Log for #openttd on 6th March 2017:
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01:13:12  <supermop> seems the graphics block of my road doesn't recognize the name of my switch
01:14:28  <supermop>
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09:35:36  <Samu> hi
09:38:51  <Samu> anyone familiar with visual studio 2015?
09:39:51  <__ln__> yes
09:40:10  <Samu> how do I make visual studio to convert line endings from LF to CR LF globally
09:40:55  <Samu> it does ask me if I access a file with inconsistent line endings though, but since I changed 56 lines... it sucks to access them 1 by 1
09:41:06  <Samu> it does ask me when* typo
09:41:17  <Samu> i changed 56 files*
09:41:23  <Samu> damn let me rephrase
09:41:37  <Samu> it does ask me when I access a file with inconsistent line endings though, but since I changed 56 files... it sucks to access them 1 by 1
09:42:19  <__ln__> you are trying to use visual studio for something that is much more easily doable using a bash script.
09:47:02  <Samu> advanced save options is not as advanced as one would hope
09:50:33  <__ln__> how did you manage to make the line endings inconsistent anyway?
09:54:17  <Samu> with visual studio regex
09:54:27  <Samu> find and replace using regular expression
09:55:17  <__ln__> sad
09:55:17  <Samu> i changed the 56 language files
09:55:43  <Samu> some of the replaces removed CR, only kept LF
09:56:09  <Samu> maybe because I suck
09:56:15  <Samu> don't know better
09:56:32  <Samu> i could have avoided it, perhaps if i knew how to use regex better
09:58:21  <__ln__> strange, but as i said, you can fix them with a bash script
09:59:30  <Samu> i'm looking at tortoisesvn, see what it can do
10:06:29  <Samu>
10:06:52  <Samu> this, but for a folder
10:07:10  <Samu> CRLF or native?
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10:10:36  <Samu> svn doesn't let me change it?
10:10:43  <Samu> i don't understand
10:14:01  <__ln__> let's say you have two glass jars, one filled with sugar, one filled with 50% sugar and 50% salt.
10:14:33  <__ln__> now you attach labels to each jar, describing the contents: 'sugar', and 'salt'.
10:15:04  <__ln__> question: does the contents of the latter jar change from sugar/salt mix into pure salt just by you attaching the label on its side?
10:16:41  <__ln__> this question was meant for Samu
10:18:57  <Samu> no
10:20:05  <Samu> i wanted svn:eol-style to force inconsistent end of style into CRLF when patching
10:20:15  <Samu> end of line style
10:43:37  <Samu> well... i patched the lang files in some unorthodox method, I wonder if it is acceptable, let me upload it, brb
10:46:07  <Samu>
10:46:16  <Samu> download the 2nd patch
10:46:54  <Samu> __ln__: i'm still confused about this whole EOL deal
10:47:14  <Samu> can you take a look at the patch?
10:47:50  <Samu> especially the way I patched strings in the different languages?
10:51:55  <__ln__> are you sure your patch is supposed to touch the lang files at all
10:52:36  <Samu> yes, there was a request from Alberth
10:52:53  <Samu> maybe i should talk to him when he comes online
10:53:07  <Samu> it was to avoid translator work
10:53:15  <Samu> should the patch go into trunk
10:53:52  <Samu> commit or whatever, I'm not sure how the process works
10:55:28  <Samu> we talked about it yesterday, let me get the chat log
10:56:04  <Samu>
10:59:01  <__ln__> i see
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11:47:38  <Samu> - reuses already translated parts of some strings from all languages and combines them with the missing "aircraft type" in english.
11:47:47  <Samu> from the patch notes :p
11:49:27  <Samu> renames some String IDs.
11:50:33  <Samu> waiting for Alberth seal of aproval or reproval, I wonder if this was what he requested
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12:04:26  <drac_boy> hi
12:05:30  <drac_boy> thought I just had to share finding this its quite quirky to me
12:05:57  <drac_boy> and look at the drawing too .. seem like the tail car has an odd axle arrangement compared to the rest too
12:06:39  * drac_boy notes this probably wouldn't be too bad for a small grf modification too :p
12:16:43  <drac_boy> anyway need to afk for a while sorry :-s
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12:27:14  <Wolf01> Moin
12:51:53  <supermop> me also
13:04:12  <Wolf01> lol
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13:07:01  <Wolf01> "Mankind" -> "humanity" / "manpower" -> "human resources"... fail, human still has "man"
13:15:58  <Samu> the reason why ryzen fails:
13:16:05  <Samu> L3 cache
13:16:09  <Samu> RIP AMD
13:16:48  <Samu> 16 MB L3 cache, where only 8 MB is fast, the other 8 MB is slow
13:16:56  <Samu> i recall gtx 970 doing something similar
13:18:36  <Samu> games enjoy caches
13:18:49  <Samu> hence the terrible performance of ryzen on games
13:20:25  <Wolf01> I bet AMD didn't make ryzen for gaming, but gamers "8 cores, 3GHz, low price... fap fap fap"... L3 cache shit "oh crap"
13:23:41  <crem> Samu is very enthusiastic! :)  (judging by his recent activity on this channel)
13:28:20  <Samu> well, one thing i can predict for the 4 core ryzen... it will not suffer from this problem
13:28:34  <Wolf01> But then you can buy an i3
13:28:55  <Samu> will most likely be better than the ryzen 6 core and 8 core in games
13:29:11  <Samu> that is, if AMD actually limits it to 8 MB l3 cache
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13:33:35  <Samu>  AMD's Data Fabric interconnect... 22 GB/s, which is much lower than the L3 cache's 175 GB/s
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13:33:48  <Samu> connecting 8 MB cache to the other 8 MB cache
13:34:21  <Samu> AMD pulled a gtx 970 :/(
13:39:06  <Samu> no wonder there were talks about Zen+
13:41:19  <Samu> they knew they were going to release a sub-par product
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13:46:06  <Samu> i'm getting broken "savegame invalid chunk size" errors with the latest trunk
13:46:10  <Samu> why
13:46:35  <Samu> erm, r27765, not latest
13:46:39  <Samu> gonna try 27770
13:47:01  <Wolf01> Are you trying to load a savegame made with a patched ottd?
13:47:19  <Samu> nop, im loading 1.6.1 saves i think
13:49:44  <Samu> yep, they're 1.6.1 saves
13:51:02  <Samu> here's some examples of what i'm loading
13:51:03  <Samu>
13:53:07  <Wolf01> Does it works before r27765?
13:53:14  <Wolf01> -s
13:55:26  <Wolf01> I hope r27757 didn't break something
13:55:35  <Samu> i can load with r27770´
13:55:40  <Samu> not with 27765
13:55:42  <Samu> what changed
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13:58:38  <Wolf01> Nothing related to saveload, only stuff from grfs
13:59:20  <Samu> ah, 27770 fixed it
13:59:28  <Samu> -Fix [FS#6540]: Initialize variables in station_sl.cpp (JGR)
13:59:40  <Samu>  /trunk/src/saveload/station_sl.cpp
14:00:05  <Samu> let me look at 27757
14:02:23  <Wolf01> Didn't noticed 1.6.1 was so old
14:03:53  <ST2> it's not old... it's more experienced :P
14:07:40  <crem> Hm..  Usually if something happened for a person long time ago, the event is "old" (rather than "new"), but the person at that time is "young" (and now he is "old").  But openttd 1.6.1 is neither new nor young. :-\
14:08:55  <Samu> dang it, i forgot how to compile an old trunk
14:08:57  <Samu> grrr
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14:14:21  <Wolf01> Bah, no will to work today
14:16:19  <Samu> what the heck is wrong with the compiler, did I suddenly became noob?
14:16:42  <Wolf01> I thought you never left that stage XD
14:17:53  <crem> When something doesn't compile, it's indeed most often a bug in the compiler.
14:17:57  <Samu> visual studio is not compiling, 215 errors, clean trunk, grrrr
14:18:05  <Samu> revision r27757
14:20:05  <Samu> does the folder really have to be called "trunk"
14:20:20  <Samu> i named it something else, but meh
14:20:26  <Samu> gonna try "trunk"
14:21:44  <crem> trunk is a gorgeous name, why not keep it like that?  I would even name my cat trunk.
14:21:56  <crem> Maybe not anymore. Too similar with "trump".
14:24:15  <Samu> visual studio does not want to compile
14:25:00  <Samu> Severity	Code	Description	Project	File	Line	Suppression State Error	MSB3073	The command "..\objs\strgen\strgen.exe -s ..\src\lang -d ..\objs\langs\table :VCEnd" exited with code 9009.	langs	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.CppCommon.targets	123
14:25:22  <Wolf01> If you have modified your project to add the libraries I think you should check that, also you might want to clean && rebuild
14:25:34  <Samu> Severity	Code	Description	Project	File	Line	Suppression State Error	C2065	'TAB_COUNT': undeclared identifier	strgen	D:\OpenTTD\trunk\src\strgen\strgen.cpp	528
14:25:50  <Samu> no, it's r27757, no changes
14:25:59  <Samu> clean trunk, on revision 27757
14:26:26  <Wolf01> And also, why do you try to build a revision which has a compile error fixed 2 revision later?
14:26:46  <Samu> because... meh, r27757 was for testing
14:26:56  <Samu> to see if i could load save or not
14:28:33  <Samu> gonna try 27759
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14:33:04  <Samu> 27759 can load
14:33:08  <Samu> grr
14:33:38  <Wolf01> What is the problem, 27770 works, so?
14:33:57  <Wolf01> Do you have any valid reason to use older revisions?
14:34:04  <Samu> testing r27760
14:34:11  <Samu> nope
14:34:30  <Samu> just curious to see which version broke it
14:35:29  <crem> Did you try submitting shattered-1.pdf and shattered-2.pdf into the repo?  svn is known to behave funnily with them!
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14:38:02  <Samu> this is odd, dont tell me 27765 is gonna load now
14:38:49  <Samu> lol, it loads
14:39:07  <Samu> why u do this to me... i really don't get it
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14:41:04  <Samu> let's see... now applying my patch on 27765
14:44:19  <Samu> now it loads...
14:44:22  <Samu> magic!
14:44:32  <Samu> i did nothing wrong, but now it works
14:44:51  <Samu> well, screw it
14:45:20  <crem> All science (including computer science (why is it science at all?)) is based on magic, religion and esotherics.
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14:54:02  <Samu> hmm i see what could be wrong, but got no time now
14:54:17  <Samu> i added a setting that is stored in savegame files
14:54:25  <Samu> but no time, be back later
14:54:34  <supermop__> afaict unspooled is working more or less as i want now
14:55:18  <Samu> erm, nop, it loads, grrr i fail to identify the problem
14:55:22  <Samu> well bbl
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14:55:31  <supermop__> Wolf01: want to try new version?
14:56:14  <Wolf01> Just throw it somewhere and I'll grab it when I'll get less lazy
15:03:22  <supermop__> in graphics development section
15:11:32  <supermop__> need to improve tunnel sprites
15:29:59  <supermop__> hmm unspooled+docklands+road hog =fatal newgrf error
15:34:01  <supermop__> no room for HAUL
15:34:10  <supermop__> need to remove some roads
15:35:35  <supermop__> or let haul use gravel or something
15:35:54  <supermop__> docklands really doesn't need so many
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16:19:50  <Alberth> o/
16:19:56  <Wolf01> o/
16:26:22  <supermop__> not sure if i want to make parameters for docklands to choose between chips and isr style, or parameters to turn each roadtype on and off
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16:27:51  <supermop__> or parameters to enable/disable all roads/elroads/rails/elrails separately
16:36:11  <Wolf01> supermop__, the grf error seem to be caused by conflicting names O_o
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16:40:31  <Samu> hello Alberth, i got the 2 patches ready, tell me if this is what I should have done.
16:43:52  <Wolf01> Ok, too many roadtypes
16:45:05  <Alberth> in a minute Samu, having dinner currently
16:46:08  <Wolf01> Didn't know that NL had different timezone than IT :P
16:46:38  <Alberth> perhaps different dinner cultures ? :)
16:47:11  <Alberth> and a different time of getting up / going to bed :)
16:47:54  <Wolf01> AFAIR I always had dinner past 19:00 when I came to visit my parents there
16:48:13  <Samu> dinner is at 20:00 here
16:48:35  <Samu> sometimes even later
16:48:44  <Samu> rarely earlier
16:50:11  <Wolf01> Mmmh, I think we should add a more explicative error for not being able to load some grfs
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17:01:40  <Wolf01> Mmmh, I think we fucked up values in the enum
17:03:11  <Wolf01> I need a grf with exactly 15 roadtypes
17:07:20  <Alberth> Samu: since when do all 50-something languages have "Aircraft type" in their language?
17:14:36  <Samu> what's the string name exactly?
17:14:50  <Samu> don't tell me i failed
17:17:55  <Alberth> STR_SORT_BY_AIRCRAFT_TYPE <-- string name
17:17:55  <Alberth> Aircraft type <-- string text
17:19:35  <Samu> ah, that one, none have
17:20:09  <Samu> i added it to english.txt only
17:20:34  <Samu> the other languages should not have that one
17:20:38  <Samu> if they do, I failed
17:22:00  <Alberth> that worked ok, but it was only to point out what "string name" is, and what "string text" is
17:23:15  <Alberth> that doesn't answer my question
17:23:51  <Samu> what would be the answer
17:23:57  <Samu> since never? this patch adds it
17:24:43  <Samu> that string is the one that goes into the sorter type
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17:27:33  <Alberth> This looks like proper portugese to you?
17:27:34  <Alberth> STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_RUNCOST_TYPE         :{BLACK}Custo: {CURRENCY_LONG} Máx. Velocidade: {VELOCITY}{}Capacidade: {CARGO_LONG}{}Custo de circulação: {CURRENCY_LONG}/ano{}Aircraft Type: {STRING}
17:28:27  <Samu> nop, the string name was renamed, the string text was altered, to re-use what it had already, but added what was missing
17:29:00  <Samu> added it in english, but translators should have less work on it
17:29:15  <Samu> wasn't this what you requested?
17:29:53  <Alberth> I asked for a change in the string name
17:30:12  <Alberth> to reduce the length of the string name
17:32:27  <Alberth> unless you speak the language fluently, you generally can't change the string text
17:35:05  <Samu> i thought I was doing the right thing, it would save translators some time
17:37:26  <Alberth> STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_CAPACITY_RUNCOST <-- why do you delete that?
17:37:43  <Samu> it was renamed
17:37:44  <Alberth> some engines may not have a aircraft type
17:37:58  <Alberth> eg all train engines
17:38:20  <Alberth> or are they using other strings?
17:38:20  <Samu> all aircraft have aircraft type
17:38:29  <Samu> unless i missed something
17:38:41  <Samu> i was under the impression all aircraft have a type
17:38:57  <Alberth> yes, the question is, are these string only used for aircraft, or also for other vehicle types?
17:39:08  <Samu> only for aircraft
17:39:19  <Alberth> ok
17:39:35  <Samu> there is one that might confuse, it's reused for ships and road vehicles
17:39:46  <Samu> even I got confused
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17:43:22  <Samu> STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_RUNCOST this one was renamed, but also kept, not deleted, it's the one that is used for ships, at least
17:43:49  <Samu> renamted to BLABLA_TYPE
17:44:12  <Alberth> yeah, too long name :p
17:44:44  <Alberth> no good idea how to reduce length though
17:45:09  <Samu> these strings are those for the newspaper and engine preview offering windowses
17:45:28  <Wolf01> "feature, numprops, engine, numinfo", I don't know exactly how grfs work, but numinfo for NRT seem always to be "1"
17:45:50  <Wolf01> Shouldn't it be the number of defined roadtypes?
17:46:03  <Samu> so, 4 renamed, 3 deletes, because 1 is still being used
17:46:12  <Samu> else it would be 4 renamed, 4 deleted
17:47:03  <Samu> then there's 2 other strings, that go into vehicle details
17:47:41  <Alberth> english should be changed completely, as that  is the starting point for translations
17:48:18  <Alberth> all other translations, delete strings if not used any more, possibly change the string name, and nothing else
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17:49:00  <Alberth> where "delete strings" and "change the string name" must always follow english changes
17:49:32  <Alberth> you don't add new strings in other languages
17:50:13  <Samu> what if it is a renamed string?
17:50:35  <Alberth> renaming the string name is fine
17:50:49  <Alberth> I don't see that as a new string
17:51:15  <Samu> but i had to complement it with an extra {STRING}
17:51:16  <Alberth> but you still don't change the meaning of the string, and you don't change the text
17:51:32  <Samu> the {STRING} code thingy
17:51:39  <Samu> for SetDParam
17:51:46  <Alberth> an added {STRING} means you changed the meaning of the string
17:51:58  <Alberth> it says something else than before
17:52:22  <Alberth> you can't assume you can just append it, eg that breaks for all right -> left languages
17:52:41  <Alberth> you can't assume existing words are still valid
17:53:05  <Alberth> don't change meaning of the string
17:53:24  <Alberth> if you must, it's delete the old one, add a new one in english
17:54:13  <Alberth> all languages have their own rules, which nobody knows, for all languages
17:55:08  <Alberth> let the translators figure it out for their own language
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17:56:59  <Samu> i see, in that case, it's not even a rename
17:57:08  <Samu> it's a delete, add new
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18:05:47  <Samu> alright thx Alberth, i know what I have to do
18:06:01  <Samu> give translators more work :p
18:21:54  <Alberth> :)
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18:35:23  <Wolf01> <- I don't get the point of this check, numinfo is always 1 and if I load 2 grfs with 8 + 8 roadtypes it passes because 8 + 1 < ROADSUBTYPE_END
18:35:26  <Wolf01> Quak
18:36:41  <Alberth> quak
18:36:51  <Wolf01> But then I get an error in the for trying to access a roadtype with subtype = 15
18:36:56  <Wolf01> Which is also invalid
18:38:55  <frosch123> moi
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18:39:41  <frosch123> Wolf01: those are grf-local ids, not global ids
18:40:11  <frosch123> there are always two limits for each feature, maximum items per grf, and maximum items in total
18:40:27  <Wolf01> The maximum items in total doesn't work
18:40:35  <frosch123> for rail and roadtypes both have the same value, that's why the constants do not distinguish them properly
18:40:59  <frosch123> but houses for example check different constants
18:41:13  <Wolf01> If you load dockland+unspooled+road hog you get an error
18:42:02  <frosch123> "you get an error" means "it does work"?
18:42:16  <frosch123> what else should it result in than with an error?
18:42:48  <Wolf01> It should work, but no way to tell why it threw an error
18:42:49  <frosch123> it shoudl trigger "attempt to use invalid id" or something
18:43:07  <frosch123> CIR_INVALID_ID in RoadTypeChangeInfo
18:43:23  <Wolf01> Or better, it should throw it when reserving and not when changing info
18:43:31  <frosch123> no
18:43:40  <frosch123> a grf can check whether the reservation succeeded
18:43:46  <frosch123> just noone bothers
18:44:23  <frosch123> (i don't blame them, i would not care either)
18:44:58  <Wolf01> if (!rtid.IsValid()) return CIR_INVALID_ID; <- shouldn't there be some logging too?
18:45:36  <Wolf01> Maybe the same one as the check above
18:45:49  <frosch123> add it in HandleChangeInfoResult, if you care
18:46:19  <frosch123> but i wouldn't know what to log :)
18:46:43  <Wolf01> It could be invalid for different reasons
18:47:36  <frosch123> then split CIR_INVALID_ID into two values
18:47:41  <frosch123> but do it for all features then
18:50:12  <supermop_> talking about too many roadtypes?
18:50:51  <Wolf01> Yes
18:51:24  <supermop_> i can load spool+hog, or spool+docklands, just not all three
18:52:29  <Wolf01> Seem to be right
18:53:55  <supermop_> but what is the conflicting name problem?
18:54:30  <Wolf01> None, it was just the 16th roadtype
18:56:20  <Wolf01> I thought HWAY was conflicting with HAUL, but it's just because you can't load 16 roadtypes
18:57:13  <supermop_> well easy solution, just allow 256 roadtypes
18:57:16  <supermop_> :)
18:57:30  <Wolf01> With virtual map array space?
18:58:04  <frosch123> 128 road types, 2 tram types :p
19:00:15  <frosch123> for some reason roadtypes are used differently than railtypes
19:00:34  <frosch123> roadtypes seem to be more about eyecandy
19:00:42  <frosch123> while railtypes were about speed limits or so
19:00:54  <supermop_> frosch123: i tried to do both
19:01:56  <supermop_> im adding params to docklands
19:03:04  <Wolf01> Oh, regarding your question, I think dockland should have a param to switch betwen 2 types, while unspooled should have switches to disable roadtypes
19:03:18  <supermop_> ok
19:03:30  <supermop_> so chips/isr/both
19:05:01  <supermop_> have to finish learning how to use param first
19:06:14  <supermop_> can i just have the param control a switch that switches betweeen roadtype lists?
19:06:34  <supermop_> so i dont have to turn each roadtype on/off?
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19:12:06  <frosch123> did anyone already check the crash.dmp?
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19:12:33  <Wolf01> o/
19:12:48  <supermop_> my crash dmp?
19:12:57  <frosch123> yes
19:13:22  <andythenorth> lo
19:13:40  <Wolf01> frosch123, do you have any suggestion about the CanBuildVehicleInfrastructure branch? It seem to work, but not right as it should
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19:14:51  <supermop_> i didn't, i looked through the log that popped up but didn't know what to look for
19:16:56  <supermop_> japan tracks are still in NFO.....
19:17:13  <supermop_> so much for stealing their switches
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19:21:03  <Guest370> Hello
19:21:18  <Guest370> Hi
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19:21:31  <planetmaker> g'evening
19:21:37  <frosch123> hmm, i cannot load that save
19:21:47  <frosch123> i have a trolleybi.grf, but apparently there is some other
19:21:52  <frosch123> moi pm
19:22:16  <supermop_> frosch123: only should be one version of it i think
19:22:44  <andythenorth> lo planetmaker
19:24:42  <supermop_> im not at home so i am unsure if the version i have at home is some how different from the one on the server
19:24:52  <supermop_> *forum
19:25:21  <frosch123> also my roadhog does not match
19:27:16  <Wolf01> Roadhog should be the version with HAUL
19:28:02  <frosch123> well my ottd does not accept neither the Trolleybi nor the roadhog as compatible grfs
19:28:20  <supermop_> D,,:
19:28:51  <frosch123> so, i can't help :)
19:28:58  <frosch123> i cannot check the dmp
19:29:08  <frosch123> and i also cannot load the save to possibly reproduce it
19:29:55  <supermop_> when i get home i can pm the exact versions that are on my computer, in the mean time i will keep playing with nrt to find the next crash
19:30:22  <andythenorth> weird that RH isn’t compatible :)
19:30:27  <andythenorth> that sounds…like a bug
19:31:11  <supermop_> can i put some kind of boolean thing at the start of a roadtype block that turns the whole thing off?
19:31:23  <planetmaker> yes
19:31:40  <planetmaker> if 0 { ... }
19:31:41  <frosch123> andythenorth: can you load the crash.sav?
19:31:45  <planetmaker> iirc
19:32:31  <planetmaker> might that I confuse that with gcc pre-processor stuff
19:32:35  <supermop_> if 0 { <the whole roadtype block> } ?
19:33:20  <planetmaker>
19:33:37  <planetmaker> basically yes
19:34:07  <frosch123> you need parentheses between if and { though
19:34:30  <planetmaker> if (0) { ... } :)
19:34:43  <supermop_> ah
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19:36:03  <supermop_> if i 'if the/else' two different roadtype tables, will the road types not in the table selected not get defined?
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19:39:00  <andythenorth> I can load the save with missing grfs :P
19:39:05  <andythenorth> RH is substituted
19:39:12  <andythenorth> the others I’ll have to go look for
19:39:31  <frosch123> i have some nrt roadhog, but it does not accept it as compatible
19:39:51  <frosch123> i guess linear grf versions do not work for that :)
19:39:58  <andythenorth> bundles can’t build the branch, so I’ll post one
19:40:53  <andythenorth> related: nml needs to change often, but we have no way to use nml forks on bundles (afaik)
19:41:04  <andythenorth> I considered shipping an nml in the repo, but that’s awful :)
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19:42:53  <frosch123> +		if (any_date && e->company_avail != (CompanyMask)-1) continue; <- Wolf01: that line looks incorrect
19:43:14  <frosch123> in general, ExistingRoadSubTypesForRoadType should either get some assertions, or handle all cases
19:43:28  <andythenorth>
19:43:38  <frosch123> currently it checks a few thing, and if they do not trigger, it does some random other thing
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19:56:47  <Wolf01> Mmmh, this evening I can't think
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19:58:57  <planetmaker> supermop, whatever is in the if block, will not happen and not be defined, if the definition is inside it
19:59:20  <planetmaker> But there are some things which cannot be put inside an if block in NML. Not sure whether a definition is such thing. I don't htink so, though
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20:06:40  <supermop_>
20:07:27  <supermop_> look ok?
20:08:41  <Wolf01> I don't think so
20:08:54  <supermop_> ok
20:08:57  <Wolf01> Missing some }
20:09:13  <Wolf01> Also if (0) means "never"
20:09:44  <supermop_> param 0 = 0?
20:09:59  <Wolf01> Maybe it should be more right
20:10:04  <Wolf01> But IDK
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20:20:22  <planetmaker> use proper indentation and the missing {} will become apparent. But yes, that should work like that
20:20:33  <planetmaker> I think I do a similar magic in swedishrails. Have a look there
20:20:37  <Wolf01> More like param[0]==0
20:21:03  <Wolf01> You could do something like:
20:21:05  <planetmaker> oh, that's the topic? Yeah... that's right
20:22:13  <Wolf01> Uhm, nml supports && in conditions?
20:22:30  <Wolf01> And || too
20:22:55  <planetmaker> wolf: actually supermop's code regarding param is absolutely correct
20:22:58  <Alberth> all magically expanded into lots of nfo sprites :)
20:23:04  <planetmaker> it's the grf header and it's correct syntax he uses
20:23:36  <planetmaker> so, supermop, except the closing } in the end, it should do the job
20:23:47  <Wolf01> Ok, I never understood nml, and never I'll do
20:23:54  <planetmaker>
20:24:28  <planetmaker> it's not an assignment. It's a block definition for param 0 at the top of that code
20:24:49  <Wolf01> I was talking about the "if"
20:24:52  <planetmaker> the definition of what param 0 can be
20:25:23  <planetmaker> supermop, you want the if to depend on the param?
20:25:30  <planetmaker> THEN, Wolf01 is absolutely right :)
20:25:35  <andythenorth> if (o) {} ?
20:25:42  <andythenorth> 0 / o /s
20:25:44  <supermop_> yes
20:25:46  <planetmaker> if (param[0]) { ... } else { ... }
20:25:52  <supermop_> ok
20:26:06  <andythenorth> if (0) {} just evaluates to false Wolf01 :) Or is that not your puzzle
20:26:09  <supermop_> and what if i want to choose between 3 instead of a boolean
20:26:20  <planetmaker> or more explicitly if (param[0] == 1) { ... } else { ... }
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20:26:40  <planetmaker> if (param[0] == 0) { ... }
20:26:47  <planetmaker> if (param[0] == 1) { ... }
20:26:48  <planetmaker> ...
20:28:04  <supermop_> ok
20:28:38  <planetmaker> easier to read than many if else if else blocks chained
20:29:04  <Wolf01> <Wolf01> Uhm, nml supports && in conditions? <-
20:29:24  <planetmaker> I think so
20:30:10  <Wolf01> Then he can even do A, B, A+B with just 2 if
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20:30:39  <planetmaker> clever isn't always best
20:30:48  <Wolf01> 0,1 = A; 0,2 = B
20:31:25  <planetmaker> oh, you mean & (bitwise) not && (logical)
20:31:32  <planetmaker> but still, yes
20:32:37  <Wolf01> Btw, I think I should place myself on a bed, or drink another liter of coffee
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20:56:46  <supermop_> doesn't work: "A grf may contain only one road type table."
20:58:04  <andythenorth> :P
20:58:53  <supermop_> so that isn't going to work
20:59:51  <Wolf01> Maybe there is a way
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21:17:46  <andythenorth> what are you trying to achieve? o_O
21:19:24  <andythenorth> supermop: ^
21:20:32  <supermop_> parameter to choose between chips or isr or both styles for docklands, so one doesn't run out of roadtypes
21:21:05  <supermop_> and then later to choose between a full or reduced set of types in spool
21:21:22  <andythenorth> I could read nml src :P
21:21:40  <andythenorth> brb
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21:22:45  * andythenorth wondering what happens if you just extend the roadtype table, as per cargotables
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21:22:59  <andythenorth> then ‘if’ block the type definition
21:23:44  <supermop_> hmm?
21:24:04  <andythenorth> for cargo tables, there’s no limit to the length
21:25:08  <andythenorth> nml does not appear to check the length
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21:25:13  <andythenorth> for roadtypetable
21:25:23  <andythenorth> so you do one big table
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21:26:45  <andythenorth_> dunno how ottd resolves the roadtypetable from each grf to the list of installed roadtypes
21:27:08  <supermop_> hmm
21:27:36  <supermop_> well people still might want to play with fewer roadtypes per parameter
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21:30:19  <andythenorth_> supermop: nml compiled a roadtypetable with 17 entries, and ottd loaded it
21:30:35  <andythenorth_> I didn’t try the if-block for a type though
21:31:21  <supermop_> i just am not sure how else to turn off some types
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21:33:39  <andythenorth> supermop: I missed the start of this, but what happens if you “if (foo) item(FEAT_ROADTYPES, name, 0) { stuff }”
21:33:43  <planetmaker> supermop, maybe we can look at swedischr4ails
21:33:45  <andythenorth> or whatever the right syntax is
21:33:57  <planetmaker> which iirc does something like ^^
21:34:22  <planetmaker> if (LABEL_ERAIL_NORMAL) {
21:34:22  <planetmaker> 	item(FEAT_RAILTYPES, elrail) { property { label: "ELRL"; } }
21:34:22  <planetmaker> }
21:34:22  <planetmaker> if (LABEL_ERAIL_E040) {
21:34:23  <andythenorth> it’s roughly how cargos are handled in FIRS
21:34:43  <supermop_> that would need to go in front of each roadtype block?
21:34:56  <andythenorth> in front of the item block for the roadtype
21:35:02  <supermop_> ok
21:35:32  <supermop_> and can it be true for two different parameter values?
21:35:37  <andythenorth> you don’t need to if-block the sprites, spritelayouts, switches etc
21:35:48  <andythenorth> if (param_1 || param_2)
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21:39:51  * andythenorth enjoys not being the one with all the design questions :) :P
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21:53:29  <supermop_> if (param_1 == 0 || param_1 == 2)
21:53:31  <supermop_> ?
21:54:01  <supermop_> if i can buy fake and real passports, why would i buy the fake one?
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21:54:22  <planetmaker> woot? :)
21:55:12  <planetmaker> looks good @ supermop
21:58:00  <supermop_> ok ill try compiling
21:59:21  <andythenorth> it should compile
21:59:28  <supermop_> heh
21:59:30  <andythenorth> I’m 50:50 on whether it will work though :)
21:59:33  <supermop_> and see if it works
21:59:42  <andythenorth> I don’t know how ottd handles the roadtype allocation
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22:12:07  <supermop_> it did not compile
22:12:36  <supermop_> "unexpected end of file
22:12:55  <supermop_> odd since i didnt touch any code at the end of the file
22:14:57  <supermop_> was missing a }
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22:17:53  <supermop_> still doesn't work hm
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22:23:00  <Samu> hi
22:23:04  <supermop_> what causes that kind of error?
22:23:18  <supermop_> does the param need something else?
22:23:58  <supermop_>
22:26:19  <andythenorth> usually unexpected EOF is missing “ char
22:26:22  <andythenorth> but can be other things
22:26:28  <andythenorth> I think
22:27:25  <andythenorth> supermop: does nml tell you the line numbers that causes the EOF?
22:27:44  <supermop_> nope
22:27:54  <supermop_> oddly
22:28:46  <andythenorth> make a copy, remove stuff until it compiles :P
22:29:09  <__ln__> what do the lego people of the channel think about:
22:30:49  <supermop_> the sally ride bums me out
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22:36:31  * andythenorth bed
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22:46:07  <Wolf01> __ln__, not many thoughts, I won't purchase it as commemorative/non-playable things aren't my kind of idea for lego
22:51:25  <supermop_> it works!
22:51:58  <supermop_> now i need to put an isr looking depot in for the isr style
23:01:17  <supermop_> and then 50 parameters to select subtle different depot styles
23:04:59  <planetmaker> :P
23:05:29  <planetmaker> 51 parameters: the 51st selects random from the other 50 styles :P
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23:06:52  <supermop_> i wonder which of the ISR sheds/warehouses people expect a depot to look like
23:07:41  <supermop_> if only i knew someone who drew a ton of depot variations 7 years ago....
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