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Log for #openttd on 9th December 2015:
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00:01:31  <drac_boy> hi
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09:30:52  <Wolf01> o/
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09:40:36  <andythenorth> when you *don’t* deliver supplies to FIRS industries because it messes up your network :P
09:40:59  <Wolf01> o/
09:40:59  <peter1138> When you don't play OpenTTD because faff.
09:41:48  <andythenorth> every day
09:41:58  <peter1138> Exactly.
09:42:09  * andythenorth playing OpenTTD
09:42:11  <andythenorth> because fun
09:42:35  * peter1138 working
09:42:37  <peter1138> because pay
09:43:03  * andythenorth also working
09:43:14  <andythenorth> because all money tied up in company, would like it back one day
09:43:26  <Wolf01> not working
09:43:31  <Wolf01> because waiting for customer
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10:17:18  <andythenorth> the PIPE grf needs an underwater option
10:17:23  <andythenorth> fake water
10:17:38  <andythenorth> build using the canals-on-sea hack
10:20:47  <Wolf01> and doesn't it blocks ships which can't run on canals?
10:22:09  <andythenorth> Wolf01: http://www.tt-forums.net/viewtopic.php?p=1160891#p1160891
10:22:12  <andythenorth> it’s stupid :)
10:22:20  <andythenorth> but I did it eh
10:23:51  <Wolf01> http://wiert.me/2015/12/09/the-coding-love-when-i-read-and-refactor-code-of-another-developer/ ahah
10:43:04  <Eddi|zuHause> andythenorth: make a transparent bridge?
10:43:22  <Eddi|zuHause> andythenorth: or use the chunnel hack?
10:44:46  <Wolf01> both require dry land for curves
10:51:39  <peter1138> whatever happened to the sealevel stuff?
10:51:53  <peter1138> tmwftlb?
10:52:13  <Eddi|zuHause> nobody followed through
10:52:18  <Wolf01> ask boekabart, i was following that one
10:52:38  <Eddi|zuHause> it would be more practical now with MHL
10:52:44  <Wolf01> https://sites.google.com/site/boekabart/sealevel
10:53:11  <Wolf01> the deepwater patch was really good
10:55:50  <andythenorth> ha ha
10:55:51  <andythenorth> sea level
10:55:53  <Eddi|zuHause> well, you have like 2 weeks to update it before feature freeze :p
10:55:53  <andythenorth> and why not?
10:56:08  <andythenorth> seems like it’s a fun thing
10:58:07  <Wolf01> MHL + SL = :O
10:58:49  <andythenorth> serious wtf
10:59:11  <andythenorth> what if sea level > snow line? :P
10:59:22  <Wolf01> fozen water?
10:59:31  <Wolf01> build tracks on ice
11:00:20  <andythenorth> https://upload.wikimedia.org/wikipedia/commons/4/4f/Piter_ice_tram.jpg
11:01:19  <Eddi|zuHause> salt water doesn't freeze as quickly
11:01:54  <andythenorth> is it salt? o_O
11:01:57  <Wolf01> why do you need to point at "R" things? it's a game :D
11:01:58  <andythenorth> what if it’s a big lake system?
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11:02:44  <Eddi|zuHause> andythenorth: then you should have made it from river tiles
11:04:50  <andythenorth> make SL variable
11:04:53  <andythenorth> climate change GS
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11:05:12  <andythenorth> aral sea GS
11:05:34  <Wolf01> trail on ice for an arctic road train (made with trams) http://static.commercialmotor.com/big-lorry-blog/MkII%20%233-7.jpg
11:05:51  <andythenorth> the trailers are in HEQS already
11:05:55  <andythenorth> I just never drew the lead unit
11:06:31  <andythenorth> ach we’re just talking :)
11:06:56  <andythenorth> bug fixes, web translations, end of development :)
11:10:19  <andythenorth> I like more sea levels though
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11:10:28  <andythenorth> it’s obvious in advance that there is no gameplay purpose
11:10:41  <andythenorth> so it won’t be dissapointing (unlike
.rivers) :P
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11:30:15  <andythenorth> bbl
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13:01:37  <argoneus> hey V453000, when you are making graphics for openttd or factorio or whatever, how do you know what angle the model should be for the sprite to work? do you experiment or is there a trick?
13:01:50  <argoneus> or rather what angle the camera should be
13:05:10  <V453000> it can be calculated
13:05:40  <V453000> openttd is 30 degrees or something, but the position is tough to count so through experimentation
13:06:22  <argoneus> hm
13:07:12  <V453000> mainly because it is an orthographic camera so no degrees really apply there, it depends how it is implemented in the program
13:07:24  <V453000> I have made a special postproduction for testing camera
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13:07:44  <V453000> basically I have 16x16 grid for engines to be put on, iirc it is 32x32 tile grid
13:07:52  <planetmaker> argoneus, dimetric projection: https://en.wikipedia.org/wiki/Axonometric_projection
13:08:07  <V453000> and I put the edge and central engines on top of each other to see the error
13:08:25  <V453000> that way I can make the error on 4096x2048 sub-pixel which is really good
13:08:58  <V453000> means when I just bring it X times closer and reduce resolution to ie 256*something, the precision is even better than that
13:09:49  <V453000> http://dev.openttdcoop.org/attachments/download/6940/PrecisionTest_full.png
13:10:17  <V453000> the huge advantage of this is that it is also applicable for when I was testing it in blender, because only the output matters :)
13:11:02  <argoneus> wow
13:11:15  <argoneus> i guess ill stick to shitting out code
13:11:49  <V453000> xd
13:13:55  <juzza1> this is the correct camera rotation in openttd: https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art#/media/File:Isometric_camera_location_30_degrees_color.png
13:14:25  <juzza1> that and ortographic projection will get you models that look right in openttd
13:15:19  <V453000> yes, with correct camera distance/resolution :P
13:21:30  <Eddi|zuHause> openttd does actually not use 30 degrees
13:21:42  <Eddi|zuHause> @calc arctan(1/8)
13:21:42  <DorpsGek> Eddi|zuHause: Error: 'arctan' is not a defined function.
13:21:46  <Eddi|zuHause> @calc atan(1/8)
13:21:46  <DorpsGek> Eddi|zuHause: 0.124354994547
13:21:54  <Eddi|zuHause> @calc atan(1/8)*180/PI
13:21:54  <DorpsGek> Eddi|zuHause: 7.1250163489
13:22:02  <Eddi|zuHause> hm, that's not right
13:22:04  <Eddi|zuHause> @calc atan(1/2)*180/PI
13:22:04  <DorpsGek> Eddi|zuHause: 26.5650511771
13:22:10  <Eddi|zuHause> typo
13:22:27  <Eddi|zuHause> so 26.6 degrees
13:23:11  <V453000> how could my things be pixel-precise with 30 then? :D
13:25:03  <Alberth> pixels don't move with 3.4 degrees?
13:25:20  <V453000> on 4k?
13:25:47  <V453000> they would probably move by like 200 pixels on the vertical
13:25:48  <Eddi|zuHause> you should fairly quickly get inconsistencies with the wrong value
13:26:04  <Alberth> do you do clipping?
13:26:19  <V453000> clipping_
13:26:20  <V453000> ?
13:26:41  <planetmaker> V453000, they won't be pixel-precise, if you use 30° instead of 26.6°. However you might simply have missed the differences
13:26:59  <V453000> that difference sounds very major
13:27:10  <juzza1> camera rotation and the apparent rotation of the model is not the same thing
13:27:18  <juzza1> it is explained in the article https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art
13:29:16  <Eddi|zuHause> i have not read the entire article, but it does contain the value i mentioned
13:29:26  <juzza1> yes, but it's not the camera rotation
13:30:47  <planetmaker> yes.... 26.6° is the angle of the tile borders against the horizontal on screen. 45° is the camera angel wrt tile borders (thus looking edge-on)
13:31:01  <juzza1> because 30 degrees camera rotation results in the 26.6 degree angle between horizontal and horizontal edges of a cube, which results in the nice 2:1 stepping openttd has
13:31:03  <V453000> https://dev.openttdcoop.org/attachments/download/7263/RAWR_tech_tileSetup.png using this
13:31:30  <V453000> doesnt say degrees but you can count them from it
13:31:37  <planetmaker> and the inclination of the camera angle... maybe 30°, dunno. Too lazy to do the math :P
13:32:24  <Eddi|zuHause> there are certainly other values you can tweak to get the same (or similar) result
13:32:51  <Eddi|zuHause> have (at least) one dimension of freedom when scaling from 3D to 2D
13:33:10  <V453000> I strongly believe that missing the difference on 4096*2048 is pretty hard, more so when the error on such resolution is sub-pixel, so I believe my 30deg is correct
13:33:22  <V453000> it works for me so care not
13:33:40  <V453000> and I dont see how can you reach two same results with different camera angle
13:35:30  <Alberth> as you said, the end result is what counts, so who cares :)
13:41:25  <V453000> just wonder how I counted it back then
13:49:41  <Eddi|zuHause> with "the same" i don't mean the same image, but the same axis projections
13:50:29  <Eddi|zuHause> if you move the camera, there are other projection parameters to tweak to compensate
14:07:14  <V453000> well same axis projections should result in the same image eventually_
14:07:16  <V453000> ?
14:08:01  <Eddi|zuHause> or maybe we're just talking about completely different things
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14:09:26  <V453000> I just think that using camera-to-ground angle of 26,6 cannot reach correct results for openttd
14:12:34  <V453000> btw if the stepping of the sprite would be 1:1 then the camera degree would be 45, no? that would logically mean 1:2 is 30, or 60 in the opposite way
14:14:37  <Eddi|zuHause> i don't follow that reasoning
14:15:01  <V453000> makes perfect sense to me
14:15:41  <V453000> are you saying this?
14:15:42  <V453000> https://upload.wikimedia.org/wikipedia/commons/e/ea/Sprite_anatomy_2d.svg
14:15:49  <V453000> the bottom corner to be 26,6
14:15:56  <V453000> which is competely irrelevant for the 3D model
14:16:37  <V453000> with this being the 3D camera angle https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art#/media/File:Isometric_camera_location_30_degrees_color.png
14:17:35  <Eddi|zuHause> that link doesn't work (without javascript)
14:19:08  <planetmaker> V453000, exactly that angle, yes
14:19:11  <Eddi|zuHause> anyway, there is no real reason to doubt the content of this wikipedia article
14:19:30  <Eddi|zuHause> (... any more than any other wikipedia article)
14:19:35  <planetmaker> Eddi|zuHause, and that doesn't need javascript... it's a simple svg file. You maybe have no support for those?
14:19:46  <planetmaker> oh... 2nd last link :D
14:20:46  <V453000> meh
14:22:51  <planetmaker> and yes, you two talk of different angles :)
14:24:15  <V453000> apparently, but the angle Eddi is referring to is not relevant at all
14:24:26  <V453000> for setting up a 3D thing
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14:34:52  <argoneus> https://i.imgur.com/vZoYgD1.jpg lmao
14:36:32  <V453000> xd I dont even have NML installed on this machine
14:48:01  <V453000> do I also need the pillow and PLY? I dont remember getting that
14:48:09  <V453000> apparently new NML needs new python, too
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14:49:32  <Alberth> it always needed PIL and PLY, but it may have been added into the windows distribution for you
14:50:15  <V453000> PIL sez that it hasnt found python 3.5 but it is there
14:50:22  <V453000> ._.
14:51:56  <V453000> I have no clue what to do
14:52:46  <Alberth> what everybody does when you have no clue :p   https://www.google.com/search?q=pillow+cannot+find+python+3.5&ie=utf-8&oe=utf-8
14:57:02  <V453000> vc redist x86?
14:57:10  <V453000> or x64?
14:57:18  <Alberth> very possible
14:58:03  <Alberth> pil(low) uses binary program code, which has to match cpu architecture and compiler used to compile python
14:58:46  <V453000> If you go for a python install and the packages themselves (e.g. mingw or msys) instead of the pre-compiled binary: Apparently you can prevent a lot of problems by installing the 32bit version of python, even if you have a 64bit windows installation. Installing PIL might be troublesome if you do install the 64bit version of python.
14:59:59  <Alberth> unfortunately, installing packages is one big stinking mess in windows
15:00:23  <Alberth> MS thinks in complete programs only, installer with installer
15:00:46  <Alberth> *installed
15:01:08  <V453000> I just dont know which vc to get
15:01:13  <V453000> because of this info on the NML page
15:02:01  <Alberth> what are you trying to compile?
15:11:26  <V453000> newgrf? :D
15:13:15  <planetmaker> vc?
15:13:41  <V453000> http://www.microsoft.com/en-us/download/details.aspx?id=48145
15:14:15  <V453000> Visual C++ Redistributable Package apparently :)
15:16:19  <Alberth> newgrf doesn't compile with vc
15:20:19  <planetmaker> yeah, no point in installing a C compiler when you want to compile NML
15:21:32  <V453000> ._. back later with more questions
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15:26:18  <argoneus> are there any plans to port ottd to newer c++ standards?
15:26:26  <argoneus> or is there no reason to
15:26:39  <argoneus> it'd probably make it slower wouldn't it
15:29:06  <Eddi|zuHause> it wasn't even fully ported to "old" standards
15:29:36  <Eddi|zuHause> new features can use new standards if they desire
15:31:57  <argoneus> I see
15:33:50  <Alberth> it's 300,000+ lines of code, lots of changes, lots of things can go wrong
15:34:20  <Alberth> not to mention some parts are time critical, you cannot just change it
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18:36:45  <Alberth> o/
18:39:54  <frosch123> hoin
18:45:21  <DorpsGek> Commit by translators :: r27467 /trunk/src/lang (simplified_chinese.txt turkish.txt) (2015-12-09 19:45:14 +0100 )
18:45:22  <DorpsGek> -Update from WebTranslator v3.0:
18:45:23  <DorpsGek> simplified_chinese - 1 changes by Gavin
18:45:24  <DorpsGek> turkish - 34 changes by wakeup
18:58:13  <__ln__> can we has this as newgrf: http://i.widelec.org/1t2k_s.jpg
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18:59:48  <andythenorth> o/
19:00:16  <Alberth> o/
19:01:03  <andythenorth> forests as logging camps?
19:01:07  * andythenorth considers
19:01:08  <andythenorth> nah
19:01:22  <Alberth> we already have them?
19:01:29  <andythenorth> thinking about them for FIRS
19:01:30  <andythenorth> but nah
19:01:37  <andythenorth> Alberth: wrt BB, quite a few repeating goals now
19:01:57  <Alberth> :o
19:02:01  <andythenorth> should I extend my patch and rework the serialise / deserialise?
19:02:30  <andythenorth> (track goals patch)
19:02:37  <Alberth> you can try to lengthen the test period perhaps?
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19:03:33  <Alberth> I am not a big fan of tracking done goals, as that will not find the goals I did myself
19:04:01  <Alberth> if possible, I'd prefer to do without
19:04:02  <andythenorth> ah
19:04:06  <andythenorth> I see your point, yes
19:07:34  <andythenorth> ah, maybe I don’t have tip
19:08:21  <__ln__> ah, i forgot to mention that the previous url was not meant for Alberth or frosch123.
19:08:36  <__ln__> so don't click it, you two.
19:09:21  <Alberth> const TEST_TIMEOUT = 10000; // About 4.5 months of 30 days of 74 ticks.   <-- line 83 company.nut
19:09:27  <Alberth> thanks __ln__
19:09:58  <andythenorth> Alberth: afaict, I had a version from 5th Dec, after route randomisation, but before you pushed extra monitoring
19:10:08  <andythenorth> I can’t quite match up version numbers, but going by timestamps
19:10:13  * andythenorth will play test more
19:11:45  <Alberth> 105:55c0a3cf3f30   is tip, although 104:f214439d5d3f is fine too (it just prints spoilers in the debug screen :p )
19:12:20  <Alberth> well, that would explain double goals :)
19:12:34  <andythenorth> I now have tip
19:15:18  <Alberth> and the nice thing is that the save file format didn't change :)
19:17:27  <andythenorth> \o/
19:17:29  <andythenorth> hmm
19:17:46  <andythenorth> no matter how many years I’ve played, I still have the fallacy that bus service grows towns :P
19:17:59  <Alberth> :)
19:18:12  <Alberth> disable towns making their own roads?
19:18:29  <Alberth> or don't drive buses through towns :p
19:19:13  <andythenorth> I just can’t shake the idea that 3 bus stops = town growth
19:19:20  <andythenorth> also that houses will get built near my bus stop
19:19:29  <andythenorth> "because that’s like real life”
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19:22:00  * andythenorth wonders what Pyrite Ore should look like in CHIPS
19:23:18  <frosch123> like gold
19:23:20  <andythenorth> looks like gravel apparently http://www.perilya.com.au/media/images/globestar/cerrodemaimon4.jpg
19:23:25  <andythenorth> or gold
19:23:36  <andythenorth> depends how close you take the picture
19:28:50  <Alberth> gold is much nicer :)
19:28:59  <andythenorth> it’s completely variable, depending on the rock strata around it
19:29:04  <andythenorth> and they type of pyrite
19:29:05  <andythenorth> http://s1.q4cdn.com/556167425/files/images/Mulatos_mine/fancy_box/119Alamos%20Gold_Mulatos%20120217%20IMG_1131.jpg
19:29:22  <andythenorth> anything from grey, red, purple, yellow, tan
19:30:08  * andythenorth makes it very dark red, with some brown
19:33:52  <andythenorth> purple will probably cause complaints :P
19:36:47  <Alberth> they should just not transport pyrite :p
19:37:26  <Alberth> hmm, newgrf cargo table could list recommended colour
19:38:06  <andythenorth> ha
19:38:22  <andythenorth> there was standardisation scheme discussed on forums
19:38:25  <andythenorth> some egos were hurt :)
19:39:45  <andythenorth> I compromised
19:39:57  <andythenorth> and made my own industry set, train set, RV set, station set and ship set
19:40:15  <andythenorth> and planes don’t show visible cargo, so AV9 always agrees with my choices
19:40:20  <Alberth> finally consistency :p
19:40:33  <andythenorth> I will then fork OpenTTD, and only allow my grfs :P
19:40:50  <Alberth> hmm, V should do cargo-aircraft :)
19:40:54  <andythenorth> ha ha he should
19:40:59  <andythenorth> flying slugs
19:41:02  <andythenorth> and flying squid
19:41:05  <Alberth> haha :D
19:41:13  <andythenorth> nyan cat, on rainbows :P
19:41:43  <andythenorth> Grindhammer
19:41:49  <andythenorth> is a good town name, in my current game
19:42:09  <frosch123> i guess yetis would also sit on the planes
19:42:21  <Alberth> definitely
19:42:23  <frosch123> s/planes/wings/
19:42:36  <Alberth> it could carry 3 at least :)
19:43:13  <andythenorth> yeti zellepin
19:43:29  <andythenorth> I think, actually, that yeti + zellepin would mean OpenTTD was complete
19:43:54  <andythenorth> meanwhile this FIRS Arctic Basic economy is quite fun
19:44:00  <andythenorth> I recommend it, unusually
19:44:07  <Alberth> :o
19:44:21  <andythenorth> some of the economies were ‘Full FIRS, only not so big’ :P
19:44:25  <frosch123> i guess when yetis work at the bubble generator, every now and then a yeti escapes
19:44:26  <andythenorth> now they are more unique
19:44:37  <andythenorth> bubble zellepins
19:45:25  <frosch123> the other day i wondered whether a scrabble economy works better than a colour economy
19:45:41  <frosch123> deliver cargos C, A and T
19:46:03  <Alberth> for 35 points :p
19:46:36  <Alberth> I pondered making a TLA town name set, that would match perfectly
19:47:36  <frosch123> what's TLA?
19:48:05  <Alberth> three letter abreviation
19:48:17  <Alberth> *abbreviation
19:48:20  <frosch123> ...
19:48:30  <frosch123> i see why people would abbreviate that :)
19:49:01  <Alberth> it is sort of standard to shorten everything to 3 letters
19:49:28  <Alberth> if you check abbreviations, it's usually 3 letters, ie TLA
19:51:06  <Alberth> I find it difficult to talk about town names in MP, so why not have a town name grf that makes that simpler
19:51:25  <frosch123> well Two Letter Abbreviation would be stupid :p
19:51:25  <Alberth> @calc 26*26
19:51:26  <DorpsGek> Alberth: 676
19:51:43  <Alberth> and not enough, by the look of it
19:52:07  <frosch123> anyway, you know about tab completion?
19:52:11  <Alberth> so 3 letters seems like the right solution there
19:52:35  <Alberth> ha, I never use the in-game chat :p
19:52:46  <Alberth> maybe I should :p
19:53:08  <andythenorth> do we need appropriate vehicles too?
19:53:28  <Alberth> the big letter truck
19:53:35  <Alberth> or the long letter hauler
19:54:20  <frosch123> and the syllable cargo ship?
19:54:45  <andythenorth> :P
19:55:02  <andythenorth> I like that I almost never have to use the refit button any more
19:55:08  <andythenorth> except for PIPE grf, which doesn’t allow station refit
19:56:48  <Alberth> and that would be a prime candidate for auto-refit anything :p
19:56:57  <Alberth> perhaps excluding people
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19:57:23  <frosch123> well, cargo labels being 4 letter spoils it somewhat :p
19:58:03  <Alberth> haha :)
19:58:26  <Alberth> but there are 3 input cargoes
20:05:32  <andythenorth> airports are very lax in where they’ll build :P
20:05:41  <andythenorth> right across coast tiles, for example
20:08:03  <Eddi|zuHause> there are ETLA
20:08:41  <frosch123> andythenorth: it's called aircraft carrier
20:09:38  <andythenorth> interesting idea :P
20:11:54  <frosch123> hmm, i guess one could make an eads economy
20:12:18  <frosch123> just with aircraft parts, produced in different places, and assembled in other ones
20:13:13  <andythenorth> I considered plane fuselages yesterday for FIRS http://extras.mnginteractive.com/live/media/site36/2013/0510/20130510__denver-planes-tweet~p1.jpg
20:13:14  <Eddi|zuHause> and the military aircraft never get delivered, and get exponentially more expensive?
20:14:03  <andythenorth> also the oops http://www.askbob.aero/sites/default/files/image/image004.jpg
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20:16:16  <frosch123> o/
20:16:22  <Alberth> hi hi
20:17:46  <frosch123> Zuu: more stuff about filtering the bananas list in ottd :) https://www.tt-forums.net/viewtopic.php?p=1160912#p1160912
20:18:32  <Zuu> Oh, that's indeed a bug-ish.
20:18:58  <Zuu> A oversight from my side
20:19:13  <frosch123> oh, it's a new feature?
20:19:25  <frosch123> 'feature'
20:20:00  <frosch123> i just assumed it had always been like that :)
20:20:08  <Zuu> As in not showing libs until you selected an AI that need the lib?
20:20:20  <frosch123> no, only showing ai, no gs
20:21:44  <Zuu> Hmm not sure. What I had in mind is that AI/GS libs maybe should not be filtered away in the AI/GS download list as AI/GS developers might want to download a lib.
20:22:49  <frosch123> i think if you specifically look for a lib, you would go via the general content list
20:23:04  <frosch123> the filtered lists look more user focussed to me
20:23:34  <Zuu> In 1.5.3, the AI/GS button take me to a list of both AIs and GSes.
20:24:59  <Alberth> not in trunk
20:25:29  <Zuu> I see that too now.
20:27:49  * andythenorth had better add car transporters to Iron Horse :P
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20:35:40  <frosch123> do the cars on the transporters match the era of the engine in front?
20:36:36  <frosch123> otoh, if you use flatbed wagons, you can also just put heqs on them :p
20:38:28  <andythenorth> they match the build date of the wagon :P
20:38:32  <andythenorth> owing to reasons
20:40:23  <frosch123> you should figure out a way for transporting ships on rail wagons
20:40:29  <frosch123> more reusable graphics :)
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20:40:53  <andythenorth> chop them into pieces :P
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21:31:24  <Zuu> One solution to the content download issue is to instead of having just one ContentType, have a list of ContentType to show.
21:31:46  <Zuu> Eg. like this: (type vs type_list) https://paste.openttdcoop.org/plbrfnrsp
21:32:15  <Zuu> Though, I think OpenTTD got a small list type of its own.
21:33:10  <frosch123> how about std::bitset<CONTENT_TYPE_END> ?
21:33:20  <frosch123> doesn't it need a set rather than a list?
21:33:40  <Zuu> A set is indeed what it need.
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21:50:36  <andythenorth> hmm
21:50:45  <andythenorth> mercurial is buggy since I ran port update
21:51:52  <andythenorth> hg st shows modified files (all psds or pngs)
21:51:57  <andythenorth> but hg diff shows no diff
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21:59:39  <Zuu> Hmm std::bitset<CONTENT_TYPE_END>(5) will have bit 0 and bit 2 set.
22:00:04  <Zuu> The CONTENT_TYPE_* is just decimal values. Eg. not one bit for each.
22:00:38  <frosch123> yeah, you cannot pass them via consructor
22:00:43  <frosch123> you have to add them one by one
22:01:30  <frosch123> std::bitset<CONTENT_TYPE_END> contenttypes; contenttypes.set(CONTENT_TYPE_AI); contenttypes.set(CONTENT_TYPE_GAME);
22:01:50  <frosch123> but you would have to do the same in case of a list
22:02:07  <Zuu> Yep that is what I do for AI/GS window. I hoped I could leave the others as is and rely on the constructor in bitset, but apparently it doesn't do the right thing here.
22:02:36  <Zuu> I now have:
22:02:37  <Zuu> void ShowNetworkContentListWindow(ContentVector *cv, std::bitset<CONTENT_TYPE_END> types)
22:03:16  <Zuu> I could overload it though, and C++ should give that higher prio than the bitset constructor I hope.
22:03:17  <Rubidium> wouldn't a vararg that sets the types in the bitset be a nicer solution?
22:03:59  *** sla_ro|master [slamaster@82.210.156.68] has quit []
22:04:51  <Zuu> That would be quite nice at the users of the function.
22:05:29  <frosch123> vararg would either need passing a "count" or a "terminator number"
22:06:06  <Zuu> Hmm right.
22:07:31  <Zuu> CONTENT_TYPE_END could be used as terminator. It is a valid value now, but it denotes 'no content selection => all content'
22:07:50  <andythenorth> bye
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22:10:19  <Zuu> Hmm, stack overflow suggests that vararg is not recommended in C++. A search for 'vararg' in OpenTTD only give hits in 3rd party squirrel code.
22:11:32  <Zuu> Hmm, however there are many hits for ', ...' so we are using it quite a bit.
22:12:43  <frosch123> i think it is only common for printf stuff
22:13:44  <frosch123> i don't think count or terminator would look good, so i prefer the overload way
22:14:16  <frosch123> i guess we only need two functions, one for 1 contenttype, one for 2 contenttypes
22:14:29  <frosch123> no need to pass the set, or an array or something
22:14:44  <frosch123> actually, going by default value, it only needs one
22:15:07  <frosch123> void ShowNetworkContentListWindow(ContentVector *cv, ContentType type1 = INVALID, ContentType type2 = INVALID)
22:15:41  <Zuu> That would work.
22:16:23  <Zuu> s/INVALID/CONTENT_TYPE_END/  ?
22:16:33  <frosch123> yeah, that one :)
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22:25:32  <frosch123> night
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22:38:05  <Zuu> Okay I have a patch now. But should also say good night.  https://devs.openttd.org/~zuu/online_content/fix-ai-gs-list.patch
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23:22:52  <sniperwhg> hi
23:22:56  <sniperwhg> anyone not afk?
23:29:48  <Mazur> <=================
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23:41:26  <sniperwhg> hi
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