crem> I know about "lots of trees" trick, but it doesn't help much, and kind of unrealistic. 16:23:16 <Alberth> off-topic???? :) 16:24:29 <crem> kind of :) 16:24:58 <crem> It's mostly about development here as far as I can see :) 16:25:13 <andythenorth> bbl 16:28:23 <Wolf01> You merged from my master, andy, I made changes in dev 16:28:48 <Wolf01> Which was already in sync with your road-and-trams XD 16:30:07 <Wolf01> I don't know how to handle this now... maybe merging from dev works and ignores the last duplicated merge 16:39:45 *** Gaby_ has joined #openttd 16:39:46 <supermop> crem: you are probably more on topic than andythenorth is 90% of the time 16:40:28 <Wolf01> frosch123, did you add or remove the BridgeHasCatenary? 16:40:43 <frosch123> i removed it 16:40:58 <Wolf01> Because if andy merges it will be readded... 16:41:03 <ElleKitty> Gaby_ Hello, you =3 16:41:18 <ElleKitty> Welcomes to Gaby, first time on IRC 16:41:39 <frosch123> ElleKitty: you already brought in some stranger yesterday :p 16:41:45 <Gaby_> :D 16:42:25 <Wolf01> It's like when you find stray cats 16:42:30 <ElleKitty> frosch123 The stranger from yesterday is my decades-long friend! Gaby, however, is a total stranger =3 16:42:36 <supermop> crem: it hard to say "improved" as one of the objectives of the game is to replicate the gameplay of TTO/TTD, and stubborn local authorities are very much part of that original experience 16:42:54 <ElleKitty> I picked Gaby up earlier today, someone left him 16:43:32 <supermop> people have done work to make things more friendly, but the core gameplay is the same 16:43:43 <ElleKitty> Gaby_ When you type a few letters of someone's name, then press TAB, their name will be completed. And when you send such a message, it pings them so they hear it 16:43:50 <Wolf01> Better if I stop developing on my fork now and create a branch in andy's repo before doing more damage. I don't have any more things to commit from mine 16:44:50 <ElleKitty> Gaby_ Give it a try? 16:46:49 *** TheMask96 has quit IRC 16:46:51 <Gaby_> First, Can I change the language ? 16:47:10 <Wolf01> :D 16:47:31 <ElleKitty> Gaby_ is totally a stray cat... 16:47:51 <Gaby_> Me ? :D 16:47:52 *** Biolunar has quit IRC 16:47:59 <ElleKitty> Gaby_ Yes, you can change to french, just go to settings 16:48:12 <ElleKitty> But your english is good, I dont know why you'd need to change 16:48:27 <Wolf01> Chat will still be in english though 16:48:50 <ElleKitty> Wolf01 It didnt even cross my mind to tell him that. Surely everyone knows this? 16:48:51 *** welshdragon has joined #openttd 16:49:11 *** Gaby__ has joined #openttd 16:49:25 <Gaby__> Woaw :D 16:50:15 <Wolf01> I don't know, in some chats with predefined messages you can compose your message in your tongue and others will see it in theirs 16:50:41 <Wolf01> Some Nintendo games have that 16:52:01 *** TheMask96 has joined #openttd 16:52:24 <ElleKitty> Pfshh. Modern AAA "accessibility" 16:52:40 <ElleKitty> This "accessibility" of theirs is what made for lazy gamers 16:53:32 <supermop> surely some method of machine translation could try to translate messages in real time 16:53:33 <ElleKitty> This is one of the main reasons why AAA sucks now. Indy is where all the fun is 16:53:46 <Wolf01> It's mainly to put in comunication kids from the entire world, so you don't have bad language and everyone talks in his tongue 16:54:55 *** aard has joined #openttd 16:55:35 <ElleKitty> I'm divided on whether this is a good idea, or a really really bad one in a long run 16:56:42 <Wolf01> You have some limitations but at least you shouldn't be able to say weird things, flame etc 16:58:58 <ElleKitty> Seems a bit big-brotherish to me. 16:59:08 *** welshdragon has quit IRC 16:59:45 *** welshdragon has joined #openttd 16:59:57 <Wolf01> Better than leaving kids completely unattended 17:00:59 <ElleKitty> I was unattended as far as my computer is concerned... I got a few C&D's and an FBI notice, but I turned out just fine in the end 17:01:47 <ElleKitty> Anyway. My problem with this is that it's not just videogame chatrooms. Everything is more and more under surveilance. 17:02:29 <ElleKitty> You had Xbox 360 with optional Kinect, which can track your motions in the room. Then you got Xbox One with MANDATORY intenet and MANDATORY Kinect. Whoaaa, hold back right there 17:02:40 <Wolf01> Oh, when you can talk only about ingame things or if you like more cats than dogs I don't think is a problem 17:03:12 <ElleKitty> Then there are now those voice-command TVs so that you could "throw away that old remote that keeps getting lost", but it monitors everything you say in the room unless it's unplugged from the wall 17:03:22 <Wolf01> Just unplug the x-one when not in use 17:03:50 <ElleKitty> I shouldnt have to have to UNPLUG ITS POWER. Thats what the Power button should be doing 17:04:10 <Wolf01> Smart TVs are so 1984, I don't think I'll buy one... I don't even watch TV programmes 17:04:11 <ElleKitty> I expect that, when I press Power button on the box, that it powers down 17:04:20 *** welshdragon has quit IRC 17:05:09 <Wolf01> Think about it as another way to not waste electricity when "powered off" 17:05:19 <ElleKitty> TV is entertainment for people with medium and mediocre intelligence. They serve you a show, and you eat it up. Internet serves you what you ask of it 17:05:56 *** Gaby___ has joined #openttd 17:05:59 *** welshdragon has joined #openttd 17:10:12 *** welshdragon has quit IRC 17:11:59 *** welshdragon has joined #openttd 17:12:21 *** welshdragon has quit IRC 17:13:49 *** Arveen has joined #openttd 17:14:41 *** welshdragon has joined #openttd 17:17:26 <ElleKitty> Wolf01 No Man's Sky wallpaper: http://178.222.78.76:256/1gX93fW.jpg 17:17:58 <Wolf01> I don't trust anonymous IP addresses with strange names in jpgs 17:18:37 <Wolf01> Put a screen in imgur :D 17:19:13 <ElleKitty> Funny thing is, this is already from Imgur. I dont change their names when I save them to disk, this makes them easily searchable later 17:20:01 <ElleKitty> Wolf01 Here you go... https://imgur.com/1gX93fW 17:20:28 <Wolf01> :) 17:21:09 *** frosch123 has quit IRC 17:43:03 *** smoke_fumus has joined #openttd 17:49:54 <Wolf01> http://imgur.com/gallery/DX09L XD 17:53:44 *** glx has joined #openttd 17:53:45 *** ChanServ sets mode: +v glx 18:06:23 <Alberth> dangerous site, wastes lots of time :) 18:07:06 <Wolf01> Nah, a friend linked it, I waste my life on 9gag 18:07:22 <Wolf01> Or tvtropes 18:07:30 <Wolf01> Or here 18:10:07 <Wolf01> BBL 18:18:19 <ElleKitty> Wolf01 https://imgur.com/UPPq9UM 18:19:26 <andythenorth> Wolf01: I will revert the merge from your master 18:19:40 <andythenorth> I hate that bitbucket UI for pull requests, it’s failure prone 18:19:55 <andythenorth> it rebuilds the menu options with js so your choices change :P 18:20:09 *** smoke_fumus has quit IRC 18:25:09 * andythenorth wonders if github forks are just git remote 18:25:19 *** welshdragon has quit IRC 18:26:44 *** welshdragon has joined #openttd 18:39:13 *** Mucht has joined #openttd 18:47:17 *** welshdragon has quit IRC 18:51:02 <Alberth> it's mostly just git with a nice set of web pages :p 18:52:16 <andythenorth> ‘nice’ :) 18:52:42 *** Mucht has quit IRC 19:05:05 <Alberth> the latter gets extended continuously, lately they added a 'review' option 19:05:37 <Alberth> not sure what the added value is wrt just being able to add comment to a line of code, what was already possible :) 19:05:56 <Alberth> but progress is in small steps :) 19:07:47 *** Gaby___ has quit IRC 19:07:59 *** Gaby__ has quit IRC 19:08:07 *** Gaby_ has quit IRC 19:12:37 <Alberth> new squid too! 19:13:15 *** NGC3982_ has quit IRC 19:13:32 *** NGC3982 has joined #openttd 19:15:37 <andythenorth> translations 19:17:07 *** Myhorta has quit IRC 19:17:36 *** NGC3982 has quit IRC 19:18:03 *** NGC3982 has joined #openttd 19:19:03 *** DDR has joined #openttd 19:19:59 *** NGC3982 has quit IRC 19:20:24 *** NGC3982 has joined #openttd 19:23:46 <Alberth> new inktvis too :) 19:27:39 <argoneus> good evening train friends 19:33:02 *** welshdragon has joined #openttd 19:41:22 *** welshdragon has quit IRC 19:41:53 *** Flygon has joined #openttd 19:45:06 *** Knogle has joined #openttd 19:45:15 *** welshdragon has joined #openttd 19:46:50 *** Flygon_ has quit IRC 19:53:19 *** lockedup has joined #openttd 20:01:10 *** sim-al2 has joined #openttd 20:03:16 * andythenorth might play a game 20:03:25 <andythenorth> need some GS or something 20:18:02 *** welshdragon has quit IRC 20:18:49 *** welshdragon has joined #openttd 20:35:17 *** welshdragon has quit IRC 20:35:40 *** welshdragon has joined #openttd 20:43:21 *** lockedup has quit IRC 20:45:38 *** Athaboros has joined #openttd 20:49:03 *** Athaboros has quit IRC 20:49:27 *** sla_ro|master has quit IRC 20:50:59 *** FLHerne has joined #openttd 20:51:29 *** Alberth has left #openttd 20:57:02 *** welshdragon has quit IRC 21:01:28 *** Arveen has quit IRC 21:17:37 *** welshdragon has joined #openttd 21:32:28 *** andythenorth has left #openttd 21:35:42 *** wCPO has joined #openttd 21:41:56 *** FLHerne has quit IRC 21:41:59 *** FLHerne has joined #openttd 21:42:06 *** welshdragon has quit IRC 21:45:51 *** aard has quit IRC 21:45:57 *** welshdragon has joined #openttd 21:53:10 *** Gja has quit IRC 21:53:20 *** welshdragon has quit IRC 21:53:46 *** welshdragon has joined #openttd 22:09:43 *** Fuco_ has quit IRC 22:23:58 *** wCPO_ has joined #openttd 22:26:05 *** roidal has quit IRC 22:31:15 *** wCPO has quit IRC 22:46:57 *** welshdragon has quit IRC 22:48:52 *** wCPO_ has quit IRC 22:49:44 *** welshdragon has joined #openttd 22:54:23 *** Mazur has quit IRC 22:57:21 *** Mazur has joined #openttd 23:03:32 *** gelignite has quit IRC 23:05:26 *** Lokimaros has joined #openttd 23:05:36 *** Mazur has quit IRC 23:05:36 *** welshdragon has quit IRC 23:06:34 *** welshdragon has joined #openttd 23:06:44 *** welshdragon has quit IRC 23:06:58 *** welshdragon has joined #openttd 23:11:46 *** Fuco has joined #openttd 23:14:35 *** Lokimaros has quit IRC 23:37:37 *** Fuco has quit IRC 23:51:53 *** Fuco has joined #openttd