Log for #openttd on 21st March 2010:
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00:02:35  *** Adambean [] has joined #openttd
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00:06:59  <iReMixX> anyone around?
00:07:43  <aber> maybe, just anyone?
00:08:26  <iReMixX> someone how knows how to compile the testing release would be nice
00:08:55  <aber> what's your problem?
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00:09:19  <PeterT> iReMixX: I can do that
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00:09:32  <PeterT> iReMixX:
00:09:50  <iReMixX> is that yer svn url?
00:10:23  <Terkhen> iReMixX:
00:10:24  <OwenS> PeterT: Speaking of building Windows binaries, I've had a request for one ( ) but, as a non-windows user, I can't fulfil it :P
00:10:53  <PeterT> OwenS: MinGW ok?
00:11:09  <OwenS> PeterT: Sure. I hopefully haven't broke MSVC :P
00:11:25  <PeterT> MSVC is slow on my machine, that's why
00:11:54  <iReMixX> Ive had a peer through the compiling article
00:12:15  <iReMixX> i would like to use svn, but it only says how to get the trunk release
00:12:23  <iReMixX> and that dosent work anyway
00:13:15  <PeterT> OwenS: what's with the huge whitespace at +STR_CONFIG_SETTING_MAX_NAND_CHANGES?
00:13:26  <PeterT> iReMixX: svn co svn://
00:14:10  <OwenS> PeterT: Aah woops. I put in tabs instead of spaces
00:14:21  <PeterT> tabs aren't okay?
00:14:23  <Yexo> <iReMixX> and that dosent work anyway <- why not? trunk should work just fine
00:14:27  <OwenS> PeterT: No in translation file
00:14:32  <PeterT> Ok
00:14:34  <iReMixX> Wont find the URL
00:14:41  <Yexo> then you're doing something work
00:14:43  <OwenS> It'll build, it just is mismatched with everything else
00:14:48  <PeterT> svn co svn:// trunk
00:14:52  <iReMixX> i very well may be
00:14:54  <PeterT> <Yexo> then you're doing something work <-- lol
00:15:06  <iReMixX> lemme copy you the eroor
00:15:16  <PeterT> please
00:15:22  <Yexo> <PeterT> svn co svn:// trunk <- that works just fine here
00:15:42  <Yexo> oh, that was PeterT , not iReMixX
00:16:06  *** iReMixX is now known as iAndy
00:16:14  <iAndy> stupid nick from another netowkr
00:16:20  <iAndy> network*
00:16:41  <iAndy> Can't connect to host '': A connection attempt failed because
00:16:53  <iAndy> the connected party did not properly respond after a period of time, or
00:16:55  <iAndy> established connection failed because connected host has failed to respond.
00:17:07  <OwenS> iAndy: That sonds like a network issue on your end
00:17:10  <Rubidium> you can reach it with your internet browser?
00:17:13  <PeterT> established connection failed because connected host has failed to respond.
00:17:25  <Rubidium> i.e. you can reach ?
00:17:50  <iAndy> i can indeed reach it
00:17:58  <iAndy> but only via the interwebs
00:18:17  <OwenS> iAndy: Try svn clone trunk then
00:18:23  <Rubidium> so something on your side blocks svn
00:18:27  <Yexo> hmm, what port does svn:// use? are you behind a proxy that blocks all non-web traffic?
00:18:28  <PeterT> iAndy: if you are really out of solutions, try "wget" target="_blank"> && unzip"
00:18:50  <Rubidium> OwenS: clone isn't a svn command
00:19:06  <iAndy> Erm, right now my firewall and proxy are disabled
00:19:10  <iAndy> so it wont be them
00:19:17  <OwenS> Rubidium: Ugh, git on the brain :P
00:19:19  <Rubidium> iAndy: try svn co
00:19:34  <Rubidium> iAndy: "on your side" does include your ISP which might be blocking stuff
00:19:48  <iAndy> nah
00:19:56  <iAndy> my isp is pretty liberal
00:20:02  <iAndy> ukfag here
00:20:32  <iAndy> OPTIONS of '" target="_blank">': could not connect to server (
00:20:36  <PeterT> iAndy: did you raed what I wrote?
00:20:42  <iAndy> yeah
00:20:48  <iAndy> just looking into it now
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00:21:12  <Rubidium> iAndy: that sounds like a proxy server
00:22:02  <iAndy> Rubidium: Tis defo not
00:22:11  <Rubidium> iAndy: does work?
00:22:16  <Rubidium> with svn co that is
00:22:54  <iAndy> Rubidium: Nope :/
00:23:03  <Rubidium> odd, all work for me
00:23:15  <Rubidium> maybe you (accidentally) disallowed subversion to connect to the internet?
00:23:59  <PeterT> OwenS: compiling
00:24:09  <OwenS> PeterT: FHS will thank you :-)
00:24:35  <iAndy> i think im just hated
00:24:39  <iAndy> by svn
00:24:48  <PeterT> OwenS: I'm so bored I'm actually thinking of what I'm going to write in the forum post
00:24:56  <iAndy> its 12:30 am, ill try in the morning
00:25:07  <OwenS> PeterT: rofl
00:25:09  <Rubidium> there's always mercurial or git
00:25:28  <PeterT> OwenS: "Sorry I took so long, I'm usually on the forums 24/7"
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00:26:27  <OwenS> PeterT: Wait, you feel it your job to build win32 binaries? :-P
00:26:37  <PeterT> OwenS: No, that was a joke
00:26:58  <PeterT> joke
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00:35:20  <PeterT> OwenS: Done!
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00:37:19  <PeterT> it actually finished a bit ago, but I didn't notice
00:37:36  <OwenS> I was thinking "bloody long compile" :p
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00:43:55  <PeterT> OwenS: what do I write in the post?
00:44:03  <OwenS> PeterT: I dunno :p
00:44:08  <Terkhen> good night
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00:44:10  <OwenS> Whatever you want
00:44:44  <OwenS> Even something as simple as "Win32 binary" :p
00:45:06  <PeterT>
00:45:21  <PeterT> No, posts must be at least 3 words long
00:45:49  <OwenS> People are gonna see that and get confused :p
00:47:00  <PeterT>
00:47:54  <OwenS> Hmm, 7 people have downloaded the diff. Interesting
00:48:30  <aber> or maybe one very confused person
00:48:48  <PeterT> I lol'd at that
00:53:56  <PeterT> "<Server> Obama Administration has constructed a private Oil Refinery and claimed it as their own!"
01:01:39  <OwenS> OK.. I've just built a D-flip-flop in OpenTTD :P
01:06:15  <Rubidium> how much tiles would an Atom processor takes to make in OpenTTD?
01:07:05  <OwenS> Rubidium: Aren't they about 2mil gates? If you manged 1 gate per tile (That is, with no tracks/wires in between them!) it probably wouldn't fit on a 4096² map :p
01:07:37  <OwenS> Hmm... 2mil gates would fit 8 times on such a map. But you'd still need track
01:09:42  <OwenS> Also, with the maximum signal propogation being limited to 4096 gates...
01:10:45  <OwenS> If you were insane you could perhaps create a Z80 :p
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01:48:31  <Yexo> a working meta-nfo language
01:48:45  <Yexo> ok, this project is crazy :p
01:49:35  <Yexo> it's still far from complete, but at least it has varaction2 support
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02:10:48  <CIA-6> OpenTTD: rubidium * r19496 /extra/website/general/utils/ [Website] -Change: PDBs are now compressed, so ignore the compressed file
02:13:54  <OwenS> Speaking of NFO... has highlighting for PIC assembler but not NFO :P
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03:33:47  * PeterT just coded his first GRf
03:33:50  <PeterT> win.
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05:43:38  <Pikka> oh no
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08:04:17  <Terkhen> good morning
08:17:26  <Yexo> good morning
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08:42:44  <planetmaker> moin
08:42:59  <fjb> Moin planetmaker
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09:32:24  <andythenorth> peter1138: yes Pikka is often correct :)
09:32:29  <andythenorth> what is he specifically correct about?
09:36:11  <peter1138> everything?
09:37:37  <andythenorth> He's not wrong about CheckIfFarEnoughFromIndustry but nor is he correct
09:40:17  <peter1138> he is correct
09:40:23  <Singaporekid> he is a bird
09:40:31  <peter1138> just your second post elaborates on what you want to actually do
09:40:43  <andythenorth> yup, I saw I'd failed on that
09:40:48  <andythenorth> ho hum
09:44:10  <andythenorth> I find it weird to have a game option which doesn't do what it says.  But maybe I'm being too OCD :o
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09:57:09  <TrueBrain> [00:22] <OwenS> TrueBrain: Considered going to StartSSL for the SSL cert? At the least both IE and Firefox ship their root, and it's free <- CACert is shipped with most OSes and FF too ... and it is free
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09:57:57  <peter1138> TrueBrain, he's not here :)
09:58:06  <TrueBrain> his problem :)
09:58:35  * andythenorth ponders passengers at oil rigs
09:59:54  * andythenorth wonders if people are engineering supplies :P
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10:02:21  <andythenorth> bonjour frosch123
10:02:34  <frosch123> moin andy
10:05:09  <andythenorth> frosch123: I have a game running with modified random production cb....closures look about right so far
10:05:53  *** Yexo [] has quit [Quit: bye]
10:06:06  <frosch123> and creation?
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10:06:55  <frosch123> if there are only a few industries on the map, it will now also only try to create some new ones
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10:07:12  <frosch123> resp. if there are lots it will try to create lots of new ones
10:07:17  <andythenorth> frosch123: not sure.  I need to build Terkhen's patch and run multiple games
10:08:09  <andythenorth> I'll do that later today - fooling with oil rigs and passengers at the moment
10:11:29  <andythenorth> 'Everyone' knows oil rigs accept passengers right?  I've been playing this damn game so long I can't remember what's obvious any more :o
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10:14:14  <Hirundo> Yexo: <- this sure looks interesting. Is more info available somewhere?
10:14:21  <Yexo> not yet
10:14:43  <Yexo> I'm currently thinking about the syntax for normal action2s
10:17:29  <Hirundo> Just last night I was writing up a sort of spec for such a language
10:18:21  <Hirundo> The syntax is quite different, but I'll finish it and post it into the pastebin for inspiration
10:18:34  <Yexo> that'd be great :)
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10:29:56  <Alberth> Very nice Yexo, I was also secretly thinking about a more readable format. Not sure if this fits that bill, but hey, it has more words than current nfo
10:30:32  * andythenorth likes the safe familiar world of nfo :P
10:31:08  <andythenorth> nfo eliminates typos in variable names :)
10:32:55  <Alberth> instead you get 0xbaeb typo's :p
10:33:03  <andythenorth> he :P
10:33:21  <andythenorth> nfo eliminates style arguments about camel case vs hungarian etc
10:33:41  <andythenorth> nfo eliminates forgetting the brackets so a function isn't called
10:33:55  <andythenorth> nfo eliminates worrying about types
10:34:06  <andythenorth> and = instead of == in if statements
10:34:14  <andythenorth> all my favourite coding fuckups :)
10:34:25  <Alberth> no it doesn't, you still have bytes and words and long words
10:34:53  <andythenorth> and escapes with \d or \dx
10:34:54  <Alberth> and you can mess up endian shuffling :)
10:34:56  <ccfreak2k> nfo killed my dog.
10:35:19  <ccfreak2k> I hate languages with implicit type conversion.
10:35:23  <frosch123> can it also kill cats?
10:35:25  <andythenorth> I keep killing the game by mixing up 00 and 20 in advanced varaction 2
10:35:33  <Yexo> Alberth: the syntax can still use a lot of work, but getting away further from nfo is hard if the end result has to be compiled to nfo
10:36:20  <andythenorth> I think nfo being baroque keeps the standard of newgrfs high :)
10:37:01  <frosch123> then you did not encounter experts' hard industries
10:37:02  <Yexo> frosch123: says "Registers (temporary and persistent alike) always have the size of 4 bytes. If you're writing them using smaller sizes (anything but type 89/8A), the given value will be sign-extended to 4 bytes."
10:37:11  <Alberth> I am mostly concerned about the size of the language. nfo  is BIG, with a lot of special cases
10:37:15  <Yexo> I haven't tested it yet, but judging from the code openttd doesn't sign-extend the values
10:37:54  <OwenS> Yexo: Hmm, interesting. That would be quite subtle in C++ though
10:37:59  <andythenorth> I always write them with type 89....81 and 85 don't seem to work
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10:38:30  <Alberth> and you never filed a bug report?
10:38:38  <andythenorth> oops
10:38:46  <andythenorth> It wasn't exactly a scientific test :)
10:38:58  <andythenorth> I normally assume I've done something wrong
10:40:13  <andythenorth> actually I'm talking crap.  I do write registers with type 85 and it works
10:40:30  <Yexo> unrelated question about nfo: if I want to read bits 24..27 from industry var 45, is it valid to do that with type 81 and a shift of 24 or do I need type 89 for that?
10:41:18  <frosch123> 81 and shift 24 is fine
10:41:31  <frosch123> but yes, the signed extending is missing
10:41:47  * andythenorth grumble about some more nice patches for debugging newgrfs? :)
10:42:03  <andythenorth> the hard part is testing, not coding  :|
10:42:20  <OwenS> Is the sign extension useful? Perhaps a zero-extension option should be added also?
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10:46:20  <frosch123> <- so i guess something like that
10:47:16  <andythenorth> Terkhen: rv acceleration - hp should only be defined in the newgrf for the lead vehicle?
10:47:42  <Terkhen> yes
10:47:46  <andythenorth> thanks
10:48:16  <^4VAlien^> are savegames that crash within a few minutes useful for the development team? (using the RC3)
10:48:29  <Yexo> yes
10:48:46  <Yexo> at least, if you didn't use a patch or heavily modified your newgrf list
10:49:19  <frosch123> [11:50] <andythenorth> Terkhen: rv acceleration - hp should only be defined in the newgrf for the lead vehicle?  <- you should even zero it for the other parts (see newgrf wiki)
10:49:34  <andythenorth> frosch123: thanks. I've done that :)
10:50:24  <^4VAlien^> no i use the stock download
10:50:31  <^4VAlien^> im now installing the dev environment though
10:50:41  <^4VAlien^> but im more interested in making an AI
10:51:55  <OwenS> From the git repo, is there any way for me to find out what SVN revision a commit corresponds to?
10:52:54  <peter1138> yes
10:53:15  <peter1138> check the commit log
10:56:01  <TrueBrain> [00:22] <OwenS> TrueBrain: Considered going to StartSSL for the SSL cert? At the least both IE and Firefox ship their root, and it's free <- CACert is shipped with most OSes and FF too ... and it is free
10:56:05  <TrueBrain> peter1138: this time he was here, right? :)
10:56:42  * andythenorth reads some src
10:57:09  <andythenorth> cb 14B (set industry acceptance cargo dynamically) - shouldn't be a problem for AIs, right?
10:57:28  <andythenorth> won't break AI ability to check what cargos accepted?
10:58:20  <frosch123> ais have two functions to check the cargos. the one for existing industries works with 14a/b, the one for industrytypes works as less as the industry construction gui
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10:58:43  <OwenS> TrueBrain: Mozilla and Windows don't ship it. Also, StartSSL is free
10:59:09  <Rubidium> not for wildcard SSLs
10:59:09  <TrueBrain> Mozilla should be shipping it, as they said they did
10:59:12  <andythenorth> hmmm
10:59:16  <TrueBrain> StartSSL is ..... not the best option :p
10:59:31  <TrueBrain> well, in theory we don't use wildcards, but we do use lots of subdomains
11:01:02  <frosch123> hmm, so ecs vectors use op 0E and 10 multiple times for bytes and words
11:01:15  <__ln__> TrueBrain: my FF doesn't recognize's certificate
11:01:25  <Yexo> frosch123: that diff looks good
11:01:27  <OwenS> git log origin/HEAD | grep "(svn" | head -n 1 | cut -d" " -f 6 | head -c -2 <-- Thats quite ridiculous :p
11:02:03  <TrueBrain> I think we should just use money from the donations for a verizon certificate :p
11:02:04  <TrueBrain> haha
11:02:13  <OwenS> verizon? You mean VeriSign? :P
11:02:18  <OwenS> Thwate would be somewhat cheaper
11:02:27  <TrueBrain> both start with 'veri'
11:03:26  <Alberth> andythenorth: The trick with debugging facilities is that we need a generic one, rather than one for industries, one for vehicles, one for houses, one for stations, etc. That needs a design by someone fluent in both nfo and c++ I am afraid.
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11:04:23  <Alberth> OwenS: We thought about hiring volunteers to type the revision number every time the computer needed one, but supplying enough food was too expensive
11:04:38  <TrueBrain> LOL @ Alberth :)
11:06:02  <CIA-6> OpenTTD: frosch * r19497 /trunk/src/ (5 files): -Fix: [NewGRF] Bytes and words get sign-extended for temporary/persistent storage. (Spotted by yexo)
11:07:50  <andythenorth> Alberth: yep I see the point.  My proposal is for a generic framework.  Rather than a 'patch for industries here', a 'hack for trains there' etc.
11:07:57  <andythenorth> But I am not fluent in nfo or C++ :(
11:08:05  <andythenorth> I have drawn a nice icon though :)
11:10:40  <andythenorth> peter1138: the players have noticed and are having ideas :)
11:11:18  <frosch123> what is needed for debugging? displaying all persistent storage registers? displaying all variables 00-5f? displaying the last result of every callbackid? setting conditional breakpoints for callbacks and then print the whole trace for them once?
11:12:26  <andythenorth> persistent registers - definitely
11:12:39  <andythenorth> callbacks enabled - definitely
11:12:51  <peter1138> only industries have persistent registers
11:12:54  <andythenorth> yup
11:13:12  <andythenorth> displaying last result for each cb - useful if possible.  Do some cbs run insanely often?
11:13:37  <frosch123> "callbacks enabled" sounds weird to me. then you rather need some tool which checks whether all callbacks appearing the the action2 chain are enabled
11:13:39  * OwenS chucks new patch into #FS3713
11:13:54  <frosch123> what is the use of displaying enabled callbacks in game?
11:14:15  <andythenorth> frosch123: I've spent a lot of time trying to 'fix' varaction 2 for cbs, to find that I hadn't enabled the cb :o
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11:14:29  <andythenorth> the cb bit map is really easy to get wrong
11:14:45  <frosch123> so you need a tool which can check that, but no display for manual checking, right?
11:15:16  <andythenorth> manual checking?
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11:15:58  * andythenorth should learn to explain himself better
11:16:17  <frosch123> yes, displaying them ingame and a human reading it and comparing it with the action2 chani
11:16:41  <andythenorth> what Yexo's patch does is sufficient
11:16:56  <andythenorth> resp. cbs
11:17:33  <andythenorth> also special /misc flags in case of industries
11:18:15  <frosch123> so basically all action0 properties including semantical meaning? :p
11:18:25  <andythenorth> no Yexo pointed out that's unnecessary
11:18:52  <andythenorth> for things that are simple, it's pointless printing them, the nfo is sufficient, or they are displayed anyway (speed, weight etc)
11:19:17  <andythenorth> for props that are bit maps, it is useful to see the result
11:19:36  <andythenorth> vehicle cargo refit masks might be a good (specific not general)  case
11:20:05  <andythenorth> break points would be useful - something like an advanced varaction 2 operator that pushes the result to the debug?
11:20:36  <andythenorth> I use the text stack that way, but it's a fools game.  My code to render the text stack often has as many bugs as the code I'm trying to debug :|
11:21:20  <frosch123> a breakpoint in the nfo? i rather thought some ingame "print trace of next call to production callback"
11:21:38  <andythenorth> that could work equally
11:21:58  <andythenorth> I would defer to your knowledge on most of this :)
11:22:03  <Yexo> frosch123: I was thinking along those lines too
11:22:16  <Yexo> but then also "next call to productino callback of this specific industry"
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11:23:15  <frosch123> yup, and "next call of production callback of this industry when stockpile of first cargo is bigger than 1000"
11:23:19  <frosch123> :p
11:23:39  <frosch123> putting a breakpoint in the nfo might be easier in that case
11:23:51  <frosch123> but the usage seems quite different
11:24:26  <Yexo> when debugging a callback you need to know on which industry/vehicle/.. the callback is run, and preferable only print a trace if the callback is run for a specific industry/vehicle
11:24:50  <andythenorth> Yexo: it would seem easier to just localise that to the GUI for the object in question?
11:25:00  <andythenorth> That's an outcome  not an implementation :)
11:25:38  <andythenorth> hmmm
11:26:22  <andythenorth> xy offsets for industry tiles (presumably also houses).  Yes I can count them, but  the computer is better at counting than me
11:26:52  <andythenorth> and tile ID
11:27:04  <andythenorth> in fact probably a whole bunch of tile stuff
11:27:47  <Alberth> info button gives the coordinates
11:28:08  <andythenorth> absolute on the map though, not relative to industry north tile
11:28:17  * andythenorth wasn't clear
11:28:53  <Alberth> getting ideas across is one of the most difficult things, even with a A2 white board :)
11:29:39  <andythenorth> hmm....I knew some of the default industries accepted passengers, I didn't know it was so many :o
11:31:22  <frosch123> well, there are also more complicated cases. e.g. how to select wagons or articulated parts. or industry location check at a specific position... i doubt it is possible to specify all via the gui
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11:31:52  <frosch123> does anyone know what ttdp's newgrf debugging features? or does it just dump everything to a file?
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11:32:45  <Yexo> according to is dumps it to a file
11:33:07  <Yexo> and there is some utility on the forum to create a more readable text file from that output
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11:35:29  <andythenorth>  wonder how much debugging vehicles need?
11:35:37  <andythenorth> some of the train stuff is pretty complex I guess
11:35:53  <CIA-6> OpenTTD: peter1138 * r19498 /trunk/src/vehicle_cmd.cpp: -Feature [FS#3710]: Keep number padding intact when cloning vehicle names.
11:37:20  * andythenorth wonders about being able to see the results of getting some random bits
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11:38:11  <frosch123> you mean displaying the random bits like persistant storage, or calling a callback with a certain random value?
11:39:33  * andythenorth thinks
11:40:09  <andythenorth> displaying the random bits would be interesting.  Displaying the result of testing a var like 5F would be more useful.
11:40:17  * OwenS considers morphing NAND signals patch into proper programmable signals
11:40:25  <andythenorth> For industry I can do it with persistent storage though
11:41:00  <andythenorth> I don't want to give the impression that I think an uber-framework is a good idea :o
11:41:23  <andythenorth> A simple tool that works is better than no tool (or my crazy text stack solution for industries)
11:41:49  <Hirundo> Yexo:
11:42:17  <Yexo> thanks Hirundo
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11:53:19  <Yexo> Hirundo: apart from some syntactic sugar it's not that different from what Iv'e done so far
11:54:46  <PeterT> andythenorth: I coded my first GRF last night
11:54:54  <PeterT> I've already started CETS
11:55:33  <PeterT> planetmaker: how was the party? :-)
11:57:15  <frosch123> Hirundo: you do everything dword-sized. what about signed/unsigned?
11:58:08  <Hirundo> **, // and %% for signed multiplication/div/mod
11:59:16  <frosch123> hmm, is that written in there? :o
11:59:22  <Hirundo> nope :)
12:00:17  <PeterT> what error have I made in my code, andythenorth?
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12:01:30  <frosch123> an example which uses store or storeP might be useful, i cannot see how that works
12:03:38  <Yexo> frosch123: what is the problem? he didn't specify that store() also returns the value
12:03:53  <Yexo> and value should probably be <expr>
12:04:14  <frosch123> wel,l but where do i put it? into the switch() ?
12:04:40  <Yexo> I'd expect something like this:
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12:05:48  <Yexo> switch (feature_num, set_id, store((var[0x40]+10) & 0x0F, 8) ) {
12:06:03  <Yexo> Hirundo: is that ^^ according to your spec ok?
12:06:13  <andythenorth> PeterT: you're missing a byte
12:06:22  <frosch123> so "switch ( store(read(1), 2), read(3) )"? or "switch ( load( store(read(1), 2), read(3) )" ?
12:06:36  <PeterT> andythenorth: where?
12:06:39  <PeterT> what is a byte?
12:06:47  <andythenorth> :P
12:07:02  <PeterT> is it on the ttdp wiki?
12:07:04  <andythenorth> PeterT: try formatting your action 2 like this:
12:07:12  <andythenorth> it's a proven formula :)
12:07:12  <Yexo> frosch123: where does the "load(" come from?
12:07:31  <PeterT> you can even do that?
12:07:37  <frosch123> operator 0F
12:07:41  <PeterT> that's much better than my code!
12:08:06  <frosch123> just invented it, maybe "reset" fits better
12:08:12  <frosch123> or "," :)
12:08:12  <andythenorth> PeterT: that one's for a ship.  beware of copying and pasting it :)
12:08:24  <PeterT> gotcha
12:08:33  <Hirundo>
12:08:44  <Yexo> frosch123: that doesn't make sense, you don't need operator 0F if you can use a normal expression
12:08:49  <PeterT> andythenorth: I'm going to say these trains only have one loading phase, since that's all the sprites have in them
12:09:00  <PeterT> andythenorth: they didn't give pcx files, is that a problem?
12:09:05  <andythenorth> yes
12:09:08  <PeterT> andythenorth: I only have the png
12:09:11  <PeterT> damn it
12:09:21  <andythenorth> no you can convert png to pcx
12:09:22  <frosch123> Yexo: so "," accoring to newest paste
12:09:39  <Yexo> ah, like in C
12:09:44  <andythenorth> PeterT: I'm afk
12:09:48  <andythenorth> chores!
12:09:52  <PeterT> Ok, bye!
12:09:56  <andythenorth> but someone else might help you or I'll be back later
12:10:05  <PeterT> what problem do you use?
12:10:08  <PeterT> for conversion
12:10:14  <andythenorth> photoshop
12:10:19  <andythenorth> in my case
12:10:19  <PeterT> adobe?
12:10:22  <andythenorth> yup
12:10:48  <PeterT> meh
12:10:49  <^4VAlien^> is a good free image tool on windows
12:10:49  <PeterT> that's money
12:10:57  <PeterT> thanks ^
12:11:02  <PeterT> thanks ^4VAlien^
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12:13:31  <^4VAlien^> i just checked and you need a plugin for pcx support though
12:14:00  <Yexo> converted Hirundos example to the syntax I've used so far
12:14:09  <Yexo> oh, and I stole the , operator :p
12:14:14  <PeterT> ?
12:15:05  <frosch123> ^4VAlien^: does it support images with indexed colours?
12:17:11  <Hirundo> Yexo: in your first example, does 'company_color = ((VAR(0x45) >> 24) & 0x0F)' act like a #define or like an actual (run-time) assignment?
12:17:57  <Yexo> like a #define
12:18:13  <^4VAlien^> frosch123 it can work with palettes yes
12:18:28  <^4VAlien^> i'll see if i can get it to save a pcx
12:18:29  <^4VAlien^> :P
12:19:15  <Hirundo> How do you plan to work with actions 6, 7/9 and D?
12:19:54  <Yexo> I don't have a plan for that yet
12:20:12  <Yexo> I started without a good plan, just to see how difficult it would be to support varaction2
12:22:02  <Hirundo> How would you handle a / (b * c) ?
12:22:27  <^4VAlien^> Color Palette
12:22:27  <^4VAlien^> New for the Colors window is a customizable palette that can hold up 96 colors. Also available is the ability to save, load, and manage the color palettes. These are stored as simple TXT files in your Documents folder hierarchy.
12:22:32  <^4VAlien^> so it works for me with pcx
12:22:41  <^4VAlien^> but im not sure how the palette requirements are in ttd
12:23:12  <Hirundo> With actionD it'd be d = b * c, result = a / d; with d being a temporary variable
12:23:42  <Yexo> if that expression occurs in a varaction2 chain I do the same using the temporary storage
12:23:45  <frosch123> 96 colors? you need 256
12:24:15  <frosch123> in fixed order with fixed values, and you need to save the images as indexed image not as truecolor image
12:24:43  <Yexo> so it'd become (B * C), store the result in temp[0], discard it, load A, divide by temp[0]
12:26:00  <Hirundo> For both parameters and temp storage, it'd be necessary to reserve a certain section for these temporary variables
12:26:52  <frosch123> just reserve 0x80 to 0xFF
12:27:09  <^4VAlien^> ah well you can save them 8 bit dithered but there is no support for color tables as in old school gif editors etc
12:27:56  <frosch123> though for parameters it is harder due to the weird defined/undefined handling
12:27:59  <Yexo> true, currently I reserver the high half of the temp storage, so temp[128] to temp[255]
12:28:26  <Hirundo> The temporary storage index to read (7D parameter) cannot be set during the callback, right?
12:28:40  <Yexo> no
12:28:43  <Yexo> but that is no problem
12:28:48  <frosch123> correct, no indirect addressing :)
12:29:02  * Hirundo had weird thoughts about stack pointers and such
12:29:03  <^4VAlien^> theres this plugin which lets you define a selective palette
12:29:11  <Yexo> I resolve the indexes in the temp storage to use at compile time
12:29:16  <^4VAlien^> but i usually use as quick editor at work
12:29:20  <^4VAlien^> no need for palettes there
12:29:36  <Hirundo> Yexo: what language do you use?
12:30:02  <Yexo> python (with ply as lexer/parser)
12:30:43  <PeterT> what keeps happening to my grf code?
12:31:07  <Yexo> PeterT: read the message you get:  Error (115): No preceeding action 1.
12:31:13  <Yexo> you need an action1 before that action2
12:32:08  <PeterT> oh, is that always needed?
12:32:19  <andythenorth> yes
12:32:22  <PeterT> like, I didn't need Action7 before Action7
12:32:39  <Yexo> action7 before action7? what are you talking about?
12:32:44  <andythenorth>
12:33:32  <Yexo> andythenorth: action 3 before action 0? does that work?
12:33:38  <PeterT> s/Action7/Action8/
12:34:25  <Yexo> PeterT: in the action2 you wrote there is "01 00 // loaded sprites", that refers to the last action1
12:34:34  <PeterT> Oh, didn't know that
12:34:50  <Yexo> but you refer to an action1 without ever having defined an action 1, that is why the error is shown
12:35:03  <PeterT> honestly, I dont' know the difference between num-loadtypes, loadtypes, loadingtypes
12:35:48  <Yexo> <num-loadtypes>	B	Number of different states while moving
12:35:52  <Yexo> <num-loadingtypes>	B	Number of different states while loading/unloading
12:35:57  <Yexo> <loadtypes>	W	Sets from the most recent action 1 to use for various states of loading
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12:36:03  <Yexo> there it already mentions action 1
12:36:10  <Yexo> it's all properly documented
12:39:17  <andythenorth> PeterT: btw if you get pcx files, make sure their *width* is a multiple of 4
12:39:34  <PeterT> the entire file itself, or the trains?
12:39:44  <andythenorth> the entire pcx file
12:39:49  <PeterT> ok
12:39:51  <andythenorth> otherwise corruption happens
12:39:54  <PeterT> I gotta go
12:39:57  <PeterT> be back in an hour
12:44:49  <iri> Why does my openttd version number look like a sha1?
12:44:56  *** iri is now known as irid
12:45:02  <irid> oops, must have put my nick in the wrong box somewhere
12:45:21  <OwenS> irid: You building from Git?
12:45:29  <OwenS> Wheres assert() defined?
12:45:30  <irid> Yes. but I can't see the sha1 in the log?
12:45:39  <OwenS> irid: You can see it in the "git log"
12:45:54  <OwenS> When you build it from git, you get the git revision rather than the SVN revision
12:46:06  <irid> doh, I was being dumb, sorry.
12:46:12  <irid> I was including the "g" when looking
12:46:15  <irid> silly me.
12:47:21  <Alberth> OwenS:  #include <cassert>       (or in c-speak, #include <assert.h>)
12:47:23  <irid> I want to improve the industry directory list. Maybe by showing something like a small percentile graphic for an industry for its production.
12:47:34  <OwenS> Alberth: I thought OpenTTD had a custom assert? :-S
12:47:39  <irid> Also, to be able to sort by industry and production simultaneously..
12:47:52  <irid> Does anyone think this is a worthwhile endeavour?
12:47:58  <irid> (Or not?)
12:48:01  <Alberth> NOT_REACHED();   :)
12:48:10  <Alberth> most likely in stdafx.h
12:49:10  <OwenS> Well, the basic opcodes of my signal VM are done
12:51:13  <^4VAlien^> what is the build target to get a debug build ?
12:53:42  <irid> Hmm. Does any GUI provide a way of having a list with columns?
12:54:45  <Alberth> server list
12:55:02  <Alberth> but it does some magic with hiding columns
12:57:07  <Alberth> but basically, it is a bunch of matrix widgets next to each other
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13:00:47  <andythenorth> hmmm
13:00:53  <Pikka> hmmm
13:00:59  <andythenorth> hi hi Pikka
13:01:06  <Pikka> hello andy
13:02:11  <andythenorth> Yexo: your patch for AcceptSameCargo would 'break' PBI and maybe ECS
13:02:28  <andythenorth> which is sad, because the patch is the right thing to do
13:03:09  <Pikka> D: what does it do?
13:04:34  <^4VAlien^> i almost got my environment set up, but: ..\ttd\src\town_gui.cpp:41:27: table/strings.h: No such file or directory i guess i need to generate it ?
13:04:39  <^4VAlien^> its not on the wiki how to get that file
13:04:51  <^4VAlien^> (i checked out the RC3 tag from repository)
13:04:54  <andythenorth>
13:05:02  <andythenorth> Pikka: ^
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13:05:13  <Yexo> ^4VAlien^: it's generated automatically if you run make
13:05:29  <Yexo> or by msvc, depending on what environment you use
13:05:52  <^4VAlien^> i installed eclipse
13:06:04  <^4VAlien^> but i did not hit any make buttons, went straight to build :P
13:06:27  <Yexo> there is no project for eclipse, you'll have to create the rules for strgen etc. yourself
13:06:27  <Pikka> hmmm
13:06:32  <andythenorth> current industry location check only looks at cargo slot 0
13:06:46  <andythenorth> the 'break' would be power station can't locate near steel mill
13:06:57  <andythenorth> not exactly earth shattering
13:06:59  <andythenorth> ?
13:07:01  <Pikka> that industry location check is an openttd feature, right?
13:07:03  <^4VAlien^> ah well i use eclipse with mingw toolset
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13:07:35  <andythenorth> Pikka: dunno
13:07:38  <Yexo> Pikka: I don't know
13:07:41  <andythenorth> oh
13:07:45  <andythenorth> I have to go afk :|
13:07:50  <andythenorth> meh
13:08:05  <Pikka> I think so, there's no problem with putting, say, two steel mills next to each other in TTDP...
13:08:23  <Pikka> personally I'd like to see the check removed, or at least overridable by newgrf :]
13:08:37  <glx> ^4VAlien^: the order is strgen, langs, openttd
13:09:03  <andythenorth> Pikka: I also think it should be over-ridable by newgrf
13:09:20  <andythenorth> either make the result of cb28 canonical, or make cb14B work in this context (it's broken right now)
13:09:23  <^4VAlien^> i'll try first with a clean build
13:15:02  <^4VAlien^> it might be that i did not have a cc binary on my mingw (just gcc), its seems to be building now that i have it
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13:18:26  <^4VAlien^> compiling goes a lot faster on the quad core bulldozer at work :(
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13:24:36  * andythenorth just solved a problem :)
13:24:40  <andythenorth> probably
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13:37:44  <irid> When doing DrawString, is there any way to control the colour without modifying the string itself?
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13:38:37  <Yexo> text color is the next argument after the stringid / char*
13:38:49  <frosch123> andythenorth, pikka, yexo: the cargo checking seems to be indeed an ottd addition (not present in 0.1). so i also vote for removing
13:39:12  <Yexo> we've been doing double work, I was just testing it in ttdpatch :)
13:39:27  <irid> Oh, so it is. sorry.
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13:40:09  <Yexo> I agree on removing the check btw
13:40:10  <frosch123> it is already part of r1
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13:40:28  <irid> Is adding a new string as simple as modifying "english.txt" ?
13:40:34  <Yexo> yes
13:40:44  <irid> What happens if a string doesn't exist in the current language?
13:40:54  <frosch123> it takes the english one
13:40:55  <Yexo> the english translatino is used
13:40:58  <PeterT> Hi all, back
13:40:59  <irid> Great :-)
13:41:04  <PeterT> andythenorth: I'm working
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13:44:11  <PeterT> andythenorth: Do I ask for a pcx version, or do I convert it?
13:55:33  <OwenS> Hmm... How would it be best to key something off a signal?
13:55:50  <OwenS> (The simple option would be to key off the TileID, but there are multiple signals on some tiles...)
13:59:28  <OwenS> I suppose, unless we get 65536x65536 maps, it's safe to store it as TileIndex | (special_direction << 31)?
13:59:38  <Hirundo> What do you intend to do with this 'key'?
13:59:46  <OwenS> Hirundo: Store programmable signal programs
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14:01:04  <Hirundo> So, to find the program associated with a signal, you use some sort of hash map?
14:05:15  *** ptr [] has quit [Quit: Zzzzzz]
14:08:35  <OwenS> Hirundo: Yes
14:09:00  <OwenS> (Well, at present, an ordered map, but no reason it needs to maintain order)
14:10:26  <Hirundo> hmmm... do you allocate those programs in a pool?
14:10:30  <PeterT> "The amount of stations, vehicles, ships, etc that the following sprites represent" <-- Is this the number of trains in the pcx file?
14:10:38  <OwenS> Hirundo: Theyr'e just new'd
14:10:56  <PeterT> would it be seven for this one?
14:11:04  <Hirundo> How are you planning to store those pointers in a savegame?
14:11:35  <OwenS> Hirundo: I intend to write out the program map to the save file, collapsing the pointer based structure in the process
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14:13:37  <andythenorth> PeterT: you're asking about action 1?
14:13:46  <PeterT> yes
14:13:52  <Hirundo> How will the user write his programs? Are they really that complex?
14:14:17  <andythenorth> PeterT: it would be 7 sets of 8 for the sprite you showed
14:14:27  <PeterT> Oh
14:14:33  <PeterT> of 8 what?
14:14:42  <andythenorth> each angle needs a 'real' sprite
14:15:17  <andythenorth> there are 8 angles
14:15:21  <OwenS> Hirundo: GUI :-)
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14:15:38  <^4VAlien^> it seems that my ai code in \ai\myAI is ignored ?
14:15:45  <^4VAlien^> i cannot select it in the AI settings screen
14:15:46  <PeterT> oh, oh
14:15:50  <PeterT> thanks andythenorth
14:16:38  <Hirundo> OwenS: Sounds difficult, I'll see what you come up with :)
14:16:47  <OwenS> Hirundo: GUI will be hardest part :p
14:18:28  <andythenorth> frosch123, Yexo removing that check = win.  Thanks :)
14:18:30  <PeterT> andythenorth:     2 * 4 	 01 00 07 08 // Action 1
14:18:31  <PeterT> ?
14:18:47  <andythenorth> looks ok to me.  feature 00 is trains?
14:19:10  <PeterT> yes
14:19:16  <PeterT> This sets the type of feature that you wish to change. Set it to
14:19:16  <PeterT> 00 for trains
14:19:21  <andythenorth> that looks correct to me then
14:19:47  <Pikka> I keep meaning to put up versions of the sprite templates with extra height for pantographs...
14:19:55  <andythenorth> PeterT: do you know what would happen if you had 10 trains?
14:19:56  <PeterT> can I use return spaces as in the next action?
14:20:06  <PeterT> andythenorth: yes, change 07 to 10
14:20:08  <PeterT> right?
14:20:08  <andythenorth> nope
14:20:11  <andythenorth> it's hex
14:20:12  <OwenS> Hirundo: Now to track down everywhere in OpenTTD a tile could have signals removed from it or the signal type changed :p
14:20:13  <PeterT> then what
14:20:15  <PeterT> what is hex
14:20:22  <andythenorth> two choices.
14:20:25  <Pikka> 0A
14:20:28  <andythenorth> it's worth learning to count in hex
14:20:47  <andythenorth> 0A = 10, 0F = 15, 10 = 16.  You can fill in the rest
14:20:52  <andythenorth> or use escapes
14:21:09  <PeterT> 0B = 11?
14:21:13  <PeterT> 0C = 12?
14:21:14  <andythenorth> yep
14:21:19  <PeterT> 0D = 13?
14:21:23  <PeterT> all the way to FF?
14:21:27  <Pikka> yep
14:21:29  <andythenorth> yup.  FF = 255
14:21:39  <Pikka> or \b10 etc
14:21:42  <andythenorth> escapes are useful. 10 would be \b10
14:21:46  <Pikka> :D
14:21:46  <PeterT> why does 0F = 13, but 10 = 16?
14:21:50  * Pikka will shush now
14:21:56  <PeterT> No, keep going coding master
14:22:02  <Pikka> 0F = 15
14:22:06  <PeterT> Pikka: Also, your vehicle code confues me'
14:22:17  <Pikka> which bit, peter?
14:22:30  <PeterT>
14:22:53  <Pikka> which part is confusing? :P
14:23:21  <PeterT> all of it :D
14:23:33  <PeterT> "1611 SPRITES\myloco.pcx"
14:23:37  <PeterT> why do you skip to 1611?
14:23:52  <Pikka> because I just cut and pasted that together...
14:24:08  <PeterT> ok
14:24:09  <Pikka> renum will fix the sprite numbers (and grfcodec actually doesn't care about sprite numbers these days afaia)
14:24:12  <andythenorth> PeterT: just use -1 for sprite numbers
14:24:17  <PeterT> why?
14:24:22  <andythenorth> easier
14:24:28  <PeterT> for every sprite number?
14:24:30  <Pikka> well
14:24:34  <andythenorth> it's a convention
14:24:50  <PeterT>
14:24:51  <Pikka> andy says easier, but when you want to know where the error is having a sprite number is helpful ;)
14:25:13  <PeterT> but he said that renum fixes the sprite numbers
14:26:18  <andythenorth> PeterT: I am too used to the coop makefile system
14:26:27  <andythenorth> that works a bit differently
14:26:37  <andythenorth> carry on as you are :)
14:27:02  <PeterT> Stop confusing me :-P
14:27:13  <PeterT> is this ok?
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14:28:02  <andythenorth> you seem to have an empty action 2 at the start of the file?  If I've read it right...
14:28:08  <andythenorth> line 4
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14:28:26  <Pikka> that'd be sprite 0, andy :)
14:28:39  <andythenorth> yup
14:28:41  <PeterT> I should ask someone not addicated to makefiles
14:28:44  <andythenorth> heh
14:29:25  <Pikka> renum will put the right numbers in there, too
14:29:28  <andythenorth> so now you just need your real sprites and an action 0 and an action 3 ;)
14:29:43  <andythenorth> do you need a pcx still?
14:30:27  <PeterT> yes
14:30:35  <PeterT> I'm googling how to convert it
14:32:04  * Pikka vaguely remembers that grfcodec can read pngs these days too...
14:32:47  <andythenorth> PeterT: check your pm
14:33:03  <PeterT> thanks!
14:33:10  <andythenorth> it's a nasty hack.  you''ll need to learn about the blue background mask
14:33:24  <andythenorth> I've just flood filled most of the file, but normally they are drawn neatly
14:33:43  <andythenorth> PeterT: like so
14:34:15  <andythenorth> actually these are better - uses Zephyris' template
14:34:38  <PeterT> I have no idea what you're talking about
14:34:47  <PeterT> Slow down
14:34:52  <andythenorth> keep up :P
14:35:14  <andythenorth> frosch123 Yexo if that check is removed, does the related advanced option need removing?
14:35:50  <frosch123> i just renamed it to "STR_CONFIG_SETTING_ALLOW_CLOSE_CONFLICTING_INDUSTRY             :{LTBLUE}Industries of the same chain can be built close to each other: {ORANGE}{STRING1}"
14:36:23  <andythenorth> Is the option actually required though?
14:36:46  * andythenorth thinks
14:36:47  <frosch123> it allows building forrests near sawmills etc
14:37:00  <frosch123> i.e. ignoring of the "conflicting industry types" properies
14:37:26  <Pikka> yuk
14:37:32  <frosch123> if you have a better description of the setting it would be fine
14:37:39  <frosch123> but the old one was quite wrong :p
14:37:59  * Pikka doesn't like player options which override newgrf properties... :P
14:38:28  <frosch123> well, it does not override cb28... so removing it completely might be useful as well
14:38:46  * Pikka added extra-height templates for 7 and 8/8 length vehicles to the wiki... I hope I got the numbers right 'cause I didn't test 'em. :)
14:38:59  <andythenorth> the setting doesn't seem to permit a sawmill to be built near a forest anyway
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14:39:23  <frosch123> i changed that, before it worked only in one direction :p
14:39:47  <frosch123> don't make fun of it :p
14:40:50  * andythenorth is confused about what that setting does do :o
14:40:54  <andythenorth> do any of us know?
14:41:20  <frosch123> yeah, maybe removing it is not that bad
14:41:44  <frosch123> then i also do not have to think about a good description
14:41:52  <andythenorth> less work :
14:41:54  <andythenorth> :)
14:43:00  <andythenorth> do we get the unintended consequence that the default game can built two factories (for example) next to each other now?
14:43:13  <andythenorth> or is that covered by forbid multiple same type industry per town?
14:43:48  <frosch123> unless you build them between to towns, yes
14:45:46  <andythenorth> doesn't an industry always belong to a town?
14:46:00  <PeterT> andythenorth: where do I find this info for the trains: xpos ypos compression ysize xsize xrel yrel
14:46:14  <frosch123> yes, but one might belong to town a and the other to town b, while they are directly next to each other
14:46:19  <andythenorth> hmm
14:46:22  <Pikka> PeterT
14:46:31  <PeterT> ok
14:46:33  <Pikka> but you might have to do a bit of image editing :)
14:46:52  <andythenorth> frosch123: I'll happily test a diff if you have one - to see if there are strange consequences :)
14:47:06  <andythenorth> I'll test for default - not FIRS.
14:47:25  <PeterT> fuck - why can't they just give me a ready pcx
14:47:54  <PeterT> that would be too simple, right?
14:48:06  <Pikka> PeterT: point them to that page, say "template your sprites plz".
14:49:10  <PeterT>
14:49:56  <andythenorth> PeterT: so xpos and ypos you have to measure.  which is why sticking to a standard template is a good idea
14:50:07  <andythenorth> same for ysize and xsize
14:50:08  <PeterT> argh
14:50:13  <andythenorth> compression I ignore
14:50:36  <andythenorth> xrel and yrel are a bit of a pain, you just to have to make the best guess, test and tweak
14:51:15  <andythenorth> xpos is 4 and ypos is 14 in the file I sent you
14:51:51  <Pikka> andy: well... you don't /have/ to guess... if you're using the templates it's all good, if you've modified the size from the templates a little then you can calculate
14:52:00  <andythenorth> PeterT: try coding one that already has a the class 20
14:52:05  <andythenorth> you can replace the sprites later
14:52:20  <andythenorth> it helps to work through one without this extra pcx hassle
14:52:32  <PeterT> class 20 where?
14:52:40  <Pikka> for non-train vehicles I tend to stick the sprite in the middle of a big blue square and use the same dimensions/offsets for every sprite :P  let grfcodec do the work for me.
14:52:47  <andythenorth> PeterT: in the bros zip I sent
14:55:37  <andythenorth> PeterT: you can use that pcx and the action 1 real sprites.  then you can see if the rest of your grf works
14:56:00  <PeterT> how does this look?
14:56:21  <andythenorth> move your real sprites down to the action 1
14:56:28  <Pikka> shame NLTiger's vehicle lengths are all over the place... :)
14:57:04  <PeterT>
14:57:30  <andythenorth> PeterT: yup (I think)
14:57:41  <PeterT> let's renum then
14:58:00  <PeterT>
14:58:00  <Pikka> good, except you've got one sprite set when you said there'd be seven ;)
14:58:31  <andythenorth> renum should tell you about that :)
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14:59:27  <PeterT> "//!!Error (56): Offset 5: Sprite set 01 does not appear in the preceeding Action 1 (sprite 1).
14:59:27  <PeterT> "
14:59:48  <Pikka> if you only have one sprite set, it's set 0
15:00:22  <Pikka> 7 sets will be 0-6, not 1-7
15:00:23  <andythenorth> it counts from 0
15:00:30  <andythenorth> so the first set is 00
15:00:48  <andythenorth> but you need to declare 01 or \b1
15:00:56  <PeterT> oh
15:01:57  <andythenorth> renum thinks something is wrong with your action 8 as well
15:02:12  <PeterT> fuck you renum
15:02:22  <andythenorth> oh....your action 8 is commented.  and .....naughty
15:02:30  <andythenorth> not too much swearing here
15:02:38  <PeterT> No, it's probably not renum's fault
15:02:57  <PeterT> action 8 can't be commented?
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15:03:20  <andythenorth> not really
15:03:30  <andythenorth> not commented out
15:03:43  <PeterT> /!!Error (56): Offset 5: Sprite set 01 does not appear in the preceeding Action 1 (sprite 2).
15:03:58  <andythenorth> paste your current code
15:04:01  <PeterT> never mind, changed to 00
15:04:07  <PeterT> like you said before
15:04:19  <andythenorth> paste....
15:04:29  <PeterT>
15:04:54  <andythenorth> so you need to declare 1 set
15:05:28  <andythenorth> you're falling victim to  the 'off by one' problem :)  It hits most people
15:05:30  <PeterT> where?
15:05:33  <andythenorth> first set is 00
15:05:38  <andythenorth> but the count is then 1
15:05:45  <andythenorth> so declare 1
15:05:52  <PeterT> [11:05:22] <PeterT> where?
15:05:55  <andythenorth> in the action 1
15:06:09  <andythenorth> 01 // number of sprites
15:06:16  <andythenorth> or \b1 // number of sprites
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15:07:17  <PeterT> /!!Error (56): Offset 5: Sprite set 01 does not appear in the preceeding Action 1 (sprite 2).
15:07:20  <andythenorth> yep
15:07:32  <andythenorth> so now we change your action 2 to refer to sprite set 00
15:07:39  <andythenorth> ....which is the first set
15:07:52  <andythenorth>  use this: 00 00 // loaded sprites
15:08:10  <andythenorth> then renum and paste again
15:08:20  <PeterT> /!!For feature 0 the following cargoIDs have not been used since their most recent definition:
15:08:20  <PeterT> /!!A1 (last defined at sprite 11)
15:08:29  <PeterT> that's the one I get stuck at
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15:08:32  <PeterT> do you need my code?
15:08:55  *** Tennel [] has joined #openttd
15:09:12  <Pikka> well, it hasn't.
15:09:26  <Pikka> you have a "real" action 2, and... then nothing.
15:09:51  <PeterT> So it's giving me an error because I built half of a house?
15:09:58  <PeterT> metaphorically
15:10:01  <andythenorth> so now you need an action 3 which will use the action (cargo ID)
15:10:07  <andythenorth> meh
15:10:11  <PeterT> ok
15:10:12  <andythenorth> action 2 (cargoID)
15:10:15  <PeterT> then I'm making progress
15:11:23  <andythenorth> I'll give you the action 3
15:11:45  <PeterT> No - don't
15:11:48  <PeterT> let me try it first
15:11:49  <andythenorth> ok
15:11:59  <andythenorth> well it's here if you can resist temptation
15:12:00  <andythenorth>
15:12:01  <PeterT>
15:12:04  <andythenorth> can you resist?
15:12:35  <PeterT> No, I couldn't
15:12:43  <PeterT> I clicked it within 2 seconds of you posting
15:13:10  <andythenorth> kids today - no willpower :o
15:13:15  * andythenorth is shocked
15:13:45  <PeterT> Kids?
15:13:47  <PeterT> :-P
15:15:37  <andythenorth> solved it yet?
15:16:29  <CIA-6> OpenTTD: frosch * r19499 /trunk/src/ (51 files in 4 dirs): -Remove: same_industry_close setting did not do what it said and caused NewGRF trouble.
15:17:41  <PeterT> I'm trying to understand what yours means
15:17:59  <irid> Is there a way to make openttd not ask for confirmation on exit?
15:17:59  <PeterT> 12 * 7	 03 00 01 20 // Action 3
15:18:08  <PeterT> irid: console -> "quit"
15:18:16  <PeterT> what is the "20" stand for?
15:18:21  <PeterT> s/is/does/
15:18:28  <irid> I mean, if I hit ctrl-c at the linux command line, it asks me if I want to quit
15:18:35  <irid> I don't want to SIGTERM it.
15:18:40  <irid> (if possible)
15:19:30  <Pikka> PeterT: weren't you just looking at the wiki page?
15:19:38  <PeterT> I am still
15:19:50  <PeterT> but...
15:19:56  <PeterT> ah, nevermind
15:20:08  <Ammler> andythenorth: you do include tractors in FIRS?
15:20:34  *** lobstah is now known as lobster
15:26:35  <PeterT> I just don't get it
15:26:41  <PeterT> why do you pick an id of "20"?
15:28:24  <andythenorth> probably because it was for the class 20 - tickles my sense of humour :)
15:28:39  <PeterT> So it's random?
15:28:40  <andythenorth> just change the ID to the one you are using
15:28:52  <PeterT> what?!
15:28:55  <PeterT> what am I using?
15:28:59  <andythenorth> the ID is what connects all the actions for a vehicle
15:29:19  <andythenorth> ah
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15:29:25  <andythenorth> you haven't declare an action 0 yet
15:29:30  <andythenorth> so you don't really have any IDs
15:29:39  <andythenorth> may as well use 00
15:29:50  <andythenorth> so change the ID to 00
15:30:01  <andythenorth> Ammler: tractors in FIRS?
15:30:05  <andythenorth> tractors in HEQS yes
15:30:13  <PeterT> Ok, thanks
15:30:27  <PeterT> when shall I declare action0?
15:30:33  <andythenorth> now? :)
15:30:54  <andythenorth> I normally do it first, before action 1/2/3  Pikka seems to do it the other way
15:31:19  <andythenorth> PeterT: you have this file, but anyway:
15:31:34  <andythenorth> action 0,4, 1, 2, 3
15:31:40  <andythenorth> as taught to me by Zephyris
15:31:40  <PeterT> Oh, right
15:32:50  <^4VAlien^> i have some very simple AI code on a small map, but it prints the same town name twice instead of both names with the builtin foreach loop? :
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15:38:00  <frosch123> drop the GetValue
15:38:25  <^4VAlien^> doh :(
15:38:30  <frosch123> AILog.Info(aTown.GetName(aIndex)+" "+aTown.GetPopulation(aIndex)); <- i would expect that
15:39:41  <PeterT> andythenorth: why do we use \b12?
15:39:45  <PeterT> is that hex for 12?
15:39:54  <andythenorth> no that's an escape
15:39:57  <PeterT> meaning I could also use \b1234?
15:40:02  <PeterT> what is an escape?
15:40:02  <andythenorth> no
15:40:14  <andythenorth> because it's a byte, and can only hold a value up to 255
15:40:17  <Pikka>
15:40:17  <PeterT> you use it in action 0 #
15:40:17  <PeterT> -1 * 1   00 00 \b12 01 20     // Action 0
15:40:34  <Pikka> In Info version 7 and later (supported by grfcodec version 0.9.9 and later), grfcodec can do some of this work for you. Instead of doing the above, you may use any of the following escape sequences:
15:40:35  <frosch123> escapes are stuff starting with "\"
15:40:36  <Pikka> etc
15:40:36  <andythenorth> so grfcodec converts escapes into bytes or words or dwords
15:40:44  <PeterT> Thanks Pikka
15:40:59  <PeterT> why do I have info version 5? :\
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15:42:06  <Pikka> who knows, PeterT....
15:42:30  <PeterT> DaleStan: why would one have info version 5 instead of info version 7?
15:43:04  <Pikka> peter: because there's a "5" in the header instead of a "7"?
15:43:40  <PeterT> Oh
15:43:53  <PeterT> I thought it was some strange NFORenum version mixup :S
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15:45:19  <PeterT> I'm going to take a break
15:45:26  <PeterT> I have to write up an essay
15:48:34  <OwenS> Hmm, fun
15:48:39  <OwenS> I apppear to have broken combo signals
15:48:47  <OwenS> And entry signals
15:49:06  <Pikka> oh well, never mind :D
15:49:23  <OwenS> Only in the case where there are no exit signals behind them; I know my error :p
15:53:14  <andythenorth> frosch123: the removal of that check doesn't appear to have nasty consequences for default industries
15:53:19  <andythenorth> my tests are limited mind you :)
15:53:24  <OwenS> YAAY! The progsigs VM just successfully executed a program :-)
15:54:05  <Hirundo> Is the VM language turing-complete? :)
15:54:06  <andythenorth> with 'allow multiple same industry per town' on, it's as you might expect - same industries can be adjacent
15:54:30  <OwenS>
15:54:32  <OwenS> Hirundo: Not yet
15:54:45  <OwenS> Hirundo: For a start, no variables
15:55:13  <frosch123> andythenorth: i guess that ttd restriction was to give them unique names
15:55:39  <OwenS> OK, to change all references to NAND to programmable :p
15:55:56  <Hirundo> I would scratch out the 'yet' and adhere to the KISS principle :P
15:56:21  <OwenS> Hirundo: A few vars may turn out useful. You never know :p
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15:58:37  <Hirundo> It'd be nice if both 'xor eax, eax' and 'mov eax, 0' would be supported ;)
15:58:51  <OwenS> Hirundo: Huh?
15:59:12  * Hirundo forgot that not everyone can read assembly
15:59:20  <OwenS> I can, but don't see the relavence
15:59:43  <Hirundo> nvm, there is none
16:01:03  <andythenorth> frosch123: we could name them planned-economy-style: "Hindinghead Factory Number 4"
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16:07:04  <Pikka> goodnight children
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16:19:23  <andythenorth> afk
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16:39:37  <^4VAlien^> which editors have good squirrel support ?
16:39:45  <DaleStan> <PeterT> Why would one have info version 5 instead of info version 7? <-- because you didn't use any Info version 6 or 7 features, and there was no header telling NFORenum to use any particular version.
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16:49:51  <OwenS> Where would be an appropriate place in the saveload for saving signal programs?
16:49:54  <OwenS> map_sl?
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16:53:18  <Eddi|zuHause> make a new chunk?
16:53:26  <Eddi|zuHause> and a signal_sl.cpp?
16:53:32  <OwenS> OK, so new file :p
16:53:55  <OwenS> Now to work out how to load complex things :p
17:01:20  <OwenS> For a RIFF chunk, do I need to know the size of it before I write it out? It seems I do...
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17:11:10  <Eddi|zuHause> i'd assume the size can be fixed later
17:11:16  <PeterT> DaleStan: Thanks
17:11:44  <OwenS> Eddi|zuHause: Unfortunately, SlSetLength seems to just write out the length straight away. i.e, if I call it later, it seems that it will put it at the end of the chunk...
17:12:49  <Eddi|zuHause> can't you do it as a pool or something?
17:13:28  <Eddi|zuHause> i'd presume they have a predefined saveload function
17:14:50  <OwenS> The chunk types are "CH_RIFF, CH_ARRAY, CH_SPARSE_ARRAY, CH_TYPE_MASK".
17:15:12  <OwenS> I think OpenTTD makes the assumption that most data is in an array or such, which with my instructions, it isn't
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17:18:42  <Rubidium> CH_TYPE_MASK isn't a chunk type?
17:18:58  <OwenS> Rubidium: Woops, lol
17:19:35  <OwenS> It's in sequence with the others, no space, misread...
17:21:26  <Muxy> Hello men
17:22:01  <Muxy> Rubidium: what was weong with the vehicle in the "Disconnecting Road Vehicle" trouble ?
17:22:04  <Muxy> *wrong
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17:50:08  <OwenS> Ok, Save_SPRG written...
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18:21:59  * andythenorth experiments with the production cb
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18:22:48  <Eddi|zuHause> does it blow up?
18:23:09  <Sevalecan> is there any way through openttd.cfg to reenable changing newgrfs ingame? :P
18:23:23  <OwenS> Sevalecan: You can still change them ingame
18:23:37  <Sevalecan> hmm, all of the controls were grayed out on me
18:23:51  <OwenS> That should only happen if connected to a server
18:24:10  <Sevalecan> oh, I must've still had it in multiplayer mode ::)
18:24:14  <Sevalecan> its working now \o/
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18:29:43  <andythenorth> hmmm
18:30:27  <andythenorth> ttdp wiki: industry special flags bit 15 means "The production callback needs random bits in var. 10 (No industry has this bit set by default.)"
18:30:52  <andythenorth> but cb 29 documentation says "Variable 18 contains 32 random bits to help randomizing the decision:"
18:31:24  <andythenorth> are both correct?
18:31:26  <frosch123> you are confusing production callback with change-production callback
18:31:44  <andythenorth> yes
18:31:49  <andythenorth> that happens often :|
18:31:55  <andythenorth> thanks
18:32:01  <andythenorth> all is fine
18:33:25  <frosch123> don't ask me though why it needs a bit to activate that
18:33:33  <frosch123> :)
18:34:31  <OwenS> frosch123: TTDP devs consider random bits expensive?
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18:35:47  <frosch123> i would consider calling a production callback far more expensive then doing some random
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18:36:18  <OwenS> "SignalInstruction ***i" <-- It's official. I've become a three star programmer...
18:37:08  <frosch123> last time i had that, i changed it into **&
18:37:35  <OwenS> I can't because it's what SmallVector gives me
18:38:22  <OwenS> (It's in my post-load pointer fixup code)
18:45:21  <OwenS> Whats the correct way to bail out during a load?
18:45:31  <CIA-6> OpenTTD: translators * r19500 /trunk/src/lang/ (brazilian_portuguese.txt esperanto.txt):
18:45:31  <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
18:45:31  <CIA-6> OpenTTD: esperanto - 2 changes by kristjan
18:45:31  <CIA-6> OpenTTD: greek - 4 changes by
18:45:31  <CIA-6> OpenTTD: lithuanian - 2 changes by
18:45:32  <CIA-6> OpenTTD: brazilian_portuguese - 2 changes by leandromoh
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18:53:36  <andythenorth> interesting
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18:53:54  <andythenorth> default industries randomise their production amounts on map generation
18:54:00  <andythenorth> newgrf industries do not
18:54:36  * andythenorth wonders about nfo code for that
18:55:58  <OwenS> SignalIf* i = static_cast<SignalIf*>(i); <--- I wonder whats wrong with that code...
18:57:56  <SpComb^> same name for both?
18:58:09  <OwenS> SpComb^: static cast an uninitialized variable to itself...
18:58:24  <SpComb^> doesn't make much sense to me
18:58:33  <OwenS> SpComb^: Exactly :P
19:02:24  <frosch123> andythenorth: i guess only for smooth economy
19:02:32  <^4VAlien^> damn .. after 1 day my AI can: 1. build bus stations 2. ???? 3. PROFIT $$$
19:02:41  * andythenorth tests economy settings
19:03:56  <OwenS> Hehe. I somehow thing OpenTTD's crashdumper wasn't expecting the save process to crash :p
19:04:15  <andythenorth> frosch123: yup you guess right
19:04:31  <andythenorth> guess I've been playing smooth economy for years :o
19:06:23  * andythenorth ponders some trickery with random bits in registers
19:07:04  <IvanStepaniuk> hi there! i didn't expect so much ppl on this channel
19:07:40  <dih> yarp
19:07:49  <andythenorth> hmm no cb to modify industry props 12 and 13
19:07:51  <IvanStepaniuk> I've played ttd back in the old times, now a linux user for a decade just rediscovered this great game
19:08:08  <Alberth> welcome
19:08:11  <andythenorth> hi hi
19:08:28  <andythenorth> meh.  randomising can wait
19:08:42  <Alberth> the game is a bit extended in the mean time :)
19:08:43  <IvanStepaniuk> i'd like to play multiplayer but i'm not ready to be smashed yet :P
19:09:24  <Alberth> there are also co-operative playing style servers, I think
19:09:28  <dih> define smashed?
19:09:51  <dih> on some servers you will be left to your self
19:09:58  <dih> you get to play and do your thing
19:10:26  <IvanStepaniuk> nice
19:10:34  <Alberth> we have those servers too :)
19:10:46  <dih> dont be discouraged in finding them :-P
19:13:05  <IvanStepaniuk> i have a newbie question. i've noticed that when transporting passengers, they don't have a desired destination, but all the passengers in a train just get off at the same time in the first station the trains stops
19:13:23  *** lobstar [~michielbi@] has quit [Ping timeout: 480 seconds]
19:13:32  <PeterT>
19:13:35  <Alberth> yep, that has not changed in official openttd
19:14:19  <Alberth> PeterT no doubt points to a experimental cargo destination branch
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19:15:08  <IvanStepaniuk> interesting
19:19:57  *** Frankr [] has quit [Ping timeout: 480 seconds]
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19:23:59  <andythenorth> hmm
19:24:20  <andythenorth> so industry prop 12 and 13 control production of output cargos 1 and 2
19:24:50  <andythenorth> (or set the initial values)
19:25:06  <andythenorth> but cb 29 and 35 change both cargos
19:25:20  <andythenorth> so output can't be controlled per cargo?
19:25:32  <andythenorth> hmm
19:25:55  <andythenorth> normally not an issue.  Just fooling with how the oil rig produces passengers
19:26:27  * andythenorth could use the production cb to control the passenger production
19:27:39  <Terkhen> I never understood why the oil rig produces passengers
19:27:48  <andythenorth> for fun
19:28:01  <Rubidium> Terkhen: because it accepts them?
19:28:06  <Rubidium> to make helicopters useful?
19:28:08  <andythenorth> plus I think Chris Sawyer grew up in scotland....maybe it's a sentimental thing about North Sea oil
19:28:14  <andythenorth> and what Rubidium said
19:28:28  <andythenorth> they go they have to come out :)
19:28:39  <andythenorth> never mind how inconsistent that is with other parts of the game resp. passengers
19:29:31  <andythenorth> anyway my oil rig also accepts engineering supplies.  I have a whole world of ship based excitement planned around that :D
19:29:42  <andythenorth> shame that ships can't have two cargos though
19:29:50  <IvanStepaniuk> thanks, i just hope the whole cargodist thing will be merged into trunk some day
19:30:05  <Terkhen> yes, it is inconsistent... but giving helicopters something to do makes sense
19:30:23  <andythenorth> were looking for a about implementing two cargos for ships in same way as planes?
19:30:28  <IvanStepaniuk> the HQ produces passengers :)
19:30:42  <andythenorth> some of the industries accept passengers (but don't produce them)
19:31:31  <planetmaker> hello
19:31:32  <IvanStepaniuk> makes sense, ppl have to work there... also receive and send small amounts of mail
19:31:50  <andythenorth> planetmaker: hi hi
19:32:22  * planetmaker likes Oil rigs as hub terminals to exchange passengers and other cargo between companies ;-)
19:32:33  <andythenorth> meh
19:32:54  <Alberth> outside territorial waters :)
19:34:50  <planetmaker> hehe, pirate haven or heaven ;-)
19:35:28  <andythenorth>
19:35:36  <Terkhen> andythenorth: sounds really complicated :P
19:35:47  <andythenorth> Terkhen nah
19:36:07  <andythenorth> how do planes do it?  they just use the shadow?
19:36:29  <Terkhen> IIRC it is the shadow what carries the second cargo, yes
19:36:38  <planetmaker> lol?
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19:37:23  <fonsinchen> I still wonder if, provided I go and fix the remaining coding style issues with cargodist, any dev would be willing to review it and help me get it ready for trunk ...
19:37:27  <andythenorth> just do an invisible shadow for ships
19:37:34  <andythenorth> or we could use it for smoke...
19:38:01  <andythenorth> it's simpler than articulated rvs
19:38:06  <planetmaker> andythenorth: it rather calls for a decent implementation of arbitrary cargo arangement than another hack extended
19:38:27  <andythenorth> sometimes the perfect is the enemy of the good
19:38:37  <andythenorth> how many cargos do we want a ship to carry?
19:38:56  <planetmaker> 12?
19:39:39  <planetmaker> food and goods and aluminum and steel and engineering supplies and farm supplies and fruit and ...
19:39:54  <Alberth> 4000+ (one for each container :p )
19:40:08  <planetmaker> hehe
19:40:16  <andythenorth> yeah, irl
19:40:34  <andythenorth> and articulated ships for my log raft might be more realistic
19:40:37  <andythenorth> but I don't really care
19:41:03  <andythenorth> two would be plenty :)
19:41:11  <OwenS> Alberth: IRL, of those 4000, 3999 iare "Goods" :p
19:41:27  * andythenorth thinks about how the refit menu would work
19:41:31  <Alberth> ok, so 2 would be adequate then :)
19:41:45  <andythenorth> nah.  two cargos sucks.  Think of the refit menu....
19:41:52  <andythenorth> 32 x 32 combinations!
19:41:53  <OwenS> It shouldn't be too much work to store two cargos?
19:42:12  <Alberth> if you make an nfo spec change, perhaps make it 3 or 4 to be on the safe side.
19:42:22  * andythenorth realises why planes carry either 'passengers and mail' or just one freight cargo
19:42:27  <andythenorth> even in AV8 etc
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19:42:39  <andythenorth> it would be major GUI suck
19:43:17  <OwenS> Error: NOT_REACHED triggered at line 162 of /home/oshepherd/Projects/OpenTTD/logic/src/saveload/signal_sl.cpp <- Baah
19:44:17  <andythenorth> poop
19:45:06  <andythenorth> might a better refit GUI work?
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19:46:38  <OwenS> andythenorth: Vehicle has slots, and you select whats in each from a combo?
19:47:31  <Terkhen> how does refit work with trains that can carry multiple kinds of cargo?
19:47:49  <OwenS> Terkhen: You refit to X, and those which can carry X refit
19:47:54  <andythenorth> Terkhen: depends on what the vehicles are refittable to
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19:48:18  <andythenorth> quite often there's a bit of depot shuffling...if you want box cars with 50% cargo 1 and 50% cargo 2 for example
19:48:26  <OwenS> Yay! Other than a small bug in my sanity checking code (i.e, i'm loading whats gotta be a pointer to an If, lets make sure it's a pointer to an If), my save load code worked first time :-D
19:48:33  <Alberth> OwenS: something like that indeed. Would you have cargo capacities associated as well?
19:48:41  <andythenorth> ships and planes would be best with simply 2 refit buttons
19:48:51  <OwenS> Alberth: Hmm, thats an interesting connumdrum
19:49:02  <andythenorth> it is tricky
19:49:20  <Alberth> with trains we have it in the sense that each wagon has a capacity
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19:49:46  <andythenorth> if the player can allocate capacity to each slot, then it makes set design kind of weird
19:50:09  <andythenorth> player can buy any size ship they like.   Sounds like freedom, but player freedom isn't always good for gameplay!
19:50:12  * Alberth imagines a kind of drag/drop of capacity to configure a ship
19:50:59  <andythenorth> while designing FISH I've had in mind 'hold capacity' and 'deck or cabin capacity'
19:51:08  <andythenorth> this is kind of close to some real ships
19:51:10  <Alberth> but you may be right, a user gets already to pick which ship he/she wants, that should be enough
19:52:14  <OwenS> Hmm... Should I upload a preliminary (i.e. backends there, but gui isn't) version of the programmable signals patch to the forums or not?
19:52:24  <andythenorth> I think it would be better to have two slots, the capacity of each is set by the newgrf designer
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19:55:07  <Hirundo> OwenS: I'd certainly like to take a look :)
19:55:28  <OwenS> OK, i'll append a preliminary version to the NandNG topic
19:58:23  * andythenorth tries to understand aircraft code
20:00:35  *** devilsadvocate [~devilsadv@] has joined #openttd
20:00:52  <andythenorth> aircraft code looks like it was written with some love :)
20:02:48  <OwenS> Hmm, how often is the Git repo updated?
20:03:06  *** fonsinchen [] has quit [Ping timeout: 480 seconds]
20:03:10  <frosch123> do they still use Finite sTate mAchines?
20:03:45  <frosch123> yup, still FTA :p
20:04:21  <planetmaker> dunno... is that supposed to change?
20:05:25  <frosch123> oh, it is an Automata
20:05:38  <OwenS> Hirundo:
20:06:04  <Alberth> OwenS: with each commit, afaik
20:06:19  <OwenS> Alberth: Yeah, seems my config was wrong
20:06:28  <OwenS> "git pull origin master" wasn't merging in changes :s
20:07:16  <OwenS> New patch 73k, old 39k. I'm surprised the change from NAND -> Prog is so little
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20:10:39  <Hirundo> first thing that struck me: what is the point of SetOtherNext? Is other->SetNext so bad?
20:11:19  <OwenS> Hirundo: It's protected; can't access it. Perhaps I should have just made it all public
20:11:58  <OwenS> Though generally code shouldn't be randomly setting the Next/Previous values
20:12:56  <Hirundo> SetOtherNext does just that, as far as I can tell
20:13:16  <OwenS> Hirundo: Because it's implemented in SignalInstruction, rather than a subclass, it can access it. C++ access rules are weird
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20:16:16  <Hirundo> may be a good read, at least the sections regarding comments, pointers and order of members in class definitions
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20:17:20  <OwenS> Hirundo: Aah, goot catch on the pointers
20:20:08  <Hirundo> SignalSimpleCondition is the only descendant of SignalCondition?
20:20:14  <OwenS> Hirundo: For now
20:20:49  <OwenS> I'll probably add logical operators and such in future
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20:23:31  <Hirundo> Also, (as per coding style) please use this->Method() instead of just Method(), it increases readability
20:25:21  <Hirundo> The code should not leak signals, instead of cleaning them up when saving
20:25:39  <OwenS> Hirundo: Thats there to check, I do intend to go through and make sure it doesn't leak
20:25:58  <OwenS> I've made sure that rail_cmd's commands don't leak
20:25:59  * andythenorth wonders where oil rig passenger production will cap out
20:26:27  <OwenS> (It's an error debug for a reason!)
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20:28:51  <andythenorth> frosch123: industry prod. multipliers would be useful to see in debug
20:29:34  <frosch123> aren't they displayed if you enable the change production cheat?
20:29:46  <frosch123> (though maybe that is disabled for newgrf stuff)
20:30:09  <Yexo> it's enabled, it just often doesn't work as you would expect
20:30:23  <Yexo> due to newgrfs ignoring the old value ahd computing the new one from other values
20:30:44  <frosch123> it does definitely not work if the industry does production by production callback only
20:31:00  <andythenorth> yup
20:32:45  * andythenorth could do with some help on oil rig PAX, but thinks it will be dull for the rest of you :o
20:34:37  *** lugo [] has quit [Ping timeout: 480 seconds]
20:35:00  <Hirundo> What are the tile/track variables on the SignalVM used for?
20:35:36  <OwenS> Hirundo: Nothing at present
20:36:05  <Hirundo> Also please use the SignalState (IIRC) enum instead of booleans to store the signal state
20:37:23  <OwenS> Hirundo: Will do. I misremembered that enum being more complex
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20:41:18  <Hirundo> By the name of it, I would have expected SignalVM to be more than a container
20:41:57  <OwenS> Perhaps I should move RunSignalProgram's body into it
20:43:10  <Yexo> Hirundo: /* While loops are supported as well: */ <- any ideas on how to support while loops in nfo?
20:43:24  <Hirundo> Action9 can jump backwards
20:43:31  <Yexo> does that work properly?
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20:43:46  <andythenorth>
20:44:09  <Hirundo> At least, Ammler's base cost grf uses it IIRC
20:44:24  <planetmaker> yup
20:44:47  <Hirundo> OwenS: That's what I thought
20:44:55  <frosch123> it works likely better in ottd than ttdp
20:46:49  <Yexo> Note that it is generally not safe to skip backwards, i.e. to an earlier position. While the patch will happily do that, you will get strange results if certain actions are repeated. Only action 0, 6, 7, 9, C and D are reasonably safe to execute more than once. <- from the spec
20:48:30  <frosch123> i guess B and E are also safe, but pointless :)
20:49:23  <Hirundo> Perhaps a patch dev (dalestan?) could provide more info
20:49:38  <Yexo> action0 is pointless to if you don't use an action6 to rewrite it
20:50:03  <Yexo> so that leaves no reason to support a while loop
20:50:22  <frosch123> Hirundo: ottd only reads the sprites and then build a structure in memory for everything. but for ttdp the actions are already the structure
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20:51:00  <frosch123> that is everything needed outside of grf loading (in game) cannot be looped, as it exists only once
20:51:08  * andythenorth might be missing the point here, but a while loop in varact 2 is possible
20:51:32  <Yexo> this wasn't about varact 2 :)
20:51:41  <Yexo> although I'm interested in how that would work
20:52:04  <frosch123> andythenorth: it is not possible
20:52:07  <Hirundo> is it in varact2? I thought one could only jump backwards
20:52:14  <frosch123> unless you mean the "again" flag of production callback
20:52:54  <Hirundo> Yexo: combining Action0 with Action6 is the main point, apart from some difficult ActionD arithmetic
20:53:26  <Yexo> oh, I didn't think about repeating ActionD
20:53:30  <Yexo> that might be useful indeed
20:54:20  <Yexo> Hirundo: I'm going to try and avoid Action6 as long as possible
20:54:28  <Hirundo> one could work with arrays that way, although I don't know how useful that would be
20:54:31  <Yexo> haven't found a case yet where you NEED action6
20:54:47  <Hirundo> Simple one: If parameter[a
20:54:57  <Hirundo> if parameter a > parameter b
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20:55:28  <Yexo> oh, for action0s indeed :(
20:55:37  <Yexo> was just thinking about varact2
20:56:55  <planetmaker> Yexo: look also at my snow line height mod. I use one HUGE action6 in order to create the snow line as a function of parameters
20:57:51  <planetmaker> but that's an action0, too, IIRC
20:58:04  <Hirundo> wrt coding airports, getting varact2 working is the main thing
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21:02:38  <OwenS> Hmm... How should I handle strings like "If <condition> Then"?
21:02:45  <OwenS> Where condition itself should also be a string
21:03:33  <Hirundo> If {STRINGX} Then, with X being the number of parameters that the substring takes
21:03:50  <OwenS> ...I don't know how many it takes
21:04:18  <frosch123> then render the substring into a buffer, and include that one as RAWSTRING
21:04:28  <OwenS> OK :-)
21:04:52  *** lugo [] has quit [Ping timeout: 480 seconds]
21:05:16  <Yexo> planetmaker: snow line height is a tricky one
21:05:25  <frosch123> iirc cargo suffixes in industry gui are an example, if you need one :)
21:05:38  <planetmaker> Yexo: well... depends :-)
21:05:44  <planetmaker> I mastered it once ;-)
21:05:45  <Yexo> it not only uses action6, it also uses the feature that if you write more then 4 bytes the next parameter is taken
21:06:06  <planetmaker> ah, yes
21:06:41  <frosch123> Yexo: you could also only replace one value per iteration and execute both the action6 and snowline-action0 12*32 times
21:06:48  <planetmaker> so it's a mean test case ;-)
21:07:27  <frosch123> hmm, but then you need an action6 to write the offset into the action6...
21:08:04  <frosch123> i guess that is no useful case either :p
21:08:05  <Yexo> <frosch123> Yexo: you could also only replace one value per iteration and execute both the action6 and snowline-action0 12*32 times <- that is a good idea
21:08:14  <Yexo> at least it sounds easier to support :p
21:09:40  <frosch123> i guess it is not, you can only set the whole snow line table with one big action0, and i cannot imagine how you would specify to replace different parts of that per iteration
21:09:47  <planetmaker> well... line 207ff: I write in 4 byte chunks only
21:09:56  <frosch123> except you add arrays or so :p
21:11:16  <planetmaker> I thought about using that sort-of overflow with more than 4 bytes but it seemed too fishy to me ;-)
21:12:55  <andythenorth> hmmm did recent nightlies get more....crashy?  Sorry no crash log, they're just bombing :|
21:14:11  <Rubidium> andythenorth: when messing with NewGRFs?
21:14:30  <andythenorth> yes and no
21:14:45  <andythenorth> do they ever reload a newgrf without player intervention (or game load?)
21:15:15  <Rubidium> no, but there might be cases where "broken" NewGRFs can kill OpenTTD
21:15:51  <Yexo> not "might be", there "are" cases where that happens
21:15:58  *** lobstah is now known as lobster
21:16:42  <Yexo> using 80 as byte in an industry name action0 for exmaple causes a crash in the language code with an error about invalid language files
21:16:47  <Yexo> *action4
21:18:53  <Yexo> Hirundo: you document has no syntax for action0
21:18:59  <Yexo> or at least I couldn't find it
21:19:37  <Yexo> oh, nvm
21:19:46  <Hirundo> ^^what you said :)
21:20:07  <Yexo> my browser search was case sensitive, forgot to uncheck that box
21:21:29  <Yexo> does the order of action0 and action1/2 matter? I mean is action1 > action2 > action0 > action3 a valid order to write them in?
21:22:31  <andythenorth> I do it differently, think Pikka does it differently again
21:23:03  <frosch123> i guess action0 before action3 is generally a good idea
21:23:29  <Yexo> action1 before action2, action 0 before action3, obviously also action2 before action3
21:23:44  <Yexo> ^^ is that all?
21:23:57  <Yexo> action4 before an action0 that references it
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21:24:09  <Yexo> or should it be after?
21:24:40  <andythenorth> I do it after, but that's just habit
21:24:51  <andythenorth> Pikka puts all his strings together
21:25:02  <andythenorth> as does FIRS actually
21:25:27  <frosch123> i am not sure, but iirc there are some cases where ids are defined via action 0 and are only valid afterwards
21:25:55  <frosch123> so i guess 1, 2, 7, 0, 3, 4, 10
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21:27:40  <frosch123> and maybe also: cargotranstable, railtranstable, cargostuff, industrytilestuff, rest
21:28:03  <Yexo> frosch123: I think I'll just put all stirng together at the end of the nfo, easier to code
21:28:06  <Yexo> and shouldn't matter
21:28:16  <Yexo> not skipping those is no problem
21:28:17  <frosch123> maybe also better for translators :)
21:28:36  <Yexo> the actual strings will go in a seperate file anyway :)
21:28:40  <frosch123> not skipping them is a problem for vehicles
21:29:02  <Yexo> and another special case to handle ... :(
21:29:07  <frosch123> :p
21:29:48  <Yexo> directly after the action0 it is then
21:31:07  <andythenorth> Yexo: this is my preferred format:
21:31:15  <andythenorth> it's only due to habit I guess though
21:31:49  <Yexo> andythenorth: I don't really care if the resulting nfo is easy to read or nice, just that it works (preferable in both ttdpatch and openttd)
21:32:21  <andythenorth> :P
21:33:08  <andythenorth> FIRS uses a lot of CPP stuff, and the action structure is far less important in that case
21:34:02  <andythenorth> Yexo: what exactly are you working on?  I'm guessing it 's an abstraction of some sort, but what would you call it?
21:34:21  <Yexo> an nfo-meta language
21:34:30  <Yexo> Hirundo has written a proposal here
21:34:58  <Hirundo> My overnight written document is suddenly a proposal? sweet! :P
21:35:15  <Yexo> how would you call it then?
21:35:41  <andythenorth> is it likely that someone using that would have to look at the resulting nfo to deal with errors found by renum?  Or would you plan to eliminate that step?
21:35:55  <planetmaker> "spill of thoughts"? ;-)
21:35:59  <Yexo> I hope to eliminate that step
21:36:11  <frosch123> Hirundo: my over-afternoon written proposal was suddenly a ttdp/ottd/newgrf-spec controversy
21:36:17  <Yexo> you don't write any nfo yourself, so you shouldn't get renum warnings :p
21:36:31  <planetmaker> :-)
21:37:17  <andythenorth> Yexo: good luck :)
21:37:25  <frosch123> hmm, i have a half-finished grf encoder lieing somewhere...
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21:37:47  <andythenorth> Yexo: meanwhile your debug 'hack' just saved me about an hour (I estimate)
21:38:12  <Hirundo> frosch123: What does that 'grf encoder' take as its input?
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21:38:33  <frosch123> i guess std::vector<uint8> or so
21:38:34  <Yexo> andythenorth: what I already have:
21:39:05  <frosch123> maybe also just (uint8 *, uint len)
21:39:10  <Yexo> but I'm going to use Hirundo's syntax, that's much better
21:39:54  <frosch123> Hirundo: i started from the idea to automatically decide for 01 or 09 for realsprites
21:40:10  <planetmaker> Hm... maybe that should be written down on a wiki page? Like rail types was proposed there?
21:41:06  <Yexo> frosch123: 01 or 09? do you mean action0 or actionA ?
21:41:16  <andythenorth> compression?
21:41:16  <frosch123> no, realsprite compression :)
21:41:25  <Yexo> oh, that :)
21:41:25  <andythenorth> what is the purpose of compression?
21:41:36  <andythenorth> does it save bandwidth, or memory or what?
21:41:43  <andythenorth> in this case I mean, I know the general purpose :)
21:41:44  <frosch123> decrease spritesize, and in case of ttdp increase drawing speed
21:41:55  <frosch123> s/spritesize/filesize/
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21:42:09  <andythenorth> if I compress more, does Bananas consume fewer resources?
21:42:11  <OwenS> (Heh, so TTD's sprite drawing is. like graphics cards, faster with compression)
21:42:23  <Hirundo> Regarding real sprites, is there a tool available that allows selecting rectangles from a pcx and create the realsprites automagically?
21:42:46  <planetmaker> Hirundo: not that I know.
21:42:46  <frosch123> OwenS: it is raw data vs. run length encoding
21:43:03  <planetmaker> Also... it wouldn't make much sense: compression and esp. the offsets cannot be auto-set
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21:43:12  <Hirundo> Preferably using templates for tiles / vehicles to set xrel/yrel with drag and drop
21:43:36  <OwenS> Hmm... I'm gonna have to cache the instructions inside the window so I can have useful indexes
21:43:37  <frosch123> Hirundo: there are various tools of that kind, but imo they are all useless
21:43:40  <planetmaker> The better way is actually to use a reasonable template - and stick to that for every vehicle
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21:43:50  * andythenorth agrees with planetmaker
21:43:55  <frosch123> i guess best is to make a '#include <pikkatemplates>"
21:43:55  <Hirundo> Regarding compression, it could try compressing sprites either way and see what's smaller
21:44:05  <andythenorth> although....
21:44:24  <andythenorth> being able to tweak offsets in game, as Firebug can tweak html/css would be useful
21:44:33  <andythenorth> obviously no need to save them
21:44:56  <frosch123> yeah, actually deciding between 00, 01 and 09 is the easier part of encoding :)
21:45:09  <frosch123> but iirc i messed up the other compression step
21:45:30  <Hirundo> which other step?
21:47:06  <frosch123> for realsprites there is a second compression for storage in file
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21:48:06  <frosch123> a usual compression algorithm with copying previous content, with a weird exception that it can also copy the just copied content or so
21:48:34  <Hirundo> <- as described here?
21:49:15  <asilv> <andythenorth> being able to tweak offsets in game, as Firebug can tweak html/css would be useful <-ttdp has that, it's very useful, pretty much only reason i have ttdp installed
21:49:16  <frosch123> yes, but i consider that description quite unreadable :)
21:49:18  <Alberth> Yexo: FYI, with GRL, I found out how to generate NFO from a higher level language, including action 6
21:49:26  <frosch123> it took me various tries to get grf2html right
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21:49:58  <andythenorth> asilv: no TTDP for OS X :|
21:50:15  <andythenorth> I could use wine I guess
21:51:12  <frosch123> i thought none of your grfs work in ttdp :p
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21:51:14  <Yexo> Alberth: thanks, reading it now
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21:51:40  <andythenorth> frosch123: I knew there was a reason I don't use TTDP :)
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21:55:05  <andythenorth> so TTDP has a pixel offset tweaker?
21:55:18  * andythenorth (couldn't find it on the TTDP wiki)
21:55:43  <planetmaker> it's surely written *somewhere*
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21:59:45  <Hirundo> I guess all newgrf compiler writers suffer from the NIH (Not Invented Here) syndrome, given the amount of times the wheel has been reinvented
22:00:20  <Alberth> nope, they underestimate the size of the NFO language
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22:00:40  <OwenS> And the unusualness of it :p
22:01:40  * andythenorth writes some nfo before it goes extinct :P
22:01:55  <andythenorth> you will pry these bytes from my cold dead hands!
22:02:00  <andythenorth> but not the dwords.  You can have those.
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22:07:34  <asilv> andythenorth
22:07:39  <asilv> andythenorth:
22:08:02  *** Tennel_ [] has quit []
22:08:44  <andythenorth> interesting
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22:09:04  <andythenorth> does it apply only in that window?  Or does it apply to sprites being rendered on the landscape?
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22:09:17  <frosch123> the former would be quite useless :p
22:09:18  <asilv> rendered sprites
22:09:33  <andythenorth> that would be mighty useful
22:09:49  <frosch123> then code it for ottd :)
22:09:52  <andythenorth> ah
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22:10:26  <andythenorth> I've managed nearly a whole weekend of suggestions before anyone said that :)  A record!
22:10:43  <asilv> i have been thinking about it, but so far i have never bothered to try it
22:11:04  <asilv> coding it for ottd that is
22:11:05  * andythenorth goes and figures out why some nfo errors have appeared 'as if from nowhere' :|
22:11:33  <frosch123> schrödinbugs?
22:11:42  <planetmaker> heisenbugs
22:12:08  <andythenorth> I have a rather ruder word for them
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22:12:22  <andythenorth> planetmaker: my FIRS error count is now 5.  I was keeping it to 0
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22:12:43  <planetmaker> he...
22:12:58  <andythenorth> my version of renum doesn't recognise var 5F.  That accounts for two of the errors
22:13:10  <andythenorth> /!!Warning (86): Offset 32: Testing nonexistant variable 5F.
22:13:32  * andythenorth ponders looking for an updated renum
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22:13:49  <planetmaker> just download it...
22:15:33  <Yexo> nforenum supports var 5F only for some features
22:16:41  <Yexo> it's supported for features 0-7 and 9
22:19:25  <frosch123> night
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22:20:14  <andythenorth> @seen DaleStan
22:20:14  <DorpsGek> andythenorth: DaleStan was last seen in #openttd 5 hours, 40 minutes, and 28 seconds ago: <DaleStan> <PeterT> Why would one have info version 5 instead of info version 7? <-- because you didn't use any Info version 6 or 7 features, and there was no header telling NFORenum to use any particular version.
22:22:50  <andythenorth> planetmaker: now 2 FIRS errors - both var 5F not recognised :)  Ammler will be pleased
22:24:17  <planetmaker> :-)
22:29:29  <planetmaker> yes, I get two, too
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22:42:45  <andythenorth> planetmaker: all stockpile limits now eliminated from FIRS
22:44:05  <planetmaker> \o/ :-)
22:44:28  <planetmaker> and another milestone bullet point closed, eh? :-)
22:44:35  <andythenorth> yup
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22:55:49  <OwenS> I wish changing english.txt didn't make you recompile so much
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22:58:40  <OwenS> WHOO! programmable_signals_gui is now listing instructions correctly
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23:01:05  <Rubidium> OwenS: be happy it doesn't recompile everything anymore
23:01:13  <OwenS> Hehe
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23:05:08  <OwenS> Latest revision of progsigs patch is attached at
23:09:35  <andythenorth> PeterT: have you finished your grf yet?
23:13:12  <PeterT> andythenorth: haven't done anything with it since this morning
23:13:16  <PeterT> I've been really busy
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23:31:40  <Terkhen> good night
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