Log for #openttd on 14th August 2016:
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00:26:03  <Samu> rythorn airline ai reached 2051
00:26:10  <Samu> now starting Trans
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00:55:38  <Eddi|zuHause> uhm, how do i edit a .lnk file in wine?
00:59:05  <Wolf01> 'night
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08:02:13  <Samu> hi
08:08:23  <Samu> 1993, 1967, 1982, 2006, 1981, 1954, 2047, 1988
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08:38:52  <andythenorth> o/
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08:54:19  <andythenorth> quak
08:54:20  <andythenorth> etc
08:54:49  <frosch123> hola
08:57:44  <andythenorth> extra toolbar sprites would go in media/extra_grf/openttdgui.png?
08:57:53  <andythenorth> or in objs/[same]
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09:01:53  <frosch123> objs/ is generated i guess
09:01:57  <frosch123> media/ is source
09:02:04  <andythenorth> ok ta
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09:19:22  <idl0r> hey guys, is there some kind of howto for the newgrf stuff? there's so many separate packages and i'm not sure which one i'd need to have anything replaced it so far
09:30:44  <frosch123> idl0r:
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09:44:23  <idl0r> hm, ok, seems to be not that easy :(
09:44:25  <idl0r> thanks
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09:52:27  <Wolf01> o/
09:53:06  <Alberth> moin
09:53:06  <Wolf01> I like getting up with a bad headache, it adds some wtf to the life
09:53:19  <Alberth> right :p
09:53:46  <Wolf01> Especially when it's not a hangover
09:54:10  <Alberth> hmm, that eliminates a simple way to fix your preference :p
09:55:02  <Wolf01> That's why it adds the wtf
09:57:34  <Samu> 	//I have better things to do than changing HasNext to IsEnd all over my code because OpenTTD devs  	//suddenly decided that former one is somehow better (IMHO it is worse due to more complex contruction - it requires !)
09:57:40  <Samu> what does this mean?
09:57:41  <Alberth> not sleeping long enough might work
09:58:24  <Wolf01> I got up at 8.20
09:58:35  <Samu> AIAI crashes because there's something wrong when its listing his vehicles
09:58:59  <Samu> what is HasNext and IsEnd?
09:59:24  <Alberth> functions to detect end of a list
09:59:51  <Alberth> no idea how they are different, but apparently, they are, and the author of that AI wasn't too hapy about it
10:00:40  <Samu> AIVehicleList.HasNext <-
10:01:02  <Samu> i'm unsure where the error is
10:01:33  <Samu> the ai wants to sell unprofitable vehicles, it seems there's 46 to sell
10:01:39  <Samu> on the 26th one it crashed
10:01:45  <Samu> with invalid vehicle
10:02:11  <Samu> i set airplanes not to crash
10:02:19  <Samu> i set permanent airports
10:02:35  <Alberth> I don't know where the error is either
10:02:36  <Samu> i set permanent vehicle models
10:03:03  <Samu>
10:03:05  <Alberth> but it's in the details with how the list is handled, perhaps
10:03:39  <Samu> i dunno how to debug this
10:04:05  <Samu> 46 should be sold, on the 22th it crashed, sorry, not 26th
10:04:06  <Alberth> debugging is useless at this time
10:04:24  <Alberth> it uses HasNext, which for some reason is not the solution that should be used
10:04:49  <Alberth> so that's what needs to be changed first, before you can even decide whether a bug exists at all
10:05:12  <Alberth> apparently the author has no time to do that, as he stated
10:06:05  <Samu> it's a common error :( wish i could fix it
10:07:30  <Samu> author is Kogut
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10:25:31  <Samu> for (local vehicle_id = vehicle_list.Begin(); vehicle_list.HasNext(); vehicle_id = vehicle_list.Next()) {
10:25:44  <Samu> i see the HasNext
10:27:35  <Samu> if(AIVehicle.IsValidVehicle(vehicle_id)) if(AIAI.sellVehicle(vehicle_id, "unprofitable")) counter++;
10:27:49  <Samu> the vehicle is valid, then he tries AIAI.sellVehicle
10:28:04  <Samu> but suddenly it's invalid
10:28:11  <Samu> strange
10:32:18  <Wolf01> There's a nice problem with looping through a list which is changing, the implementation is really wrong
10:33:46  <Wolf01> I usually put indexes in another list and then remove the items from the first list looping the indexes list
10:34:41  <Alberth> hmm, indexes tend to change when you change a list :p
10:34:53  <Wolf01> Start from the end
10:34:55  <Alberth> I tend to make a new list with elements I want to keep
10:35:12  <Alberth> and replace the old list by the new one
10:35:56  <Wolf01> Good implementation, but if you have references to object usually is a problem
10:36:26  <Wolf01> Btw, isn't there a foreach construct? It should automatically handle the removing of items
10:37:08  <Wolf01> (not every language does, but it has few problems than a plain for)
10:37:22  <Samu> function AIAI::sellVehicle(vehicle_id, why) { bla; bla; 	AIVehicle.SetName(vehicle_id, "for sell " + why); bla; }
10:37:31  <Samu> when it sets the name the vehicle_id is invalid
10:40:02  <Samu> i don't understand this file
10:40:06  <Samu> myAPIpatch.nut
10:40:41  <Samu> AIVehicle.SetName_ <- AIVehicle.SetName AIVehicle.SetName <- function (vehicle_id, string) { 	if(!AIVehicle.IsValidVehicle(vehicle_id)) { 		abort("Invalid vehicle " + vehicle_id); 	}
10:41:20  <Samu> and then AIAI aborts with a crash
10:42:46  <Alberth> there is a foreach-like construct, don't know if it handles removal too
10:43:59  <Alberth> Samu: it suggests the vehicle doesn't exist at the time of the call, maybe it already sold it?
10:45:16  <Samu> that's what I think too
10:45:28  <Samu> i disabled airplanes crashes
10:45:47  <Samu> only AI can sell it, not any external event
10:46:00  <Alberth> Wolf01: references to an object are not a problem, the object is not placed inside the list, the list has only a reference, so copying it over to another list does not move the object
10:46:53  <Alberth> just like Java and Python (and presumably C#)
10:46:54  <Samu> vehicle_id doesn't match the aircraft number
10:47:07  <Alberth> they don't indeed
10:47:09  <Samu> it's some internal number
10:47:23  <Samu> he had 800 aircraft if i remember
10:48:48  <Alberth> so check that after selling a vehicle, its id is really not in the list any more
10:49:04  <Alberth> if it is, the list update done during selling is broken
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10:49:38  <Wolf01> Alberth, I did that with my old render list, to remove the objects which were already rendered, I lost the reference of the entire list, not the objects inside the list
10:51:10  <Alberth> ieks :)
10:51:52  <Alberth> some protection against in-place modification I guess
10:53:14  <Alberth> a bad case of "we don't care what you do, but you're not going to crash our VM"  :p
10:53:45  <Wolf01> listA.foreach(i => { if (i.rendered == false) listB.add(i); }); listA = listB; threw "wtf are you doing exception"
10:54:08  <Samu> what is <-  doing?
10:54:20  <Alberth> new a new entry
10:54:38  <Samu> AIVehicleList.HasNext <- function() { 	return !this.IsEnd();  	//I have better things to do than changing HasNext to IsEnd all over my code because OpenTTD devs  	//suddenly decided that former one is somehow better (IMHO it is worse due to more complex contruction - it requires !) }
10:55:02  <Alberth> lol :p
10:55:24  <Samu> does it change AIVehicleList.HasNext to AIVehicleList.!IsEnd()
10:55:45  <Alberth> It adds a "HasNext" function, that does "!this.IsEnd()"
10:56:12  <Samu> ah
10:57:10  <Alberth> but my guess is that the old HasNext is not the same as !this.IsEnd()
10:57:28  <Alberth> perhaps almost the same, but not exactly
10:58:52  <Alberth> it may not make a difference in this case though
11:01:41  <Samu> how does that vehicle_id counter works?
11:02:21  <Samu> nevermind
11:03:09  <Samu> local vehicle_id
11:03:16  <Samu> local?
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11:03:54  <Samu> must find the way it builds the list
11:06:04  <Alberth> bbl
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11:08:28  <Samu> for (local vehicle_id = vehicle_list.Begin(); vehicle_list.HasNext(); vehicle_id = vehicle_list.Next())
11:09:09  <Samu> for (local vehicle_id = vehicle_list.Begin(); vehicle_list.!this.IsEnd(); vehicle_id = vehicle_list.Next())
11:09:51  <Samu> grr what's in the list
11:09:58  <Samu> how do i debug an ai?
11:10:06  <Samu> with visual studio
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12:11:15  <idl0r> is it planned to make newgrf/32bit graphics default one day?
12:30:31  <MonkeyDrone> idl0r: i doubt it. There is no 'official' 32bpp graphics for the game yet.
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13:46:32  <Samu> syntrans has trouble managing airport capacity, there's too many aircraft waiting in depots and flying around the airports
13:46:51  <Samu> profits are diminishing, let's see if he can survive
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13:49:29  <Samu> 1400 out of 2800 are profiting
13:49:36  <Samu> that's a ~50% profit ratio
13:49:47  <Samu> quite bad in comparison with the other ais
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14:35:36  <Wolf01> Back to work, I should try to understand why the station buttons don't work as intended
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14:37:31  <Wolf01> But even before that, why it disables the tunnel button and makes the bridge building the tunnel o_O
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14:38:24  <ST2> you can call it an easter egg feature ;)
14:43:16  <Wolf01> Who is in charge for the gui?
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14:43:43  <Wolf01> This stuff changed a lot since transparency toolbar
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14:45:09  <Alberth> toolbar is quite magic iirc :)
14:45:30  <Alberth> I didn't convert it, I think
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15:00:56  <Wolf01> Also, what are the right steps to add new source files to the project?
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15:05:55  <frosch123> add to source.list
15:06:04  <frosch123> run projects/generate
15:11:22  <Wolf01> Ok, it seem to work now
15:11:29  <Wolf01> Thx frosch123
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15:37:29  <Wolf01> Since I'm tired to define every time the includes and libraries each time I regenerate the projects, where could I set them? It suggests a user project file, which is there, but I don't really know how to edit it
15:40:14  <Wolf01> Meh... The .user file is a legacy feature and we recommend that you delete it in order to keep properties properly grouped according to configuration/platform.
15:40:33  <Wolf01> Why does it suggest to use it then?
15:44:10  <Alberth> the legacy explanation does not point what to do instead?
15:44:34  <Wolf01> Yes, the project directories to keep all in one place
15:44:43  <Wolf01>
15:45:06  <Alberth> silly system to assume it can decide your project layout :p
15:46:00  <andythenorth> so for light rail toolbar icon, I thought maybe tracks, on a grey background?
15:46:06  <Wolf01> I should put the OTTD_essentials in the VC directories
15:46:34  <Wolf01> A double set of tracks?
15:47:06  <Wolf01> Btw, the environment variable will get overwritten by VC, so it's no use
15:47:23  <Wolf01> I could add new ones, but still the same problem
15:47:50  <andythenorth> double tracks is good point
15:48:34  * andythenorth had better look how openttd.grf is made
15:49:48  <Wolf01> VS uses these 2 variables: VC_IncludePath and VC_LibraryPath_x86
15:52:25  <andythenorth> are the libpng color profile warnings always there for openttd.grf?
15:52:29  <andythenorth> or did I just cause them?
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15:57:21  <andythenorth> so the numbers in openttdgui.png aren’t the sprite number
15:57:27  <andythenorth> lawks
15:58:39  * andythenorth counts, using fingers
16:00:49  <Wolf01> Do you have enough of them?
16:01:13  <Wolf01> Ok, I fixed the toolbar
16:01:21  <Wolf01> Now the station orientation picker
16:01:31  <Wolf01> Then, commit
16:02:05  <frosch123> andythenorth: OPENTTD_SPRITE_COUNT <- that is all you need to know
16:02:19  <frosch123> static const SpriteID SPR_IMG_CARGOFLOW              = SPR_OPENTTD_BASE + 174; <- just add new sprites after that
16:02:26  <andythenorth> yeah I found that :)
16:02:29  <andythenorth> the nfo was fine
16:02:45  <andythenorth> also
16:03:04  <andythenorth> but cargo flow is image 177 on the spritesheet
16:03:16  <andythenorth> I know why they don’t match, was just confusing for a moment
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16:06:24  <andythenorth> boom
16:06:33  * andythenorth is now an openttd programmer :P
16:07:15  <Samu> cg
16:08:33  <frosch123> a devlolper?
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16:09:08  <andythenorth> devloloper yes
16:09:15  <andythenorth> also can’t count :P
16:09:25  <andythenorth> been obiwan both sides of the sprite I want
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16:12:37  <Alberth> as devloploper, you shouldn't count yourself, you tell your computer to do that instead
16:13:10  <andythenorth> I am trying
16:13:16  <andythenorth> but I have to tell it what number to count to :P
16:13:36  <Alberth> good point :p
16:13:36  <Wolf01> C:\Program Files (x86)\Windows Kits.1\Include\shared\fttypes.h(38): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int (compiling source file ..\src\crashlog.cpp)
16:13:41  <Wolf01> suddenly...
16:14:36  <Wolf01> Changed an enum value and recompiled, 40000 errors
16:14:45  <Wolf01> Not even related to OTTD
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16:15:33  <Alberth> so likely, it fails to understand your new enum :p
16:15:45  <frosch123> Wolf01: missing semicolon?
16:15:57  <frosch123> anyway, the error is about some function not having a return type
16:15:58  <Alberth> and then runs off into nowhere
16:16:01  <Wolf01> Maybe, but no errors in the ide
16:16:03  <frosch123> as in "void" missing or something
16:16:46  <Alberth> likely, the IDE uses the same misguided compiler diagnostics :p
16:16:52  <frosch123> well, before ansi-c from 89, there was this silly thing called "c", where everything was int
16:17:02  <andythenorth> hmm, can’t get my sprite to show anything except transparent
16:17:07  * andythenorth investigates
16:18:01  <andythenorth> fixed
16:18:03  <Wolf01>
16:18:03  <andythenorth> maybe
16:22:13  <frosch123> well, if c++ was a less ambiguous language, the compiler would be able to give a better error
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16:22:28  <frosch123> your best choice is to look for unbalanced { } and ;
16:23:39  <Wolf01> I did not touch anything on the sources
16:23:48  <Wolf01> It compiled before the last change
16:24:07  <Wolf01> I only added " = 6" to an enum value
16:24:22  <Wolf01> Between the name and the comma
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16:32:27  <Wolf01> Ok, shit happened on freetype
16:33:15  <Samu> i hate azmodan
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16:33:46  <Samu> i hate it when i can't run away from heroes without diyng
16:33:50  <Samu> it's stupid
16:33:56  <Samu> heroes that attack while moving
16:34:09  <Samu> stupid design, but whatever... nobody cares here
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16:36:14  <andythenorth> first attempt at light rail icon
16:36:17  <andythenorth> bit too heavy
16:36:49  <Wolf01> Remove the sleepers?
16:36:57  <andythenorth> yup
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16:40:27  <andythenorth>
16:41:07  <andythenorth> probably too contrasty
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16:41:56  <Wolf01> Put a wider road under it
16:42:12  <V453000> wtf is that :D
16:42:13  <V453000> andythenorth: ?
16:42:15  <andythenorth> has to be 16px to match other toolbar sprites
16:42:46  <Alberth> pixelz!
16:42:48  <V453000> is that some secret tram gui button or ?
16:43:16  <andythenorth>
16:43:22  <andythenorth> not better
16:43:53  <andythenorth> it’s over-lit imho
16:44:45  <Alberth> normal rail compensates with the dark wood
16:45:04  <Alberth> add dark road?
16:57:40  <frosch123> you can see two things in that icon
16:57:48  <frosch123> either it is two tracks next to each other
16:58:00  <frosch123> or it is one track "sunken" into the road
16:58:21  <frosch123> but for the latter the the spacing does not quite work
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16:58:41  <Samu> i hate gul'dan
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16:58:48  <Samu> his damage is retarded
16:58:54  <Samu> even chen can't tank it
16:59:08  <andythenorth>
16:59:24  <frosch123> <- the track for trams looks different than for trains
16:59:48  <andythenorth> of the four so far, which is the best?
17:00:05  <andythenorth> V453000 also? ^
17:00:39  <frosch123> to me all of them look like one track instead of two
17:01:04  <Samu> oh, adding a 5th vehicle type? cool :o
17:01:04  <andythenorth> yes, I can see that too
17:01:32  <frosch123> i am not sure, whether to avoid or embrace that :)
17:01:57  <andythenorth> my first idea was to show one set of rails only
17:02:02  <andythenorth> at the size of train tracks
17:02:17  <andythenorth> but that’s not what you actually build
17:03:08  <Wolf01> If you draw narrow tracks?
17:05:43  <andythenorth>
17:05:45  <frosch123> <- modified 2
17:06:32  <Wolf01> The 5 is nice, but I'm not a fan of such rounded angles
17:06:45  <andythenorth> it’s too train-like, I’ll adjust
17:06:50  <andythenorth> frosch123: that kind of works also
17:07:14  <andythenorth> so it’s 5 (single track) or 2f (two narrow tracks)
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17:07:32  <frosch123> try 5 with the road-icon outline
17:07:36  <Wolf01> 5 with narrow tracks and more squared?
17:09:40  <andythenorth> yup
17:10:46  <andythenorth>
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17:11:07  <andythenorth> probably the road is a bit dark
17:12:22  <Eddi|zuHause> i don't think it works well with only one track
17:12:44  <andythenorth> I am thinking same
17:12:56  <andythenorth> it’s visually stronger, but I am going to try modifying 2f
17:13:13  <frosch123> i prefer 1 track
17:13:15  <andythenorth> but with 2 small tracks, it still looks like one track :P
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17:25:42  <andythenorth> closer
17:25:50  <andythenorth> was too lit before
17:25:56  <andythenorth> road icon is not very lit
17:28:26  <andythenorth> urgh
17:28:43  <andythenorth> are the contents of bin/ and media/ supposed to be under vcs or not?
17:28:52  * andythenorth might need to edit .gitignore
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17:29:19  <Eddi|zuHause> some of them
17:29:37  <andythenorth> the gitignore for this is
17:29:41  <Eddi|zuHause> basically, everything that is not created by make should be in the repo
17:29:49  <Samu> i think i found a bug in "Detailed performance rating" window. The amount of money in the bank says £2,147 M, but NoNoCAB already has £3,2 M
17:30:08  <andythenorth>
17:30:13  <andythenorth> ^ legit to commit, or not ?
17:30:18  <frosch123> there is an "official" .gitignore in ottd svn
17:30:20  <frosch123> does that not work?
17:30:32  <andythenorth> dunno
17:30:37  <andythenorth> that’s what we’re figuring out :)
17:30:49  <andythenorth> I have it
17:33:51  <Samu> flyspray doesn't let me select 1.6.1
17:33:54  <Samu> only 1.6.1-rc1
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17:36:16  <Samu> bug reported
17:36:16  <Samu>
17:37:31  <V453000> omg the trains are getting cuter every minute
17:38:31  <Wolf01> Regenerating the projects worked O_O
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17:45:44  <andythenorth> Wolf01: I pushed the icon to the dev branch
17:46:03  <andythenorth> I will improve it more in future, need to see it in game for a while
17:46:05  <Wolf01> The #7?
17:47:16  <Wolf01> Btw, you could have made it large as the rail one
17:47:34  <andythenorth> it’s same dimensions
17:47:40  <Wolf01> No, it's not
17:47:45  <andythenorth> oh :(
17:47:52  <Wolf01> Rail one is 4px larger
17:47:58  <Wolf01> Also, diner
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18:09:49  <Wolf01> Sister's diner is the best one :D
18:10:03  <Wolf01> At least she cooks japanese food
18:10:47  <Wolf01> (or the best imitation we can achieve with our ingredients)
18:11:08  <Wolf01> Now, back on the station picker :|
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18:13:53  <Wolf01> The widgets seem to work right, but the command is wrong, maybe it's trying to build road bays instead of drive-throught stops
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18:34:53  <Wolf01> I really don't understand how widgets are used in the gui, there's an enum with the widgets and seem to be used for the positions, but then the widget tree introduces some panels and the position are all changed
18:35:37  <Wolf01> So, if I want to lower a widget, how can I get the right widget index?
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18:39:02  <Alberth> enum only lists the widgets that exist, the tree decides positions etc
18:40:05  <Wolf01> this->LowerWidget(_road_station_picker_orientation + WID_BLRS_STATION_X); so taking this as example, I don't really know where the WID_BLRS_STATION_X is placed
18:41:23  <Alberth> you don't need to
18:41:35  <Wolf01> I think I could safely remove the orientation var, as the trams only have it set as DIAGDIR_END
18:41:40  <Alberth> there is a WID_BLRS_STATION_X and a WID_BLRS_STATION_Y after it
18:42:02  <Alberth> the _road_station_picker_orientation is 0/1, so it selects one of the widgets
18:42:18  <Wolf01> It's always 4
18:42:44  <Alberth> just just provide the numeric value in the widget enum
18:43:01  <Alberth> tree handles position and dirtying etc
18:43:10  <Wolf01> At least at the gui initialization it is, the original check was if (_cur_roadtype == ROADTYPE_TRAM && _road_station_picker_orientation < DIAGDIR_END) {
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18:43:54  <Alberth> condition for lowering?
18:44:45  <Wolf01> That was used to reset the orientation on opening the tram station gui
18:45:10  <Wolf01> Because the road could have another orientation, but on tram stations those are disabled
18:45:34  <andythenorth> +1 to removing the redundant tram stops
18:45:40  <andythenorth> can’t build drive-in
18:45:54  <Wolf01> Already removed, that's why it gives me headache
18:46:33  <andythenorth> ha :)
18:46:45  <andythenorth> also the rail icon *is* bigger :(
18:46:49  * andythenorth counted wrong
18:47:14  <Wolf01> _road_station_picker_orientation = (DiagDirection)(widget - WID_BLRS_STATION_X); <- then it does this when changing the orientation, but the initialization was wrong
18:47:34  <Wolf01> It should be initialized to 0 and not DIAGDIR_END
18:48:20  <Wolf01> So, DIAGDIR_BEGIN
18:49:23  <Wolf01> The problem is that it gets confusing, as "1" is DIAGDIR_SE (even "0" is DIAGDIR_NE)
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18:50:19  <Wolf01> This mean that DIAGDIR is not the right enum to use in this case
18:50:19  <Alberth> src/widgets/road_widget.h   is the list widgets
18:50:49  <Alberth> WID_BROS_STATION_NE + 4 == WID_BROS_STATION_X
18:51:43  <Wolf01> I should use Axis in this case
18:51:58  <Alberth> yeah, it's not nice this way :)
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18:54:30  <Wolf01> Yeah, Axis works
18:56:15  <Wolf01> And now the command...
18:58:21  <Alberth> you have a widget for x axis and y axis and one must be lowered?
18:58:32  <Wolf01> Yeah, resolved that
18:59:12  <andythenorth> Wolf01: pushed a new icon
18:59:15  <andythenorth> minor tweaks
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19:00:32  <Alberth> this->SetWidgetLowered(X_AXIS_WIDGET, direction == X_AXIS);   or so
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19:01:02  <Alberth> this->SetWidgetLoweredState(X_AXIS_WIDGET, direction == X_AXIS);
19:01:19  <Wolf01> Oh, I just changed the enum from DiagDir to Axis and it worked with no changes at all
19:01:39  <Alberth> ok :p
19:01:53  <Wolf01> VpStartPlaceSizing(tile, VPM_X_AND_Y_LIMITED, DDSP_BUILD_BUSSTOP); then from where he gets that it's a drive-throught?
19:03:51  <Alberth> no idea :(
19:03:58  <Wolf01> Oh, found
19:04:02  <Wolf01> Maybe
19:04:06  <Alberth> perhaps in the callbak check?
19:05:07  <andythenorth> hmm tram icon bigger than road icon
19:05:12  <andythenorth> not sure that’s working
19:05:36  <Wolf01> Make the road icon larger
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19:08:16  <Alberth> OnPlaceDrag  is probably called when moving, so you can update rendering
19:08:40  <Alberth> OnPlaceMouseUp  is placement, by the looks of it
19:09:25  <Wolf01> Right
19:11:04  <Wolf01> It always shows the error message CMD_MSG(_ltrail_type_info.err_build_station[ROADSTOP_BUS])
19:12:38  <Wolf01> PlaceLtRailStop(start_tile, end_tile, (_ctrl_pressed << 5) | RoadTypeToRoadTypes(_cur_ltrailtype) << 2 | ROADSTOP_BUS, CMD_BUILD_ROAD_STOP | CMD_MSG(_ltrail_type_info.err_build_station[ROADSTOP_BUS]));
19:12:47  <Wolf01> This should be the command
19:13:14  <Wolf01> I was debugging inside the PlaceLtRailStop function and it looked everything ok
19:15:29  <Wolf01> Forcing the drive-through
19:15:45  <Wolf01> Ok, was tah
19:15:50  <Wolf01> *that
19:16:30  <andythenorth> Wolf01: I can’t change the original TTD road icon :o :)
19:16:34  <andythenorth> that would be shocking
19:16:47  <Wolf01> Nobody will notice
19:16:49  <Wolf01> :D
19:22:18  <Wolf01> Ok, committed the fixes, I think you must regenerate the project files
19:23:58  <Wolf01> Mmmh, why was this file selected too?
19:24:18  <Wolf01> I committed something to trunk which I shouldn't have
19:24:33  <Wolf01> Maybe was one of the patching attempts
19:27:09  <andythenorth> just revert the commit
19:27:21  <andythenorth> or if it’s a file, just remove the file
19:27:53  <andythenorth> git reverts are pretty good
19:28:03  <andythenorth> although reverting a merge has
side effects :P
19:28:41  <Wolf01> Not that it breaks anything, but I would like to not have it, it's the refactoring of the magic numbers
19:29:32  <Wolf01> Do devs see what are we doing here?
19:30:22  <andythenorth> they can see commit history
19:30:57  <andythenorth> if the history is complicated, I would just reverse patch out the changes (get the diff, and reverse it)
19:31:12  <andythenorth> if the history is simple, git revert the commit where it came in, adjust the commit, and push again
19:31:30  <Wolf01> Yes reverted many changes on my repositories :P
19:32:16  <Wolf01> Ok, this time I tried even with hotkeys, it *should* work
19:33:07  <Wolf01> The icons of the stations are still wrong, but one thing at time
19:35:58  <Wolf01> The only thing I found about drawing the station picker is where is not drawing the widgets
19:36:09  <Wolf01> if (!IsInsideMM(widget, WID_BLRS_STATION_X, WID_BLRS_STATION_Y + 1)) return;
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19:36:54  <Wolf01> Then there's station coverage and supply/accepts
19:37:10  <Wolf01> And the icons?
19:37:48  * andythenorth trying to pull request with github
19:40:33  * andythenorth having hate for github
19:41:39  <Wolf01>
19:41:47  <Wolf01> Nice composition
19:43:51  <andythenorth> ha ha
19:44:05  <andythenorth> I have some stuff like that from messing with catenary drawing
19:45:27  <Wolf01> Eh, if only I could find the drawing code, I bet it's in some other source file
19:45:34  <andythenorth> merged wolf repo gui to andy repo dev branch
19:45:40  <andythenorth> road_cmd probably
19:45:58  <andythenorth> I spend most of my ottd code time in some _cmd file
19:46:18  <andythenorth> ‘8’ no longer asserts :D
19:46:32  <andythenorth> I need to redraw ‘build tunnel’ icon
19:46:42  <andythenorth> also build road stop icons
19:46:56  <andythenorth> also depot icon
19:47:05  <Wolf01> Yes, now it's time to effectively split the RoadType, so I'll spend the rest of my life there too
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19:49:35  <andythenorth> something not right with hotkey
19:49:37  * andythenorth investigates
19:50:02  <andythenorth> do we need ‘autoltrail’?
19:50:24  <Wolf01> It's a new section, should start with [ltrail]
19:50:38  <andythenorth> ltrailtoolbar
19:50:40  <Wolf01> Just assign "A" to that too
19:50:55  <andythenorth> I have a GLOBAL+CTRL+A
19:51:05  <andythenorth> but it’s opening autoroad
19:51:57  <Wolf01> For me it always opens the rail toolbar
19:52:17  <Wolf01> Also, the hotkeys keys are all wrong
19:52:54  <Wolf01> Ok, now they aren't, removing them from the cfg regenerated the names
19:54:00  <Wolf01> Ouch, I forgot to change "goods_station" to "freight_station"
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19:55:12  <andythenorth> build_ltrail works fine
19:55:20  <andythenorth> does autoroad hotkey need splitting?
19:55:40  <Wolf01> I think not
19:55:53  <Wolf01> It's in its own section
19:56:35  <andythenorth> hmm
19:57:28  * andythenorth must make dinner :)
19:58:18  <Wolf01> If you set global+a to all the 3, it seem to work right, but it always opens the road toolbar if no toolbar is open
19:59:05  <Wolf01> But I think I'm done for this evening
19:59:18  <andythenorth> me too :)
19:59:54  <andythenorth> Wolf01: I am away from computer for a couple of weeks soon
20:00:00  <andythenorth> FYI
20:00:13  <V453000> :d
20:00:28  <V453000> btw /me is making rather detailed models of trains :>
20:00:31  <V453000> BRIX livz
20:00:40  <andythenorth> pictures
20:01:27  <V453000>
20:01:37  <V453000> colours are all messed up, working on meshes atm
20:01:54  <V453000> basically just the connecting part is good, anad the windows
20:01:56  <V453000> lights are ass
20:01:59  <V453000> ish
20:01:59  <andythenorth> colours schmolors
20:02:06  <andythenorth> lights are badass
20:02:14  <andythenorth> super bright
20:02:17  <V453000> yeah but need something extra
20:02:20  <V453000> that too
20:02:24  <andythenorth> coupling is absolutely awesome
20:02:35  <V453000> <#
20:02:38  <V453000> <3
20:02:42  <andythenorth> you don’t need buffers with knuckle coupler :P
20:02:44  <andythenorth> it’s great
20:02:47  <V453000> it took me every evening since we last talked. :D
20:03:08  <V453000> the buffers are there basically for details at the bottom
20:03:17  <V453000> had no clue about that though XD makes sense however.
20:03:26  <V453000>
20:03:27  <V453000> =D
20:03:36  <andythenorth> wow
20:03:40  <andythenorth> full Janney coupler detail :P
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20:04:03  <V453000> it probably wouldn't work as some of the proportions are blown out to be nice
20:04:05  <V453000> but yeah
20:04:07  <V453000> was fun to model
20:04:54  <andythenorth> reminds me of
20:05:15  <V453000> one of the pain is how far inside the wheels are
20:05:18  <andythenorth> RL that train is about size of your thumb, if you have big thumb
20:05:20  <V453000> to fit rails
20:05:21  <andythenorth> wheels look fine
20:05:23  <V453000> haha
20:05:37  <V453000> yeah I am working around them
20:05:48  <V453000> I have some nice ideas for the top electric part
20:05:52  <V453000> and a bit more details at the bottom
20:07:07  <andythenorth> current pantograph is bad
20:07:22  <andythenorth> I won’t be rude about it, but looks non-functioning :)
20:07:56  <V453000> yeah it's actually one of the biggest issues of the whole model since the start tbh
20:08:03  <Wolf01> <andythenorth> Wolf01: I am away from computer for a couple of weeks soon <- good holidays then :P
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20:08:22  <andythenorth> Wolf01: spent most of today tidying the house of fricking lego
20:08:23  <andythenorth> :)
20:08:34  <V453000> what do you find disfunctional about it? my primary concerns are no mechanical parts like joints and some way of making it actually stick to the locomotive
20:08:43  <andythenorth> yeah, looks like a single moulded part
20:09:00  <Wolf01> A friend went to legoland (billund) for the second time in 3 months
20:09:12  <andythenorth> is it that good? :o
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20:09:13  <V453000> yep, then we see it the same way
20:09:21  <V453000> which is good cause that is getting fixed af
20:11:08  <andythenorth> V453000
20:11:19  <V453000> yus
20:11:42  <V453000> totally saving that
20:12:15  <V453000> also I am not ashamed of admitting in this channel that I find this romantic
20:12:27  <V453000> didn't say that to my wife though
20:14:54  <andythenorth> V453000: that’s touching :P
20:14:56  <Wolf01> I always found interesting that the train coupling is maybe one of the oldest standards, and it is working with slight changes for 140 years
20:16:08  <andythenorth> we will probably find same with TCP/IP
20:16:28  <Wolf01> I hope so
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20:26:28  <_dp_> Has anyone already suggested allowing towns to build houses on road turns(in corner)?
20:31:43  <Eddi|zuHause> Wolf01: but for about 100 years, the european railways discussed about changing the hook&buffers train coupling into something more like the american/russian center coupling
20:32:22  <Eddi|zuHause> and they never managed to switch over
20:32:32  <Wolf01> Yes, there are many coupling systems, but the most used worldwide is the Janney
20:33:31  <Eddi|zuHause> the russians had plans to switch eastern europe over separately, but they never pulled through on that
20:33:54  <Eddi|zuHause> lots of eastern rolling stock was prepared for that switch
20:37:16  <andythenorth> UK has maybe 4 or so coupling systems
20:37:29  <andythenorth> foamers would know
20:38:34  <Eddi|zuHause> lots of EMUs nowadays come with coupling systems that are basically incompatible with anything that is not the same EMU type
20:39:05  <Eddi|zuHause> they have the added problem that they also have to transmit electric signals
20:39:29  <Eddi|zuHause> and these are by no means standardized
20:40:25  <andythenorth>
20:46:56  <supermop> yo
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20:54:20  <frosch123> hmm, is there any official name to hourglass/zzz cursors?
20:54:31  <frosch123> like "busy" or something?
20:54:40  <frosch123> "background activity" is too long :p
20:55:28  <Eddi|zuHause> isn't "background activity" very wrong? you make a zzzz cursor for "foreground activity"
20:55:52  <Eddi|zuHause> to indicate that you can't actually do anything right now, thing is busy.
20:56:33  <frosch123> well, there is both :)
20:57:06  <Eddi|zuHause> i vaguely remember there being an "arrow with small hourglass" cursor for "background activity", meaning "you can do something, but it might be slower than usual"
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21:12:35  <andythenorth> frosch123: MDN css docs
21:12:38  <FLHerne> Eddi|zuHause: UK is gradually moving toward AAR couplers, a lot of coal/stone hoppers have only those now
21:12:52  <andythenorth> MS and Apple will have their own names for wait cursor
21:13:12  <andythenorth> on OS X it’s called ‘that fucking spinning beachball'
21:13:27  <FLHerne> Of course, coaching stock mostly standardised on an incompatible, smaller and weaker version :P
21:13:41  <FLHerne> And MUs are just all over the place
21:13:58  <andythenorth>
21:14:08  <sim-al2> I think there's a move in mainland Europe towards a standard automatic freight coupler too
21:14:10  <Eddi|zuHause> FLHerne: in germany, this one is the most popular:
21:14:31  <Eddi|zuHause> it originated in trams, but is being used for EMUs/DMUs a lot
21:14:48  <Eddi|zuHause> i don't know anything about freight
21:15:36  <Eddi|zuHause> but every vehicle which uses these non-standard couplings is required to provide an adapter to the standard hooks
21:15:57  <Eddi|zuHause> either carry it with the vehicle, or have it stored in a way that it can easily be brought on site
21:16:19  <FLHerne> Eddi|zuHause: We have similar couplers on many modern EMUs, but the electrical connections are all different and some of the heights are incompatible
21:16:23  <sim-al2> It's this one, like a Russian SA3 but with air connections:
21:18:19  <sim-al2> Yeah, most of those multiple unit trains are incompatiable with each other, but at least one unit can tow another
21:18:26  <FLHerne> Some of the class 57 locomotives have Dellner couplers like this, plus a million electronics adaptors
21:18:33  <andythenorth> bye
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21:19:04  <FLHerne> Originally they were only compatible with Pendolinos (cl390), but recently they've been improved quite a bit
21:21:36  <sim-al2> There's an old Japanese electric locomotive design that was used for banking up a very steep grade (6.67%), even the multiple units
21:22:32  <sim-al2> It had a special coupler and a whole bunch of MU connectors so it could operate in unison with the MU:
21:22:37  <sim-al2>
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21:45:30  <Flygon_> Japan doesn't need transition couplers
21:45:36  <Flygon_> It IS the trasition coupler :U
21:45:38  *** Flygon_ is now known as Flygon
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23:16:47  <Samu> nocab managed to get 5000 aircraft, crazy
23:17:35  <Samu> the only thing he can't get to 5000 is trains
23:17:42  <Samu> t.t
23:26:10  <Wolf01> 'night
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