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Log for #openttd on 30th January 2012:
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00:16:45  * Rhamphoryncus wonders if he can overload a normal method with a static method (same signature, but creates the object if necessary), or if C++ will  have a seizure
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00:22:18  <Eddi|zuHause> i don't see how that would be a problem
00:24:52  <Rhamphoryncus> There's no way to differentiate them
00:25:18  <Rhamphoryncus> "You cannot have static and nonstatic member functions with the same names and the same number and type of arguments." -- http://publib.boulder.ibm.com/infocenter/lnxpcomp/v8v101/topic/com.ibm.xlcpp8l.doc/language/ref/cplr039.htm
00:25:26  <Rhamphoryncus> It doesn't matter, I'm just going to have the static version
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00:41:15  <Rhamphoryncus> Gee, how did that //:w get in to my code..
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00:47:59  <Eddi|zuHause> hm... "attempt to use invalid id" is not really a meaningfull error message when it should say "too many railtype definitions"
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01:08:54  <__ln__> http://www.wolframcdn.com/sponsor-ads/can-haz.png
01:10:07  <DDR> Hey, guys, can anyone think of a mod that'll allow me to play starting from 1700 or so?
01:10:13  <DDR> I'm in the mood for a long game.
01:10:19  <DDR> Tropical climate.
01:10:30  <DDR> What happened to the horse-and-buggys, anyway?
01:13:23  * Rhamphoryncus votes for his own patch :D
01:13:40  <DDR> Continue?
01:14:02  <Rhamphoryncus> Rubidium: There's my first patch sent.  Now you can reap what you've sown.  ;)
01:14:28  <Rhamphoryncus> DDR: newgrf?
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01:32:04  <DDR> Rhamphoryncus: Yeah.
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08:38:52  <andythenorth> morning
08:39:09  * andythenorth was thinking
08:39:41  <andythenorth> a python module that parses nml item blocks into first class objects
08:40:05  <andythenorth> thereby exposing them for templating engines
08:40:52  <andythenorth> the item block looks like a dict anyway....someone stupid like me might just call eval() on it and see what happens :o
08:42:58  <Rhamphoryncus> heya andy
08:43:31  <Rhamphoryncus> if they're that close would json work?  Much better than eval
08:44:56  <andythenorth> load them as json?
08:44:58  <andythenorth> possible
08:45:03  * andythenorth is fishing
08:45:14  <andythenorth> I've solved it for my set
08:45:26  <andythenorth> just wondering if there's a way to do it with fewer intermediate steps
08:45:40  <andythenorth> and in a way that's easy for other people to pickup and use
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08:56:38  <Eddi|zuHause> andythenorth: if you want an nml parser, nmlc has one of those
09:00:09  *** whsck [d92ac640@ircip4.mibbit.com] has joined #openttd
09:00:27  <whsck> Hello could anyone help with an error?
09:00:58  <planetmaker> @topic get -3
09:00:58  <DorpsGek> planetmaker: Don't ask to ask, just ask
09:01:06  <planetmaker> moin
09:01:50  <whsck> "Network Synchronization Failed" - Multiplayer Game, with 4 friends over Lan(hamachi) - Everyone else is fine, however around 1960 I always get that message
09:02:16  <whsck> Then every log in, disconects me straight away, works fine in single player
09:02:22  <whsck> with the save file
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09:05:36  <Eddi|zuHause> then pause the server in that state. the devs probably need "live" access to such a game
09:05:53  <Eddi|zuHause> and also tell us the version you're playing
09:06:29  <whsck> OpenTTD 1.2.0-beta3
09:07:11  <Eddi|zuHause> and if possible, keep around autosaves from before this happened
09:08:04  <whsck> Yeah the host has some
09:08:45  <Eddi|zuHause> for starters, make a report at http://bugs.openttd.org
09:08:56  <whsck> Ok
09:09:05  <Eddi|zuHause> with as much detail as you can get
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09:11:58  <planetmaker> yes, please, what eddi says
09:13:02  <planetmaker> especially we need a savegame
09:13:13  <whsck> Ok I will add it,
09:14:18  <planetmaker> we need a way to actually trigger the same desync. That probably will prove difficult... does it trigger on any specific action or upon join?
09:15:41  <whsck> Well its fine for about 10years and the other players are fine, Nothing triggers it from what I can see, everytime its happend i've been doing somthing different, after that I try rejoin and it d/c's me straight away with Network Synch Failed
09:15:49  <whsck> I am not the host
09:15:56  <planetmaker> did you build something the others did not build?
09:16:02  <whsck> No
09:16:10  <whsck> Everything i've built everyone has
09:16:16  <planetmaker> buy a company?
09:16:19  <whsck> No
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09:17:12  <planetmaker> right... there's something the host could do, but it requires possibly lots of harddisk space
09:17:20  <planetmaker> he could turn on desync debugging
09:17:38  <planetmaker> rcon debuglevel desync=3
09:17:41  <planetmaker> in the console
09:17:59  <planetmaker> if it's a non-dedicated server he might not even need the 'rcon' part
09:18:31  <whsck> What shall I do once thats happend?
09:18:32  <planetmaker> and then save the game under a easy-to-remember name and load that savegame again
09:18:49  <planetmaker> and then continue playing as normal
09:18:57  <planetmaker> all of you
09:19:08  <planetmaker> and then make a savegame again when a desync triggers
09:19:41  <planetmaker> and then the host has to provide us with at least: the initial savegame, the last savegame and the command.log which is found in the autosave folder
09:19:49  <whsck> Shall i do this before making the report then?
09:19:56  <planetmaker> no
09:20:01  <planetmaker> do both, please
09:20:20  <whsck> Shall I make the report now or wait to add the Desync debugging
09:20:29  <whsck> Because hes afk :p
09:20:33  <planetmaker> if you trigger then the desync again, you can add that info the the report you make now
09:20:43  <planetmaker> or he can
09:21:24  <whsck> Okay thank you, will create the report later with all the information when hes back
09:23:19  <planetmaker> well, as said: there's no harm to create the report now, with a current savegame and amend the missing info later
09:23:52  <whsck> I mean I have the latest save file of the game but it wont trigger the desycnh on single player, only multiplayer
09:24:00  <planetmaker> though the method I described often is the only way to really get hold of a desync
09:24:10  <andythenorth> Eddi|zuHause: nmlc parser :)  good point
09:24:15  <planetmaker> a desync cannot trigger in singleplayer
09:24:21  <planetmaker> it's a multiplayer-only bug ;-)
09:24:34  <whsck> oh yeah obviously, dumb me
09:24:35  <whsck> rofl
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09:24:48  <planetmaker> which means that server and client have different ideas of what the game state looks like...
09:24:49  <planetmaker> meh
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09:25:43  <whsck> obviously, silly me!
09:25:57  <planetmaker> which means that server and client have different ideas of what the game state looks like...
09:26:08  * andythenorth explores in nml module-land
09:26:43  <andythenorth> hmm
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09:27:47  <andythenorth> probably...nmlc parser.py could be used to instantiate python objects for each item, which are then passed to [templating engine of choice]
09:28:09  <andythenorth> meaning that all the properties for a vehicle, house etc are simply defined in nml, no extra boilerplate needed
09:28:29  <andythenorth> the templating engine would fill in the switch chains for each item
09:28:41  <andythenorth> ...but I'm not rebuilding BANDIT to v6 to test that :P
09:30:05  <whsck> Could my issues be because they're on windows 7 and im on XP?
09:31:17  <andythenorth> we could give each item block an additional dict 'extended_properties' or 'arbitrary_properties' or such, these are constants used only during build
09:31:18  * Rhamphoryncus wants a singleplayer desync, just for the wtf value ;)
09:31:34  <andythenorth> nml+ :P
09:32:17  <Rhamphoryncus> whsck: I wouldn't expect though, especially if you haven't compiled openttd yourself
09:32:42  <Rhamphoryncus> s/though/so/
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09:53:42  <andythenorth> Eddi|zuHause: this scopes identifiers to the current vehicle:
09:53:44  <andythenorth> switch (FEAT_ROADVEHS, SELF, ${trailer.id}_cargo_switch, cargo_classes) {
09:54:21  <Eddi|zuHause> andythenorth: that doesn't really offer an improvement over what i have now
09:55:00  <andythenorth> you want nml to handle the local scope for you?
09:58:16  <andythenorth> Eddi|zuHause: if that is your goal(?), the only thing I can think of is that switch identifiers are local to the item by default, and you have to call a global namespace for those that aren't
09:58:57  <Eddi|zuHause> switches aren't part of items
09:59:34  <andythenorth> no
09:59:39  <andythenorth> so it would be a headache :)
10:00:08  <andythenorth> you'd have to add delimiters or set scopes or something
10:01:07  <andythenorth> I can't think of anything except concatenation of (item_identifier + foo_string)  - by python, cpp variadic macro, carrier pigeon etc.
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10:12:23  <peter1138> herp and derp
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10:41:00  <andythenorth> "Eddi|zuHause: switches aren't part of items" <- actually, you know the call chain though?
10:41:10  <andythenorth> switch has an item as caller
10:41:31  <Eddi|zuHause> no, you only know the call chain _after_ you resolved the identifiers
10:41:37  <Eddi|zuHause> that's what they're there for
10:41:42  <Eddi|zuHause> they have no other purpose
10:41:49  <andythenorth> ho
10:41:54  * andythenorth made a silly mistake there :)
10:42:14  <andythenorth> file under 'chicken and egg'
10:42:30  * andythenorth thinks of something evil
10:42:33  <andythenorth> but no
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10:52:52  <xiong> Elu, Mm-m, I'm starting to think it's not as clear-cut as we discussed yesterday. The more capacity on a line, the more cargo that cargodist will assign to it. If player over-serves an unprofitable line; then that may steal cargo from the more profitable, less serviced run.
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11:05:57  *** Elu is now known as Elukka
11:05:57  <Elukka> hmm
11:06:02  <Elukka> i haven't noticed that
11:06:29  <Elukka> just thousands and thousands of passengers waiting for the insufficiently serviced route
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11:58:33  <danielon> hola
11:58:44  <danielon> hay algun español??
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12:04:28  <__ln__> muchas millones de gente, especialmente en españa.
12:04:41  <__ln__> pero no yo.
12:04:47  <danielon> lastima
12:04:52  <danielon> pero hablas español
12:05:06  <Eddi|zuHause> actually, spanish is like the third most spoken language on the planet
12:05:45  <andythenorth> ~even chance it will be the most widely spoken language in the USA
12:05:51  <__ln__> Eddi|zuHause: very true, but i assumed español meant nationality rather than language here.
12:06:11  <Elukka> just a little bit unlikely, andy
12:06:35  <__ln__> Elukka: why's that? isn't 30 million a good start?
12:06:36  <danielon> I will use the google translator
12:06:40  <Eddi|zuHause> andythenorth: in the south, probably soon. other regions, i don't think so
12:07:08  <Elukka> it's a significant minority language, naturally since there are a lot of spanish speakers on the continent
12:07:18  <Elukka> it's not going to somehow supplant english though
12:07:56  <danielon> mirc
12:07:56  <danielon> I am trying to create a multiplayer game but I can not be published, I mean I can not get out on the page server
12:09:10  <Eddi|zuHause> you have to do port forwarding in your firewall and router
12:09:12  <Eddi|zuHause> @ports
12:09:12  <DorpsGek> Eddi|zuHause: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
12:09:18  <__ln__> danielon: ¿no te has aprendido inglés en la escuela?
12:09:40  <danielon> no
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12:10:09  <danielon> esos puertos ya los he avierto pero no lo logro
12:10:31  * MNIM whacks __ln__ and danielon on the head
12:10:34  <Eddi|zuHause> make sure you open _both_ TCP and UDP
12:10:37  <__ln__> danielon: ¿y otras idiomas extrañeras?
12:10:39  <MNIM> don't make me quote pulp fiction
12:10:52  * andythenorth should find the stats on spanish
12:11:04  <Elukka> why's it matter so much
12:11:16  <andythenorth> it's quite qualified - something like 'spoken, but not the primary language'
12:11:23  <andythenorth> meh
12:11:28  * andythenorth -> work
12:12:08  <Elukka> kinda like swedish here in finland but that gets official language status for some reason :P
12:13:02  <andythenorth> hmm
12:13:18  <andythenorth> it's far from ~50% - more like 14% or so http://en.wikipedia.org/wiki/Spanish_language_in_the_United_States
12:13:35  <Eddi|zuHause> germany has a few official minority languages
12:14:16  <__ln__> andythenorth: how rapidly does it increase?
12:14:21  <andythenorth> dunno
12:14:25  <andythenorth> ask wikipedia
12:14:29  <andythenorth> :P
12:14:33  <__ln__> @seen wikipedia
12:14:34  <DorpsGek> __ln__: I have not seen wikipedia.
12:14:55  <Eddi|zuHause> "In Deutschland fallen Nordfriesisch, Saterfriesisch, DÀnisch, Sorbisch und Romani unter die Definition einer Minderheitensprache."
12:16:31  <Elukka> it would not reach 50% if the entirety of mexico decided to emigrate, if that's what you're wondering :P
12:17:22  <Eddi|zuHause> Elukka: but the spanish speaking population in the USA also has the highest birth rate, not just immigration rate
12:17:55  <Elukka> still zero chance of it becoming a majority language
12:21:05  <Eddi|zuHause> so... why does my kopete not connect for two days?
12:21:17  <__ln__> Elukka: 5% is enough to have all official documents to be issued in two languages, requiring all people to learn the other language, etc.
12:22:19  <Elukka> pretty sure they don't currently issue all documents in spanish and have mandatory spanish at school for everyone, though?
12:22:44  <Eddi|zuHause> Elukka: in the USA that is managed on state level.
12:22:51  <Noldo> do you live there Elukka?
12:23:08  <Eddi|zuHause> Elukka: so states with a significant minority of spanish speaking people do have spanish as official language
12:23:28  <Elukka> no, noldo
12:23:37  <Elukka> eddi, didn't think of that
12:23:38  <Eddi|zuHause> Elukka: the USA as a whole don't have an official language at all
12:23:39  <Elukka> makes sense i guess
12:24:14  <Eddi|zuHause> english is a de-facto official language on federal level, but there's no law defining it
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12:33:41  <andythenorth> Eddi|zuHause: I may still be making silly mistakes - but namespaces?  Forget concatenating the identifiers, just write them out (each must be unique within the project), but scope them to the calling item?
12:33:47  * andythenorth -> back to work
12:34:30  <Eddi|zuHause> i don't get what you mean
12:35:02  <andythenorth> nvm, I'm probably smoking crack
12:35:24  <andythenorth> it's not even a problem I need to sold, and I'm not good at comp sci :P
12:35:28  <andythenorth> sold / solve /s
12:40:26  * andythenorth should read nml src instead of guessing
12:41:08  <Elukka> http://www.megaupload.com
12:41:10  <Elukka> so many eagles
12:41:12  <Elukka> so many jpg artifacts
12:42:20  * andythenorth is presuming that a mapping could be constructed of {item: (switch_identifiers_called_by_item)}
12:42:35  <Elukka> and now i have to download space engine from a glacially slow russian server...
12:45:12  <Elukka> everything is going to be a painful mess of broken links if this keeps going
12:47:00  <Noldo> space engine?
12:47:11  <andythenorth> with a mapping, the identifiers could be rewritten relatively trivially
12:47:36  <andythenorth> but this is all guesswork
12:49:37  <Elukka> http://en.spaceengine.org/
12:49:43  <Elukka> procedurally generated universe pretties
12:50:09  <Elukka> http://i.imgur.com/yYbIX.jpg
12:50:44  <Elukka> http://i.imgur.com/2S2Hg.jpg
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13:06:17  <peter1138> new landscape generator!
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13:28:58  <andythenorth> eh?
13:29:06  <andythenorth> multi-stop docks!
13:29:10  <andythenorth> roadtypes!
13:29:22  * andythenorth has been too busy writing actual code to make tiresome feature requests :P
13:30:40  <Eddi|zuHause> for various definitions of "actual" and "code" :p
13:32:17  * andythenorth struggles for comeback to that
13:34:06  <andythenorth> I haz commits
13:34:16  <andythenorth> evidence!
13:40:32  * peter1138 commits andythenorth
13:45:30  <Rhamphoryncus> Hrm, expanding to a double mainline worked a little too well.  Now all my stations are bogged down with extra trains that used to be bogged down on the mainline.
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14:07:44  <Arafangion> Are they in-out stations?
14:14:02  <Elukka> oh jesus christ
14:14:04  <Elukka> space engine looks amazing
14:14:07  <Elukka> i urge everyone to try
14:17:48  <__ln__> not very photorealistic
14:18:38  <Elukka> a sun is rising from behind another sun
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14:22:43  <Rhamphoryncus> Arafangion: roros, 8 or 12 wide
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14:23:04  * andythenorth conflict errors
14:23:13  <andythenorth> revert andythenorth
14:23:57  <Rhamphoryncus> and now I'm switching a bunch of my path signals to 1-way because one confused little train managed to choose a path backwards, halfway across the map (no exaggeration), across both sides of my double mainline
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14:51:15  <planetmaker> <Elukka> a sun is rising from behind another sun <--- there are confirmed planets out there which orbit a multiple star system
14:51:32  <Elukka> yup
14:51:42  <Elukka> i've never seen a space thing as pretty as this program
14:51:44  <Elukka> http://i195.photobucket.com/albums/z113/Elucca/planet-1.png
14:51:54  <Elukka> random desert planet with thick cloud cover
14:51:58  <Elukka> there are dry riverbeds on the surface
14:52:31  <planetmaker> they call it an image of Mars
14:53:22  <Elukka> huh?
14:53:42  <planetmaker> the image you linked could be of Mars
14:53:58  <Elukka> it's procedurally generated
14:55:27  <Elukka> i think it has about the real universe's worth of content :P
14:56:49  <Elukka> it's got a moon too: http://i195.photobucket.com/albums/z113/Elucca/moon.png
15:02:18  <Belugas> hello
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15:16:20  <peter1138> http://www.google.co.uk/search?q=askew o_O
15:17:51  <V453000> :D that is awesome
15:19:41  <blathijs> wth, looks terrible to script ;_)
15:19:44  <blathijs> s/_/-/
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15:35:01  <andythenorth> http://davidwalsh.name/css-transform-rotate
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19:04:36  <Terkhen> hello
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19:11:55  <supermop> hi terkhen
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19:35:18  <CIA-1> OpenTTD: translators * r23872 /trunk/src/lang/ (10 files): (log message trimmed)
19:35:18  <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
19:35:18  <CIA-1> OpenTTD: simplified_chinese - 1 changes by chenwt0315
19:35:18  <CIA-1> OpenTTD: finnish - 1 changes by jpx_
19:35:18  <CIA-1> OpenTTD: french - 23 changes by OliTTD
19:35:20  <CIA-1> OpenTTD: german - 2 changes by planetmaker
19:35:20  <CIA-1> OpenTTD: hungarian - 12 changes by IPG
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20:02:12  <Wolf01> evenink
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20:07:29  <andythenorth> efening
20:08:22  <Wolf01> hello andythenorth
20:08:55  <andythenorth> Yexo: did you have any design for file inclusion in nml?  Or just an idea that it might be useful?
20:09:41  *** Asteconn [~Asteconn@host-2-98-162-96.as13285.net] has quit [Ping timeout: 480 seconds]
20:09:52  <Yexo> nothing yet except the idea
20:10:35  <andythenorth> the common case I see for it is including switch chains - sound right?
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20:31:08  <supermop> sorry i keep interjecting with these totally random ideas,
20:31:52  <supermop> but does fuel have any ingame effect other than picture next to the buy-list sprite?
20:32:26  <supermop> like, is there any difference between steam and diesel other than smoke animation?
20:35:29  <frosch123> steam/diesel has no effect by itself
20:35:46  <frosch123> but usually sets will offer different running cost, power and te
20:40:19  <supermop> but there is no way for a set to say 'this vehicle has property coal' and then provide a separate curve for running cost to grow over time vis-a-vis 'oil' or 'diesel'
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20:56:48  <andythenorth> supermop: that's the domain of the newgrf
20:56:52  <andythenorth> pikka does it in NARS 2
20:57:20  <andythenorth> I might do it in FISH, but only if I can be arsed
20:58:20  <supermop> but it is possible for those who can be bothered coding it
21:01:53  <SmatZ> http://libimseti.cz/maki88? ... how can a 23 years old girl look like that?
21:02:16  <SmatZ> I mean, why would anyone give such a photo on a dating site...
21:02:59  <andythenorth> supermop: yes it's possible
21:03:15  <andythenorth> Yexo: file inclusion could use a notation something like: include({base : foo_vehicle}, "sprites/nml/some_file.nml")
21:03:38  <andythenorth> 'base' could then be used to concatenate with any identifier using a control character, maybe $ or such
21:05:04  <andythenorth> switch chain identifiers are then sorted
21:05:21  <andythenorth> without the headache of a full templating / macro language
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21:46:28  <planetmaker> SmatZ, dear SmatZ, should you visit dating sites?
21:48:04  <V453000> this is basically just another facebook
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21:48:13  <V453000> or something similar
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21:56:21  <frosch123> there are dating sites with public pictures?
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22:12:55  <SmatZ> :)
22:13:15  <SmatZ> good evening all :)
22:13:20  <SmatZ> also, good night
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23:05:08  <Yexo> andythenorth: a much simpler solution would be to make identifiers file-local (at least optionally)
23:05:44  <Yexo> for example if you do switch (..., $my_switch) you can use $my_switch everywhere in the same file, but in other files it'd be invalid (unless you also specified $my_switch there too)
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23:13:18  <andythenorth> Yexo: if I understand that correctly, it's pretty neat
23:14:33  <andythenorth> this is within the same nml file?
23:14:47  <frosch123> night
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23:15:21  <Yexo> what I basically meant was: let nml replace $ (or another sign) by the filename if it's used as prefix for an identifier
23:16:05  <Yexo> $my_switch would become spritesnmlsome_filemy_switch, or sprites_nml_some_fille_my_switch or something like that
23:16:17  <Yexo> or more likely some internal name that will never clash with user defined names
23:18:33  <andythenorth> definitely improves on the current situation
23:18:40  <Arafangion> Ie, a poor man's namespace.
23:18:48  <Yexo> Arafangion: yes
23:18:50  <andythenorth> what about when an nml file is assembled by cpp?
23:19:01  <andythenorth> does it fail that case?
23:19:10  <Yexo> dunno, depends on the implementation
23:19:19  * andythenorth thinks cpp smells wrong for nml, but it's common useage
23:19:30  <Eddi|zuHause> hm... in hg, what's the easiest way to select individual chunks for (not-)commiting?
23:19:40  <Arafangion> You could invent a concept of modules, ala python.
23:19:57  <Arafangion> Everything's global - but only within that one file.
23:20:12  <Yexo> Arafangion: can't do that, the final result has to be compiled to nfo
23:20:24  <Yexo> so there are quite a lot of limitations, like everything stored in parameters is always global
23:20:27  <Yexo> I can't limit that per-file
23:20:46  <andythenorth> Yexo: the thing I really missed initially was repeating varaction2 IDs in templates that are included
23:20:54  <andythenorth> the variadic macros are one solution
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23:21:11  <andythenorth> I've got a solution I like now
23:21:24  <Arafangion> Yexo: Is the limitation making it accessible to C++, or accessible to other nfo's?
23:21:35  <Yexo> if those repeated varaction2's are always the same you could try including them only once
23:21:52  <andythenorth> they would usually have stuff inserted with cpp constants
23:21:58  <Yexo> Arafangion: nml is compiled to a grf file, so it's bound by the limitations in the grf spec
23:22:09  <Arafangion> Ah, your hands are tied, then. :)
23:22:12  <andythenorth> tbh, I think it was a pattern for nfo + cpp
23:22:18  * Arafangion heads off to work, to find another place where he can pretend to be an expert.
23:23:26  * Rubidium heads off to some other kind of "work" ;)
23:23:32  <Yexo> gn Rubidium
23:23:41  * Yexo follows suit
23:23:46  * andythenorth stops work
23:25:17  <Eddi|zuHause> simply "repeating" varaction2-chains for each "item-template" may quickly run into the next limitation, so it may not be of much use
23:26:26  <Eddi|zuHause> for example i currently need 3 separate action2-chains per vehicle
23:26:44  <Eddi|zuHause> one for displaying the vehicle as itself
23:27:12  <Eddi|zuHause> one for displaying the vehicle as a slice of the adjacent vehicle (same structure, but using var61/62)
23:27:27  <Eddi|zuHause> and one for purchase list (avoiding some variables)
23:29:36  <Eddi|zuHause> the generator that makes this duplication is currently one of the least elegant parts of the code
23:29:43  <andythenorth> Eddi|zuHause: which file?
23:30:03  <Wolf01> 'night
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23:30:55  <Eddi|zuHause> night to all blitzquitters.
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23:31:27  <Eddi|zuHause> :p
23:32:19  * andythenorth adventures in CETS code
23:32:34  <Eddi|zuHause> the code i spoke about is in tree.py
23:32:50  <andythenorth> how intriguing
23:33:21  <Eddi|zuHause> if you find a point that should be better documented, please tell
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23:33:52  * andythenorth has some reading to do :P
23:34:20  <Eddi|zuHause> that file could probably use some splitting
23:34:24  <andythenorth> any particular lines in this code to look at?
23:34:51  <andythenorth> I have to see if your problem is template shaped.  Otherwise you'll shout at me when I recommend one :P
23:34:54  <Eddi|zuHause> i.e. separating the "conversion" functions
23:35:27  <Eddi|zuHause> andythenorth: since it's a tree, it's likely not solvable with templates
23:36:28  * andythenorth is busy being impressed by it
23:36:46  <Eddi|zuHause> andythenorth: the input is a string of nested expressions of the form "condition:(value1:expression1,value2:expression2,...)"
23:37:14  <Eddi|zuHause> where the leafs reference actual image files
23:37:21  <Eddi|zuHause> by some naming convention
23:39:04  <Eddi|zuHause> conditon can be "date" (aka date of last service), "epochN" (referencing the parameter setting) and some select others which i forgot
23:40:21  <Eddi|zuHause> and "value" can be a single number, a range in the form of "a..b" or in the form of ">a" (and other comparison operators)
23:40:39  * andythenorth is mentally reconstructing what actually comes out of the file.write lines
23:41:04  <Eddi|zuHause> each node generates one switch
23:41:17  <Eddi|zuHause> or three, in the case of "epochN"
23:42:00  <Eddi|zuHause> "prefix" and "postfix" are some magical values that get passed through to make the identifiers unique
23:42:25  <andythenorth> ah hah
23:43:19  <andythenorth> so the number of switches needed is deterministic, but variable according to conditions?
23:43:41  <Eddi|zuHause> prefix is something like "gfx_switch" or "purchase_switch"
23:43:56  <andythenorth> and the postfix is a number?
23:43:58  <andythenorth> at a guess...
23:44:03  <Eddi|zuHause> postfix is something that is appended on each tree level
23:44:18  <Eddi|zuHause> so the first level enumerates the children as _0 to _n
23:44:47  <Eddi|zuHause> and the second level makes _0_0 to _0_k and _1_0 to _1_l etc
23:45:31  <andythenorth> how interesting
23:45:49  <andythenorth> here is my template code for repeating truck trailers: http://paste.openttdcoop.org/show/998/
23:46:01  <andythenorth> this relies an a python object being in scope with various attributes defined
23:46:18  <andythenorth> <tal:foo stuff> is just a naming convention in the templater
23:47:26  <Eddi|zuHause> input strings are something like: "date:(default:pruss,1927..1941:DRG,1942..1949:pruss,>1949:epoch3:(DB:DB,DR:DR,default:DB))"
23:47:33  <andythenorth> I've got the same prefix / postfix pattern as you :P
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23:48:15  <Eddi|zuHause> so this creates a switch for the date, with 4 children
23:48:24  <andythenorth> and you pass those to translate_date_short etc?
23:48:37  <Eddi|zuHause> and the 4th child creates another switch which checks the epoch3 parameter
23:49:06  <Eddi|zuHause> well, first this is shoved through parse.py
23:49:11  <Eddi|zuHause> to create the tree objects
23:49:38  <Eddi|zuHause> which is your usual ply stuff
23:50:19  <Eddi|zuHause> pretty simple if you ever have attended a computer science lecture on compiler construction :)
23:50:36  * andythenorth hasn't :)
23:51:03  * andythenorth got failed for the pascal course in 1st year engineering
23:51:06  <Eddi|zuHause> the "translate" functions are called for the "value" parts of the string
23:51:15  * andythenorth then quit engineering
23:51:34  <Eddi|zuHause> i.e. it translates ">1949" into something that the nml-parser would understand
23:52:01  <andythenorth> so how many types of switch get generated by this?
23:52:04  <Eddi|zuHause> in this case something like "date(1,1,1949)..date(1,1,5000000)"
23:52:14  <andythenorth> I mean significantly different, not trivially different
23:52:48  <Eddi|zuHause> typically the "translate function" and the checked variable/expression are exchanged
23:53:07  <Eddi|zuHause> possibly the reference (SAME/PARENT)
23:53:24  <Terkhen> good night
23:53:25  <Eddi|zuHause> and occasionally a random_switch is generated
23:54:10  <Eddi|zuHause> this is handled by calling the constructor for Switch, ParentSwitch or RandomSwitch
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23:56:03  <andythenorth> hmm
23:56:08  <andythenorth> CETS won't build
23:56:20  <andythenorth> how dull - I wanted to see the processed nml
23:56:44  <Eddi|zuHause> you need ply, we discussed that the last time
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23:56:50  <andythenorth> ah
23:57:15  <andythenorth> no I have ply
23:57:32  <andythenorth> maybe I miss something else
23:58:38  <andythenorth> http://paste.openttdcoop.org/show/999/

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