Log for #openttd on 19th January 2014:
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00:03:40  <Wolf01> 'night
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02:01:21  <Aleksandr> Is their anyway to issue orders to an entire group? x.x
02:01:26  <Aleksandr> there, even
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02:07:35  <Pinkbeast> Aleksandr: Use shared orders.
02:09:21  <Aleksandr> There's a way to issue them to an entire group at once?
02:09:58  <Pinkbeast> No, I mean that the right way to do this is to cause vehicles you wish to give orders to at once to have shared orders, irrespective of the group they are in.
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08:46:05  <andythenorth> o/
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09:19:41  <andythenorth> urgh
09:19:50  <andythenorth> oh hello Alberth :)
09:20:24  <Alberth> hi hi andy
09:20:50  <V453000> hyhyhyhyhy
09:20:52  <Alberth> trying to outsmart Python? :)
09:20:56  <V453000> got ships on rails yet?
09:21:24  <Alberth> a nice shipyard will do :)
09:21:24  <andythenorth> Alberth: PIL issues :P
09:21:36  <andythenorth> I wonder at the wisdom of making pixa a module
09:21:59  <andythenorth> rather than just having it be classes in the project
09:22:31  <andythenorth> the version of PIL that my project is calling loads images correctly
09:22:42  <andythenorth> but calls to pixa that wrap the same code fail with IO errors
09:22:46  <andythenorth> probably due to PIL
09:22:49  <andythenorth> I hate this stuff :)
09:23:03  <Alberth> :(
09:24:33  <andythenorth> yeah, if I just move pixa from myvirtualenv/bin into my project src dir, everything works
09:24:49  <andythenorth> this is lame
09:24:56  <andythenorth> I wonder how much to bother doing it the right way
09:25:49  <andythenorth> the maintainability is broken if I move pixa into each project's repo
09:26:01  <andythenorth> but the deployability is significantly increased :P
09:26:23  <DorpsGek> Commit by fonsinchen :: r26265 trunk/src/smallmap_gui.cpp (2014-01-19 09:26:17 UTC)
09:26:24  <DorpsGek> -Fix: Don't rebuild the link graph overlay cache twice in a row
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09:27:02  <DorpsGek> Commit by fonsinchen :: r26266 /trunk/src (3 files in 2 dirs) (2014-01-19 09:26:56 UTC)
09:27:03  <DorpsGek> -Fix [FS#5860]: Update smallmap overlay if player joins different company and make sure company masks are valid
09:27:28  <andythenorth> I assume having sub-repos is a frighteningly bad idea?
09:27:50  <DorpsGek> Commit by fonsinchen :: r26267 /trunk/src (order_base.h order_cmd.cpp) (2014-01-19 09:27:44 UTC)
09:27:51  <DorpsGek> -Fix [FS#5865]: Really fix the infinite recursion problem and always consider all branches of conditional orders as possible next stopping stations.
09:28:22  <Alberth> it's considered to be a "last resort" afaik
09:28:34  <Alberth> but there are a few sub-repos @ devzone
09:29:17  <andythenorth> pixa is a single .py file of classes and, and an init
09:29:30  <andythenorth> the maintenance is copy-paste :P
09:29:36  <andythenorth> wonder if I could symlink it ;P
09:31:37  <Alberth> makes it difficult for others to work in your repo
09:32:02  <andythenorth> hmm
09:32:03  <Alberth> you could build a test to check whether a project has the latest version of pixa :)
09:32:05  <andythenorth> the plot thickens
09:32:21  <andythenorth> import Image <- imports ok, but the image loading fails
09:32:31  <andythenorth> from PIL import Image <- everything works
09:32:44  <andythenorth> so I have multiple installs of PIL somewhere
09:32:48  <andythenorth> some are probably evil
09:32:53  <andythenorth> some are Pillow
09:32:54  <Alberth> the latter is the recommended way of doing things, at least for Pillow
09:32:57  <andythenorth> what a mess
09:34:09  <andythenorth> :)
09:44:50  <Xaroth|Work> if you use "import Image" you're probably running a strange version of PIL
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09:45:29  <andythenorth> my system is probably full of legacy PIL versions
09:45:40  <andythenorth> and virtualenv is not as isolated as I thought :P
09:46:06  <andythenorth> I wonder how long before most python devs are working in VMs :P
09:46:12  <andythenorth> seems to be the only sane solution
09:46:20  <Xaroth|Work> virtualenv works fine
09:46:31  <Xaroth|Work> there are just a few modules around that 'hack' their way around virtualenv
09:46:36  <Xaroth|Work> because they want to be smart or something
09:46:44  <andythenorth> nml breaks out of my virtualenv
09:46:48  <Xaroth|Work> PIL is one of them.. but Pillow works pretty good with it
09:47:50  <andythenorth> actually maybe nml is calling a version of PIL that breaks out of the virtualenv
09:47:58  <andythenorth> it got really boring when I tried to diagnose it ;P
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09:58:12  <planetmaker> moin
10:00:50  <Alberth> moin
10:04:21  <LordAro> moin
10:05:15  <planetmaker> andythenorth, if pixa is not updated properly for building the NewGRFs on the CF, please do tell. It *should* update upon push
10:05:40  <andythenorth> I think it's fine on the CF :)
10:05:42  <andythenorth> I hope
10:05:54  <andythenorth> the CF doesn't have 5 different installs of PIL :P
10:05:59  <planetmaker> as to PIL/pillow. CF uses pillow afaik
10:06:21  <planetmaker> heck I even have a page which does tell :D
10:07:17  <planetmaker> hm...
10:07:34  <planetmaker> python-imaging on debian is pillow iirc
10:09:16  <Xaroth|Work> PIL is deprecated anyhow
10:09:21  <Xaroth|Work> so people should stop using it :P
10:09:29  <planetmaker> hm, no. On wheezy it is still PIL
10:09:37  <planetmaker>
10:09:48  <planetmaker> testing and sid replace it by pillow only
10:09:58  <planetmaker> and yes, people should use pillow
10:14:27  <andythenorth> afaik I have pillow
10:14:40  <andythenorth> I cleaned everything up a few weeks ago when I got a new laptop
10:14:52  <andythenorth> but somewhere something is still calling PIL in some system python
10:15:03  <andythenorth> which would take most of the morning to fix :(
10:15:17  <andythenorth> so I'm cheating for now
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10:15:55  <andythenorth> skyem123: IH still fork-bombing your box? o_O
10:16:43  <skyem123> Haven't tryed it yet.
10:17:05  <skyem123> I managed to make it spit out the NML last night.
10:19:54  <skyem123> To answer your question: with some modifications i got the python code to output the nml
10:20:19  <skyem123> aka: no, it isn't fork-bombing.
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10:30:45  <andythenorth> skyem123: did you turn the MP code back on?
10:30:53  <skyem123> no
10:32:45  <andythenorth> definitely won't fork bomb then :)
10:34:51  <skyem123> enabled the MP code.
10:35:02  <skyem123> now we can only wait...
10:36:21  <skyem123> well, it looos
10:36:25  <skyem123> *loopd
10:36:28  <skyem123> *loops
10:39:19  <andythenorth> how quaint
10:39:34  <andythenorth> maybe someone better then me can fix it
10:40:43  <skyem123> Somehow, somthing makes it go back to the start of the whole program.
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10:40:58  <Wolf01> hihi
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10:42:13  <Alberth> hi
10:44:27  <planetmaker> yay, with proper transparent sprites, the animate water works again :D
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11:42:15  <andythenorth> skyem123: somebody who is better at python than me can probably spot what guarding needs to be added for Windows
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12:45:47  <frosch123> pasky comments are the best
12:46:50  <planetmaker> hm where?
12:47:31  <frosch123> every now and then you find one :)
12:47:32  <planetmaker> you mean source? :)
12:48:07  <frosch123> yeah, every few years you encounter some comment like "this could be improved --pasky", and you know that noone looked at that function for years :)
12:48:48  <planetmaker> :)
12:49:11  <Xaroth|Work> heh
12:49:55  <frosch123> V453000: so we are back to zero?
12:50:31  <V453000> I suppose, I have no idea where could the desync be from but it looks like not newgrf related
12:50:37  <V453000> OR they are two
12:50:56  <V453000> but I tried having many of the suspicious trains on the server, no desync happened
12:52:08  <V453000> will  try again with a larger scale network, but hard to say
12:55:22  <planetmaker> nuts repo still is not updated :(
12:56:13  <frosch123> well, now V claims it also desyncs without nuts :)
12:56:32  <V453000> I know pm, my timetable is way too busy to be able to spend a day setting it up again
12:57:12  <V453000> it definitely desynced tonight without nuts ... if nuts could be additional cause in some obscure conditions, possibly? :d
12:59:28  <planetmaker> that setup would take 10 minutes. Alas.
12:59:59  <V453000> didnt look that way last time I tried
13:01:16  <fonsinchen> What kind of setup is that?
13:01:35  <V453000> some ssh thing to push with
13:02:35  <planetmaker> fonsinchen, just telling tortoiseHG to use a ssh key
13:03:14  <V453000> I was fiddling with some putty?
13:03:23  <fonsinchen> So, supposedly we need V453000's version of NUTS to reproduce the desync ...
13:03:58  <planetmaker> which incidentially doesn't necessarily exist anymore due to ceasing to use VCS at all
13:04:05  <fonsinchen> If he's not able to upload it to the repository, couldn't he just PM the file to someone who's willing to reproduce it?
13:04:32  <V453000> I could do that yes
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13:05:34  <fonsinchen> Well, if you send it to me. I'll try to do something about it next weekend. I like elaborate descriptions on how to actually reproduce the desync.
13:06:55  <V453000> sure, can try ... thing is I ceased to have any clue about where the desync could come from
13:07:30  <V453000> I was suspicious that trains which change power based on cargo_loaded or what is the variable .... but after trying to buy dozens of those trains visiting stations all the tima nd loading/unloading, no desync happened
13:08:33  <fonsinchen> Do you have any kind of documentation of what you did last time the desync did happen?
13:09:11  <V453000> I did not see it personally, some person is saying that he reversed a train at PBS block, but was unable to reproduce it
13:09:23  <V453000> another says upon building a bridge, if there was a PBS is unknown
13:09:39  <planetmaker> desync doesn't happen upon an action necessarily.
13:10:24  <V453000> hm
13:11:07  <fonsinchen> Do we have saves of the games that triggered the desyncs?
13:11:25  <andythenorth> hrm, this pixa thing is overkill for just replacing colours in a sprite :D
13:11:26  <planetmaker> there's autosaves on servers
13:11:49  <fonsinchen> And can we nail down between which two autosaves the desync happened?
13:12:28  <Taede> yes, we keep timestamped logs
13:14:35  <fonsinchen> Then it should be possible to at least roughly quantify what kind of actions happened before the desync.
13:14:54  <fonsinchen> Of course if there were 10 people building at the same time that's hopeless.
13:15:12  <fonsinchen> But if the desync happened multiple times maybe there is a pattern somewhere.
13:15:43  <planetmaker> it's relatively easy to turn on desync debugging
13:16:27  <fonsinchen> From V453000 comment I read that it's hard to reproduce the desync on purpose, though.
13:16:44  <Taede> yes, but usually that happens after all the desyncs have happened
13:17:11  <fonsinchen> So maybe it's a good idea to look at the data we already have and try to narrow it down.
13:17:18  <planetmaker> fonsinchen, well, yes...
13:18:14  <Taede> <-- last 8mins before desync
13:20:01  <andythenorth> bbl
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13:22:49  <planetmaker> V453000, steps 1-4:
13:23:13  <planetmaker> and 6 and 7
13:23:49  <fonsinchen> That's not much.
13:23:54  <Taede> <-- ~10mins pre-desync
13:24:13  <fonsinchen> Thanks
13:24:31  <fonsinchen> I'll take a look at it. Right now I have to leave, though.
13:24:34  <Taede> 95.sav is 3 mins post-desync
13:25:02  <fonsinchen> Who experienced the desync?
13:25:19  <Taede> the bunched up quits at the bottom of the log
13:25:53  <fonsinchen> Interesting
13:26:21  <Taede> Anson mentions there was at least one player left in the game, but i cannot confirm that
13:26:49  <planetmaker> Taede, can the quit reason be added to the logs?
13:27:12  <Taede> yes, kinda wondering why i didn't do that in the first place
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13:27:56  <planetmaker> it's not a command
13:28:12  <Taede> no, but it makes sense
13:28:19  <Taede> easier to just do find desync
13:28:24  <Taede> instead of scrolling and looking
13:28:34  <V453000> pm: thanks, will attempt now
13:28:46  <planetmaker> or other strange things. Like 'strange packet received' :)
13:28:53  <planetmaker> (yes, that does exist)
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13:29:15  <Taede> or 'wrong companyID in commandpacket'
13:29:25  <Taede> soap can cause those in exceptional circumstances
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13:30:05  <planetmaker> soap can *cause* them?
13:30:27  <Taede> moving players named player* to spectator when they start a company
13:30:43  <planetmaker> ah, yeah. But that's not soap's fault
13:30:50  <planetmaker> you can do that with rcon regardless
13:30:54  <Taede> starting a company takes (at least) 2 command packets im guessing, starting a company, and then setting default values
13:31:14  <Taede> and sometimes the rcon move to spectators gets processed before the 2nd command packet
13:31:39  <frosch123> gah, wagon overrides
13:31:44  <frosch123> BURN TTDPATCH BURN!
13:32:13  <planetmaker> true love :D
13:33:00  <frosch123> anyone uses wagon overrides with the can-wagon-be-attached callback?
13:33:09  <frosch123> anyone uses wagon overrides with articulated wagons?
13:34:21  <frosch123> should we just define the ottd behaviour as the correct one? and claim that no ttdp guy ever spend any thought on what is the correct behaviour?
13:34:49  <planetmaker> hm, sorry, can you explain a bit more? what kind of override and what's the problem exactly?
13:35:19  <planetmaker> oh, you mean the grfid override thing which we had a few years back even for 3 vehicles in base sets?
13:35:30  <frosch123> no, livery override
13:35:50  <frosch123> the deprecated thing :p
13:37:02  <planetmaker> and what's your suggested change?
13:38:33  <frosch123> for articulated part of train wagons (not engines) there is the difference that ottd uses the engine for the livery override, while ttdp uses the first articulated part
13:38:33  <planetmaker> also NML offers livery overrides, so it likely will be used
13:39:16  <planetmaker> you likely want the engine, yes
13:39:34  <frosch123> but given that all trainsets which use articulated parts for wagons are likely designed for ottd, i would rather expect to break stuff when changing ottd behaviour to ttdp
13:39:49  <planetmaker> indeed
13:40:11  <frosch123> the more weird case is callback 1d (can wagon be attached)
13:41:56  <frosch123> it uses the action3 of the engine, while all the variables refer to the wagon
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13:42:24  <frosch123> ottd and ttdp agree that the action3 should use the cargo type of the wagon
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13:43:05  <frosch123> ottd never applies wagon overrides though, while in ttdp i am not sure yet whether it applies them always, never or randomly :p
13:44:02  <Aristide> frosch123: o/
13:44:03  <Aristide> planetmaker: \o
13:45:00  <frosch123> ok, i guess i can classify this as ttdp bug
13:45:19  <frosch123> no normal grf would trigger the case where ttdp would apply wagon overrides
13:45:26  <V453000> pm: what should this thing look like? I suppose the step 6 is rather specific for the bitbucket there
13:46:26  <planetmaker> path=ssh://
13:46:40  <planetmaker> default-push=ssh://
13:47:12  <planetmaker> no idea why there's line NUTS=...
13:47:19  <V453000> ask me not :D
13:48:14  <V453000> I guess I need to send you some key now?
13:48:49  <Eddi|zuHause> i would use the "normal" checkout path and the ssh path only for push
13:48:54  <planetmaker> you can also paste on irc
13:49:01  <Eddi|zuHause> otherwise you need to enter pasword for every pull
13:50:04  <V453000> the key fingerprint?
13:50:11  <V453000> oh
13:50:18  <planetmaker> one can use path=
13:50:22  <V453000> it sez public key for pasting...
13:50:31  <V453000> ssh-rsa AAAAB3NzaC1yc2EAAAABJQAAAIEAsoEAblsEQzzTM7rT9SeLQkB6FUgieK5YVEeWEWwW+xpUqR6xuvi4DDLahKmQoEqFN9QCVAm4mt8sA0uU6r810hNe3Z91pTRHBTIWzIcWoPUD0AKSrAuti8FM3f9lHQnFK8WC9KGVw1HV+rrTwQS2BDBfXhIuSCt6i6vmAHSl+38= rsa-key-20140119 ? :D
13:50:53  <planetmaker> V453000, the thing shown in the image 5.7
13:51:00  <planetmaker> yes, that
13:51:38  <V453000> yeah the long thing, that is where it is from
13:51:47  <planetmaker> key installed
13:52:31  <V453000> it sez pushing :D
13:52:45  <planetmaker> 7 minutes :P
13:52:54  <V453000> bundling 24/52 files? :D
13:52:56  <V453000> ff
13:53:34  <planetmaker> let's hope it actually pushes successful :P
13:54:12  <V453000> idk
13:54:12  <V453000>
13:55:25  <planetmaker> right. you added some file which usually shouldn't be added. I'll disabled the hook temporarily. Try again
13:55:40  <planetmaker> probably some temporary file, the grf itself or so
13:55:47  <planetmaker> there's sanity checks ;)
13:56:06  <V453000> thought that is in some hgignore buuuut trying again
13:57:05  <V453000> beer time =D
13:57:06  <V453000> success
13:58:05  <Alberth> hgignore doesn't prevent you from adding a file, it just suppresses printing it as "untracked"
13:59:11  <planetmaker> strange enough I don't see a bad file
13:59:17  <V453000> :D
13:59:21  <V453000> me neither
13:59:24  <planetmaker> ah, there it is
13:59:29  <planetmaker> nuts.nml.orig
13:59:38  <planetmaker> 56:28252239c8e0
14:00:04  <planetmaker> added 5 months ago :P
14:00:13  <V453000> WTF are the orig files anyway :D
14:00:19  <V453000> guess I should delete those?
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14:00:23  <planetmaker> editor backup files
14:00:25  <planetmaker> or so
14:00:36  <Alberth> or patch merge backup files
14:01:04  <V453000> I have some PSD files which are both source-helpful, or just for wiki ... should I push those too?
14:01:27  <V453000> (at least two I see have 80MB each)
14:01:51  <V453000> 170mb one :d
14:01:59  <planetmaker> big :)
14:02:10  <V453000> wagon stuff with many layers :d
14:02:16  <planetmaker> if you use them to create stuff, add them
14:02:33  <V453000> ok, will later
14:02:40  <V453000> now I am happy it works (: thanks for your help
14:02:52  <planetmaker> if it's more general, wiki might be more appropriate. dunno :)
14:03:02  <planetmaker> welcome
14:03:44  <V453000> two are general (the engine table graphic), and then there are some psd files to create the shipz
14:03:59  <V453000> it will take time to upload so I will do that later :)
14:04:21  <V453000> (:
14:06:43  <V453000> well, there is your source fonsinchen :P
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14:07:12  <planetmaker> -rw-r--r-- 1 pm pm   83M Jan 19 15:05 terrain_32bpp.xcf
14:07:29  <planetmaker> ^ ;)
14:07:40  <Alberth> bitmaps in xml format?  :D
14:10:29  <Kjetil> but but.. WHY?
14:11:30  <planetmaker> bitmap in xml? where?
14:12:09  <V453000> xcf is gimp file?
14:12:13  <planetmaker> yes
14:16:19  <frosch123> "xtra cool format" or so
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14:16:50  <planetmaker> :)
14:17:07  <frosch123> hmm, actually, the real meaning is way better than my lame joke
14:17:19  <frosch123> "eXperimental Computing Facility" <- wtf
14:17:37  <planetmaker> yeah :)
14:17:52  <planetmaker> probably someone toyed and no-one could bother to make a proper name
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14:25:58  <planetmaker> zbase houses fit well...
14:27:18  <frosch123> haha, neve noticed those busses
14:27:28  <frosch123> they almost have more windows on the back than at the sides
14:27:33  <planetmaker> :)
14:27:47  <V453000> they mainly take the whole road :d
14:28:11  <planetmaker> yes, one window less wide would do, too.
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16:28:35  <andythenorth> ho ho
16:28:38  <andythenorth> it's kind of working
16:30:29  <Alberth> kind of \o/   :)
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16:36:15  <andythenorth> I feel bad that I have ignored most of pixa
16:36:26  <andythenorth> and written my own 4 line function :P
16:40:49  <FLHerne> Does NML have constants for fence sprites, or do I have to look them up somewhere?
16:41:18  <Eddi|zuHause> i'd look at opengfx
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16:45:12  <FLHerne> The browsing script seems to be borked. 504s.
16:45:52  <planetmaker> browsing script?
16:46:34  <planetmaker> fence sprite numbers should be found in ogfx+landscape company land
16:47:28  <FLHerne> planetmaker: "Script for browsing sprites:"? Unless I'm misinterpreting what it's supposed to be for?
16:47:52  <planetmaker> oh... haven't seen that URL in a long time
16:48:06  <planetmaker>
16:48:11  <planetmaker> err
16:48:34  * FLHerne looks at OGFX+ instead
16:48:51  <FLHerne> planetmaker: Well, it's on the OGFX project page
16:50:05  <planetmaker> yeah
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16:50:56  <FLHerne> Thanks for the tip, the fence-handling stuff there is almost exactly what I needed :-)
16:51:12  <planetmaker> :)
16:52:05  <planetmaker> I actually wonder which server mz redirected to :D
16:56:00  <FLHerne> The dev one 404s for me, the mz one 504s :P
16:56:22  <planetmaker> yes. I actually meant to try that URL instead of pasting it here :D
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17:19:18  <andythenorth> oopsie
17:19:28  <andythenorth> I have some code that makes a cheatsheet from a sprite sheet
17:19:39  <andythenorth> it magnifies each pixel, and writes the colour index number on it
17:19:45  <andythenorth> the magnification is 30x...
17:20:01  <andythenorth> I just accidentally made a 1GB png :P
17:20:13  <Wolf01> bye
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17:22:50  <Pikka> accidents will happen!
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17:28:56  <nicferirc> hello
17:29:41  <Pikka> hello
17:30:50  <nicferirc> I can't run openttd 1.4.0b2 under xubuntu 13.10, I get an error about missing even if I have installed the package
17:45:58  <Pikka> oh hey
17:46:19  <Pikka> 32bpp sprites should be rendered on a transparent background. Why am I only just now realising this? :D
17:47:42  <Pikka> did you post on the forums, nicferirc? you'll get a larger audience there.
17:48:41  <peter1138> lies, pikka doesn't make 32bpp sprites
17:48:52  <Pikka> is it that I don't, peter1138?
17:49:19  <Pikka>
17:49:30  <planetmaker> hihi, Pikka :) Did you have nice white or blue slabs on the screen?
17:49:39  <planetmaker> (been there, seen that)
17:50:24  <Pikka> I'm glad to say it occurred to me before I got that far. :P
17:50:51  <planetmaker> well. changing white to transparent is one click and one ctrl+x
17:50:53  <Andreas> Pikka, is that the beginning of a new set of intended as part of some other set?
17:51:10  <Pikka> only if all the transparent areas are contiguous, planetmaker
17:51:17  <Andreas> looks nice byt the way :)
17:52:06  <Pikka> new set(s), Andreas. and thanks.
17:52:35  <planetmaker> Pikka, no. colour select white and then cut
17:52:42  <Pikka> oh
17:52:53  <Pikka> but what if there are white pixels on the vehicle? :D
17:53:02  <planetmaker> they should not be there anyway
17:53:15  <planetmaker> should be slightly not white
17:53:41  <planetmaker> transparent looks funky though :D
17:53:49  <Andreas> how do they look on normal zoom levels Pikka? (some 32bpp grfs look  great zoomed in, but not so great on normal zoom)
17:54:27  <Pikka> not too bad. at least, not too bad when I render them at normal zoom sizes...
17:56:45  <Andreas> just have to wait and see I guess :)
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18:01:08  <__ln__> anyone working on Oculus VR support for openttd yet?
18:02:20  <FLHerne> __ln__: Trying to look at a dimetric projection in 3D would hurt your head :P
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18:04:47  <Pikka> it wouldn't, it would just be not 3d. :P
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18:11:42  <FLHerne> With OTTD's restricted camera angles, yes
18:12:16  <planetmaker> especially as my screen still is flat
18:12:50  <FLHerne> But if you had 3D models, you could have projections from slightly different angles for each eye?
18:13:55  <Eddi|zuHause> i'm sure google can create 3D models from flat images
18:14:42  <frosch123> yup, chuck norris is working there
18:15:13  <planetmaker> well, it's not magic. It can be done to some degree
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18:45:23  <DorpsGek> Commit by translators :: r26268 /trunk/src/lang (danish.txt unfinished/persian.txt) (2014-01-19 18:45:16 UTC)
18:45:24  <DorpsGek> -Update from WebTranslator v3.0:
18:45:25  <DorpsGek> danish - 50 changes by Elyon
18:45:26  <DorpsGek> persian - 1 changes by rey
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19:43:57  <andythenorth> is this formatting ugly?
19:43:58  <andythenorth>
19:44:10  <andythenorth> I don't like that it's not obvious what is a param, and what is a dict pair
19:44:46  <andythenorth> I could compose the dict before the object creation call, but I have been trying to teach myself to declare less stuff, and do more inline
19:47:15  <Alberth> I make a temp variable for such cases
19:47:46  <andythenorth> temp = {blah: blah, blah: blah}
19:47:48  <andythenorth> ?
19:48:33  <Alberth> foo = bar(temp)
19:49:25  <Alberth> also gives you more room at line, so less wrpping
19:49:29  <Alberth> *wrapping
19:55:28  <andythenorth> Alberth: better or worse? :D
19:56:41  <Alberth> something like that
19:56:57  <Alberth> I like it
19:57:26  <Alberth> the graphics_template  may be a bit overkill
19:59:41  <andythenorth> 1 abstraction too far?
20:00:46  <Alberth> it's a matter of personal taste
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20:01:04  <Alberth> also it depends on how often you expect to change the string
20:01:39  <andythenorth> that's what find and replace is for :)
20:02:08  <andythenorth> I've removed that
20:02:21  <Alberth> I usually try to rely on having one source :p
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20:10:21  <andythenorth> DanMacK: look, a pikka!
20:10:29  <Pikka> where?
20:10:42  <andythenorth> over there, on the stair
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20:14:10  <Alberth> hi hi
20:14:28  <Wolf01> hi :)
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21:07:24  <andythenorth> is it acceptable to dump constants into for a module?
21:07:32  <andythenorth> it's not worth fucking around with a imgo
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21:25:27  <planetmaker> good night
21:25:55  <Xaroth|Work> nn
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21:47:47  <Wolf01> 'night
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21:48:13  <Eddi|zuHause> andythenorth: might get you into trouble if you use these constants within the sub-modules
21:48:32  <andythenorth> I wondered
21:48:36  <andythenorth> what can go wrong?
21:48:43  <andythenorth> besides naming colissions?
21:48:44  <Eddi|zuHause> andythenorth: circular includes
21:48:56  <andythenorth> collision is a hard word to spell :P
21:49:13  <andythenorth> Eddi|zuHause: presumably I'll notice if that happens? o_O
21:50:45  <andythenorth> hmm so this would be the case where I have a constant in for graphics_processor module
21:50:56  <andythenorth> so I use it as graphics_processor.CC1
21:51:01  <Eddi|zuHause> andythenorth: well python happily supresses circular includes without warnings, so only items before the include will be processed until after both modules are initialised
21:51:02  <andythenorth> which means I have to import graphics_processor
21:51:18  <andythenorth> so if I import graphics_processor to a submodule of graphics_processor, bad happens?
21:52:32  <andythenorth> should I just make a constants file?  It's a well established pattern...
21:52:46  <Eddi|zuHause> if __init__ imports a module, and that module imports __init__, that module cannot see any constants that are after the __init__'s import
21:53:07  <andythenorth> makes sense
21:54:30  <Eddi|zuHause> basically import checks the three states: "already initialized"->use that, "currently initializing"->do not recurse, "not initialized"->start initalization now
21:55:02  <Eddi|zuHause> a "constants" file sounds like a way better approach
21:55:15  <Eddi|zuHause> circular includes are an anti-pattern
21:55:44  <Eddi|zuHause> means your modules are not isolated enough
21:55:53  <Eddi|zuHause> so either merge them or refactor them
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21:57:09  <andythenorth> moved to constants file
21:57:45  <andythenorth> thanks
22:05:42  <frosch123> night
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22:05:56  <andythenorth> Eddi|zuHause: if you wanted a fun challenge, you could figure out why my multiprocessing code forkbombs on windows :)
22:06:07  <andythenorth> I know I'm doing it wrong, it's a known issue for python MP
22:06:18  <andythenorth> but I don't understand how to implement the standard fix
22:07:46  <andythenorth> but also bed time :)
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22:17:37  <Eddi|zuHause> ... that's why i use make's multiprocessing instead of python's...
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22:53:57  <Aristide> Lololol
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