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Log for #openttd on 11th April 2016:
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00:15:51  <Eddi|zuHause> ha. they're showing a rerun of the moon landing on tv. and they did stage it in a studio :p
00:17:20  <Eddi|zuHause> (they do not have footage from the moon lander before armstrong hits the ground, so they hired some actors to play that part out)
00:22:18  <Wolf01> 'night
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01:11:42  <Samu> main post edited, finally, sorry I took this long -> http://www.tt-forums.net/viewtopic.php?f=33&t=74694
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01:14:20  <Samu> is it permitable or permissible
01:14:25  <Samu> bah my english :8
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01:22:44  <Samu> cyas goodnight
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08:32:15  <Wolf01> o/
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09:48:39  <Samu> hi
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10:08:05  <Samu> moving configuration slots up or down is now bugged, have to deal with this :(
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10:39:28  <Samu> my coding is becoming chaotic
10:39:39  <Samu> i'm gonna need help soon
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12:21:04  <Samu> I need help now! https://paste.openttdcoop.org/pi7dgzowb
12:21:13  <Samu> this is the checks that I have to deal with
12:21:35  <Samu> to make sure slots can move up and down
12:22:21  <Samu> what could you suggest me to make this a bit simpler in code?
12:26:26  <Samu> in essence, only orange and red slots can move
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12:38:23  <Wolf01> you could use flags instead of variables, declare an enum and then use if (GB(SLOT_EDITABLE, flags)) or "flags, SLOT_EDITABLE" (I don't remember it now) or even IF (flags & (SLOT_EDITABLE | SLOT_VALID_AI))
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12:44:15  <supermop> good morning
12:45:06  <Wolf01> o/
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12:53:17  <Samu> oh i see, i'm not familiar with the enum
12:53:29  <Samu> must check it out
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13:05:40  <Wolf01> V453000, I started to find behemoth spitters, what's next, shai-hulud?
13:12:12  <Samu> made some bools: https://paste.openttdcoop.org/pwldz1rs3
13:12:33  <Samu> but i guess i got to do what you told me
13:13:15  <Samu> oops, the last bool is wrong, brb
13:14:01  <Samu> https://paste.openttdcoop.org/pqfngbwiy
13:14:04  <Samu> fixed
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13:28:07  <Samu> final code, from line 1 to 10: https://paste.openttdcoop.org/pmsvkvyjl
13:28:19  <Samu> i suppose this will work
13:28:34  <Samu> i only need the cases which are unmovable
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13:34:33  <Gooch> Wassup
13:34:33  <Gooch> I've got a problem I can't get my head around
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13:37:14  <Wolf01> ¯\o_o/¯
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13:48:52  <Samu> YAY IT WORKS!!!
13:49:02  <Samu> :)
13:49:13  <Samu> just tested
13:54:17  <Samu> ok, i got a new question
13:55:34  <Samu> when an AI dies, the config window doesn't reflect what just happened, which is turning the green into red
13:55:51  <Samu> the variables aren't current
13:56:21  <Samu> how can i have it aware of that?
13:57:38  <Samu> it only reflects what happened if i interact with the window
13:57:51  <Samu> select another slot, or scroll up or down
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14:21:51  <Alberth> moin
14:25:33  <supermop_> hi
14:26:23  <Samu> i  need help alb
14:26:27  <Samu> Alberth:
14:27:03  <Samu> first, I detected a bug in the original code
14:27:41  <Samu> second, that bug is very similar to the issue I am having now with my code
14:28:31  <Samu> let me start with the first point
14:28:44  <Alberth> that looks like a good idea :)
14:29:29  <Samu> reproducing it is quite difficult, give me some time to get to it, testing brb
14:32:42  <Samu> ok, this is for open ttd 1.6.0: configure an AI in the slot right after the human player, in main menu, configure it with some delay, i'd say 30 days is enough if you're fast at doing the next steps
14:33:05  <Samu> start a single player game
14:33:26  <Samu> open the AI / game script window
14:33:52  <Samu> select the ai that you configured, which has not started yet, then click configure
14:33:57  <Samu> now wait for it to start
14:34:36  <Samu> when it starts, the bug is here: the reset button on the script parameters window
14:34:46  <Samu> it should have turned to disabled
14:35:42  <Alberth> sounds like unwanted behavior indeed
14:37:04  <Samu> how do I fix this? if I know how to fix this bug, I can likely solve the issue I am having with my code as well, it's very similar
14:37:16  <planetmaker> o/
14:37:21  <Alberth> \o
14:37:57  <Alberth> if you press the button the AI does get changed?
14:38:17  <Samu> nop, as far as I could see, it doesn't reset to defaults
14:38:28  <Samu> it's just clicks and nothing changes
14:38:31  <Alberth> ok, so it's purely a visual problem
14:39:03  <Alberth> in that case, the underlying AI code must detect it cannot do reset, and ignore your click
14:39:25  <Wolf01> MakeWindowDirty() or something like that?
14:39:46  <Alberth> that condition must be lifted to the Ai window
14:40:05  <Alberth> InvalidateData I would hope
14:40:18  <Alberth> but good point Wolf01
14:40:36  <Alberth> if you close and open the window again, is the button still enabled>
14:40:38  <Alberth> ?
14:40:43  <Samu> no, it's disabled
14:40:46  <Wolf01> maybe a combination of dirty and invalidate data
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14:41:14  <Samu> you may only open that window again through the AI Debug window
14:42:01  <Alberth> AI debug is not for normal game play, so that window can do anything it wants
14:42:22  <Alberth> so you cannot open the configure window with a running AI normally?
14:42:57  <Samu> yes, that's how it works in 1.6.0
14:43:14  <Samu> once it starts, you can't select that slot
14:44:25  <Alberth> ok, then on starting the AI, the configure window of the AI should be closed, imho
14:45:00  <Wolf01> maybe with an alert popup which tells you the AI started
14:45:41  <Alberth> tricky
14:46:06  <Alberth> underlying command structure doesn't really do gui, due to MP
14:46:51  <Alberth> if you want a popup, invalidate the window, which then opens an alert
14:47:02  <Alberth> and closes itself :)
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14:50:29  <Samu> uhm.. that was the kind of fix I wasn't looking for :8
14:51:09  <Alberth> alert is nice, but not required, imho
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14:52:37  <Samu> if the fix it to close the window, then I'd like some help for my own code
14:53:48  <Samu> for my code case, the issue is similar, but the window that is to be refreshed is the AI config window itself
14:54:52  <Alberth> InvalidateData  is available to give a signal to an open window, which arrives in that window as OnInvalidate, or so.
14:55:19  <Alberth> you can give it a number to let it know what signal you give
14:55:28  <supermop_> https://upload.wikimedia.org/wikipedia/commons/9/94/TamaToshiMonorail6061.jpg
14:55:58  <supermop_> the "skirt" part of that, below the passenger floor, is almost as tall as the part above
15:00:28  <Samu> hmm, let me think. InvalidateData should be somewhere in ai_core.cpp
15:01:02  <Samu> i want to send a signal when an AI dies.
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15:01:18  <supermop_> but a train nearly twice as tall as normal seems like it would mess up templates
15:01:21  <Samu> AI dies -> send signal to turn slot red if the window is open - something like this in english
15:01:40  <supermop_> how do AIs die?
15:02:01  <Samu> the script crashes
15:02:13  <Samu> dies unexpectedly, like that
15:03:15  <peter1138> fix the AI to not die :p
15:03:49  <Wolf01> :)
15:06:56  <supermop_> sooo, out of the box, a new install of openttd has music and sounds on by default
15:07:35  <supermop_> sort of awkward at work
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15:17:18  <Samu> OnPaint?
15:17:31  <Alberth> OnPaint  draws the window
15:17:43  <Alberth> OnInvalidate  iirc
15:30:20  <Samu> hmm, how do I actually send the signal? what is the window named
15:30:34  <Samu> it's a nestedwindow thing
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15:33:03  <Samu> struct AIConfigWindow : public Window {
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15:35:01  <Alberth> InvalidateDat
15:35:12  <Alberth> InvalidateData()  does that
15:35:35  <Alberth> it takes the type and unique number of the window you want to send the signal to
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15:37:13  <Alberth> InvalidateWindowData  to be precise
15:37:40  <Alberth> InvalidateWindowData(WC_MAIN_TOOLBAR, 0);    this kind of calls
15:38:11  <Alberth> except you need a different window class than WC_MAIN_TOOLBAR, and probably a different number than 0
15:38:46  <Alberth> I would expect that each AI has its own unique window number, this is given to the window when it is created
15:39:58  <Alberth> WindowClass window_class;     <-- that gets the window class
15:40:14  <Alberth> WindowNumber window_number;  <-- that gets the window numbers
15:40:51  <Alberth> these are set during creation of the window
15:41:17  <Alberth> you need to use the same values in the InvalidateWindowData call
15:45:06  <supermop_> is TE not shown for all trains?
15:45:44  <supermop_> i assumed it was something the game calculated
15:46:30  <supermop_> oh have to turn on realistic accel.
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15:51:35  <Samu> WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI
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15:55:20  <Alberth> the former looks like the general game options window, isn't it?
15:58:32  <Samu> it's not AISettingsWindow, it's not AIListWindow
15:59:24  <Samu> it's the AIConfigWindow
16:00:29  <Samu> WC_GAME_OPTIONS, WN_NONE ?
16:00:35  <Samu> oops nop
16:00:51  <Samu> AIConfigWindow() : Window(&_ai_config_desc)
16:01:34  <Samu> this->InitNested(WN_GAME_OPTIONS_AI); // Initializes 'this->line_height' as a side effect.
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16:06:53  <Samu> window class is WC_GAME_OPTIONS, then the number is... :( no idea
16:08:41  <Samu> window number is WN_GAME_OPTIONS_AI
16:09:40  <Samu> this that it? InvalidateWindowData(WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI);
16:11:28  <Alberth> looks like that is correct
16:11:36  <Samu> invalidatewindowdata needs a 3rd parameter, i tihnk
16:13:19  <Samu> ok, let's see what the hell happens
16:15:21  <supermop_> I feel like even with busy bee, i keep connecting other things
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16:16:04  <supermop_> because if i run a line past a town, i feel the need to build a passenger station there
16:16:36  <Samu> waiting for rocketAI to die
16:17:43  <Samu> bah i failed
16:18:33  <Samu> window didn't turn rocketAI from green to red :8
16:19:02  <Samu> nor did it update the move up/down button
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16:23:03  <Samu> it's strange that it works when a company starts, but not when a company dies
16:23:51  <Samu> or maybe only part of it works
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16:27:40  <Samu> nop, it's just when a company dies that doesn't work
16:27:51  <Samu> it works when a company starts
16:28:16  <Samu> so, who emits the signal?
16:28:25  <Samu> where is it emited from?
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16:30:20  <Alberth> supermop_:  BB has no problems with that
16:34:14  <Samu> I think the signal must be emited from here: /* static */ void AI::Stop(CompanyID company)
16:34:37  <Samu> but i tried that, and it didn't work
16:34:55  <Samu> in ai_core.cpp file
16:36:36  <Samu> maybe ai_instance.cpp? im confused now
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16:37:43  <Samu> void AIInstance::Died()
16:37:49  <Alberth> I never looked at AI handling code closely, I wouldn't know either
16:39:01  <Samu> :o
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16:51:26  <Samu> it works!
16:51:32  <Samu> it was on ai_instance.cpp
16:51:47  <Samu> apparently it works, let me see about the rest
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16:53:49  <Wolf01> quak
16:57:31  <frosch123> hoi
16:57:34  <Samu> do u guys know of a GS script that crashes early, but not immediately? I must do the same code for GS script
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16:57:48  <Samu> something like rocketAI in terms of longevity
16:59:15  <frosch123> write your own :)
16:59:28  <Samu> bah :(
17:02:04  <Samu> it would be so handy now
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17:08:26  <Alberth> hola
17:16:58  <Samu> where do i usually put these lines: #include "../window_func.h"
17:17:28  <Samu> at the start of the files i see many #include
17:17:55  <Samu> i never asked before, i'm wondering
17:19:14  <Samu> ai_instance.cpp needs this #include "../window_func.h" because it complains that InvalidateWindowData is not defined
17:22:33  <Samu>  * Note: this line is a marker in squirrel_export.sh. Do not change! */
17:22:54  <Samu> what am i supposed to do?
17:24:02  <Samu> https://git.openttd.org/?p=trunk.git;a=blob;f=src/ai/ai_instance.cpp;h=c03e74599230c79ee47a32f0e6daadb66766e461;hb=6ed602fab23e19e0e23762e25727741e80d53876
17:24:16  <Samu> line 30
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17:24:48  <Samu> I have to place the #include "../window_func.h" somewhere, - but that warning is scaring me
17:24:56  <Samu> i may be breaking something without knowing
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17:27:18  <frosch123> put it next to company_func.h
17:27:25  <frosch123> don't toucht the "/api/" lines
17:27:57  <Samu> oki, thx
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17:35:45  <Samu> uh frosch, sorry for bothering u again
17:35:48  <Samu> https://git.openttd.org/?p=trunk.git;a=blob;f=src/game/game_instance.cpp;h=c5e5c7f05a2be739ed6ff92bc4bbf327d1c8b706;hb=6ed602fab23e19e0e23762e25727741e80d53876
17:35:55  <Samu> for this one, where do i put it?
17:36:03  <Samu> frosch123:
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17:50:40  <frosch123> just don't touch the "/api/" lines :)
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18:12:34  <Samu> ok, thx
18:14:03  <Samu> i guess i'm finished for today, gonna create patch and upload
18:29:21  <Wolf01> uhm, nice, I know I'm not able to work with async functions, but moving the initialisation of a variable some lines below does weird things
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18:42:52  <Samu> topic updaded, new version 7 uploaded keks http://www.tt-forums.net/viewtopic.php?f=33&t=74694
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19:00:08  <andythenorth> o/
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19:00:30  <Alberth> hihi
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19:17:34  <supermop_> yo
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19:50:37  <andythenorth> Monday cat
19:50:54  <Wolf01> shhh you'll scare him
19:56:16  * andythenorth should fix FIRS and play a game
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20:20:16  <supermop_> im playing in a hot country in an office
20:25:51  <andythenorth> I can’t play it
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20:26:02  <andythenorth> until I’ve replaced the manganese mine :P
20:26:09  <andythenorth> maybe I should play it anyway
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20:33:32  <andythenorth> “It's Log, Log, it's big, it's heavy, it's wood.”
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20:38:13  * andythenorth tries Villages is Villages GS
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20:38:52  <andythenorth> supermop_: which landscape are you using?
20:39:10  <supermop_> arctic
20:39:31  <supermop_> should rename to "boreal" or generc northern
20:39:49  <andythenorth> interesting combination of eonomy and landscape
20:39:53  <andythenorth> cassava in the snow?
20:40:22  <supermop_> snow line too high for this map so never see it
20:40:31  <supermop_> is quite hilly though
20:40:58  <supermop_> lots of little pony NG tank engines chasing busy bee goals
20:41:45  <andythenorth> ViV GS does not have goals :(
20:41:48  * andythenorth is now lost
20:41:53  <andythenorth> dunno what to do without goals
20:42:34  <supermop_> try to make the villages cities in spite of the script
20:42:40  <andythenorth> fair point
20:42:55  <supermop_> i have a arctic basic JR set with ViV going at home
20:43:03  <supermop_> starting in 1970
20:43:24  <Alkel_U3> Hm, didn't there use to be an option to set amount of water with the original generator? It's grayed out when I switch from TerraGenesis now.
20:45:40  <Alkel_U3> coincidentaly, can somene recommend a good more-heightlevel-ready heihtmap, best suitable for tropical?
20:45:58  <andythenorth> apparently goal orientation is bad :P
20:46:00  * andythenorth wonders
20:47:47  <Alberth> original generator has no water level setting afaik
20:49:32  <supermop_> andythenorth: what became of your improved tropic?
20:49:47  <supermop_> also i wish deserts and rainforests were decoupled
20:50:20  <supermop_> most places i've been with rainforests do not have proximal deserts, and vis versa
20:50:43  <andythenorth> supermop_: I reverted the patch locally
20:50:53  <andythenorth> because I was working on NotRoadTypes
20:51:01  <andythenorth> and it made a spurious diff :P
20:53:30  <supermop_> i see
20:53:58  <supermop_> but yeah, i generally find the tropic maps unsatisfactory, so i don't use them
20:54:43  <supermop_> i played an old heart of darkness map on a tropic japan and china map once
20:54:56  <supermop_> with like 30 height levels
20:55:11  <supermop_> and most of the map rainforest
20:55:17  <Alkel_U3> I had to check. There was a 'Quantity of lakes' setting since TT. http://i.imgur.com/EQCawbR.png Maybe it disappeared with the merger of difficuity settings into general settings?
20:55:21  <andythenorth> tropic generator is more of a ‘not generator’
20:55:34  <andythenorth> it should be binned and replaced
20:55:41  <supermop_> (also i accidentally typed "heart of dankness" there...)
20:56:02  <supermop_> idea for mexico/ northern California economy
20:56:10  <andythenorth> there is nothing in current tropic generator that couldn’t be replicated by setting ‘flat’ :P
20:56:17  <andythenorth> it’s crap
20:56:55  <supermop_> the type of climate should be separated out from topography generator anyway
20:58:20  <supermop_> next goal is to deliver clay to a cement plant on top of a mountain
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21:05:43  * andythenorth bed :)
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21:29:52  <Samu> noob question, how do i create openttd.exe as standalone? i don't want to have visual studio trailed to it
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21:33:35  <Samu> Severity	Code	Description	Project	File	Line	Suppression State
21:34:35  <Samu> uh, wait
21:34:45  <Samu> Error	C1001	An internal error has occurred in the compiler.	openttd	c:\program files (x86)\microsoft visual studio 14.0\vc\include\xtree	2061
21:36:24  <Samu> i can only create a debug x64 build :(
21:36:37  <Samu> can't create a release x64 build, it does that error
21:48:10  <Wolf01> do x86 not x64
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22:13:05  <glx> you can run the build (debug or release) without MSVC
22:19:00  <Samu> it's funny. it's something I never managed to do, create a standalone openttd.exe file
22:19:20  <Samu> i've always had msvc trailing to test code changes
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22:23:44  <Samu> wow it works
22:24:45  <Samu> nobody told me I had to copy the built openttd.exe into an installed openttd
22:25:05  <Samu> and overwrite the existant openttd.exe
22:27:59  <Samu> release win32 works
22:28:04  <Samu> why not the release x64?
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22:30:31  <Samu> let me see which ones work, brb
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22:32:09  <Samu> debug x64 works
22:33:41  <Samu> debug win32 works
22:33:47  <Samu> release win32 works
22:33:59  <Samu> release x64 fails, it's the only one that fails
22:34:12  <Samu> halp!
22:38:09  <glx> I can confirm the compiler error
22:38:34  <glx> it's not related to openttd
22:38:56  <Wolf01> I can confirm it too, it's being ages I compile only on x86 because x64 never worked
22:39:20  <Wolf01> (VS2010,12,13 and 15)
22:39:40  <glx> that's why I used sdk7.1 compiler ;)
22:41:58  <glx> oh and google gives a lot of resuts for "c1001 xtree"
22:42:39  <glx> https://connect.microsoft.com/VisualStudio/Feedback/Details/2113677
22:43:04  <Wolf01> ha! found it too :D
22:44:32  <Samu> glx, i added this thing in the configuration manager: http://i.imgur.com/0RJ8voQ.png
22:44:37  <Samu> fixes dpi scaling stuff
22:44:40  <Samu> at least for me
22:45:06  <glx> I can't test that
22:47:03  <glx> "The bug will be fixed in VS2015 Update 2 RTM" <-- it's not
22:47:26  <glx> oh I'm still on update 1
22:47:56  <glx> I though I installed an update 2
22:48:37  <glx> maybe it was 2012 update 5
22:49:05  <Wolf01> I lost 2 days of work because of update 2
22:52:26  <glx> and I have 3 uninstallable product updates
22:55:43  <glx> wow now I can install them, it even says update 2
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23:09:28  <Samu> i'm installing the update 2, too
23:09:43  <Samu> let's see what happens
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23:37:18  <Wolf01> 'night
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23:48:40  <Samu> mvse 2015 with the update 2:
23:48:55  <Samu> debug win 32 works
23:48:59  <Samu> release win 32 works
23:50:02  <Samu> release x64 works
23:51:26  <Samu> debug x64 works
23:51:30  <Samu> :)
23:51:40  <glx> cool, still installing it
23:51:41  <Samu> at least it builds, didn't actually ran it
23:52:16  <Samu> i get some shift warnings in all of them, no idea what that means
23:52:24  <Samu> i guess it's not important
23:52:45  <Samu> 7>..\srcrdparty\squirrel\squirrel\sqdebug.cpp(118): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
23:53:15  <Samu> 7>..\src\genworld_gui.cpp(902): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
23:53:26  <glx> yes usual
23:53:33  <glx> not important
23:54:19  <Samu> ok, then I'm off to bed, cyas good night
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