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Log for #openttd on 8th March 2017:
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00:26:15  <Wolf01> 'night
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08:38:00  <ZirconiumX> I'm attempting to build OpenTTD on a raspberry pi. This ought to be an interesting exercise in waiting.
08:38:10  <ZirconiumX> (dedicated server)
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08:54:55  <Samu> ST2, your server kicked me for some weird reasons
08:56:32  <Samu> it decided to change my name "gato preto Xarick" to "Otken" upon join
08:57:07  <Samu> I was never Otken, never used that name
09:08:07  <crem> Maybe you just don't remember.
09:08:11  <crem> Morning.
09:08:55  <Samu> I am 100% certain I never used "Otken", the server decided to rename me to that
09:10:18  <Samu> I've seen someone named Otken yesterday in the server, but that's it
09:11:46  <Samu> it wrongly renamed me to Otken is the issue hre
09:11:47  <Samu> here
09:12:53  <crem> I still think it did that rightfully.
09:16:12  <Samu> ...
09:16:54  <Samu> do you work on btpro, crem?
09:17:11  <Samu> i never used "Otken", that's one thing I can garantee
09:17:22  <Samu> the server messed up somehow
09:17:50  <Samu> don't know if you have access to logs, to see what happened
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09:24:09  <crem> That sounds unplausible. :)
09:25:46  <Samu> whatever, doesn't matter
09:26:04  <Samu> the second time I joined with "gato preto Xarick" it didn't rename me
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11:36:48  <Samu> i'm a terrible bit wise mather
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12:30:27  <Samu> I did it, yay, i had to store both
12:30:45  <Samu> _transparency_opt and _transparency_lock
12:36:39  <Wolf01> https://img-9gag-fun.9cache.com/photo/aLD0GX5_460s.jpg eh
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12:48:47  <Samu> there's a difference between 0 and NULL, let's hope it accepts NULL
12:49:00  <Wolf01> Really?
12:50:08  <Samu> 0 - nothing is transparent, NULL - I didn't even start yet
12:50:23  <Wolf01> Really?
12:50:32  <__ln__> what language are you talking aboot?
12:50:48  <Samu> bitwise stuff
12:50:54  <Samu> bit language
12:50:57  <Samu> dunno
12:51:14  <Wolf01> Harrrr, let's the infamous pirate DeMorgan haunt you
12:52:05  <Samu> just did it for building a dock
12:52:14  <Samu> it werks!
12:52:43  <Samu> now, for all other cases... ugh... have to identify such situations 1 by 1
12:54:09  <Samu> https://paste.openttdcoop.org/pvzyrl5w2
12:54:23  <Samu> any improvement?
13:25:49  <Wolf01> Are you ready for this? https://img-9gag-fun.9cache.com/photo/a3qRzy1_460s.jpg
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13:31:13  <V453000> :D
13:34:03  <peter1138> hmm
13:34:43  <__ln__> http://i.imgur.com/K7XPBuR.png
13:35:05  <peter1138> ow
13:45:57  <__ln__> they probably didn't mean it that way, and the tweet has been removed now... but pretty amazing
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15:18:16  <Wolf01> Meh... the remove overlay button from a plugin disappeared from firefox :|
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15:23:31  <supermop_> ok so have a few isr looking depots to add to docklands, now need to draw a few variants of the chips looking ones
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15:42:40  <Samu> darn window classes window by id, widgets and nested crap
15:42:43  <Samu> hard to follow
15:55:04  <Samu> why is it so hard to find the cases where windowses are focused
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15:55:46  <Alberth> o/
15:56:26  <crem> \o
15:57:38  <Samu> Alberth: are you the windows/widget stuff in openttd expert? :o
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15:59:39  <Wolf01> o/
16:01:47  <Samu> looks like i got this
16:06:02  <Alberth> I wrote some of the stuff
16:06:18  <Alberth> around 8 years ago
16:10:23  <Samu> nice :)
16:11:43  <Samu> HandlePlacePushButton is probably what I'm looking for
16:11:59  <Samu> but i can't generalize
16:20:33  <Alberth> search through all files for the function definition, when you found it, you found it!
16:21:10  <Alberth> otherwise, I have absolutely no idea what that function does
16:21:25  <Alberth> probably somerhing with push buttons
16:30:58  <Samu> i'm working with the dock toolbar gui at the moment, trying to implement this "smart" transparency
16:31:37  <Samu> ship depot button is behaving different than all the others...
16:33:23  <Samu> i click on it, transparency is set, if i click it again, it closes, but the transparency doesn't revert
16:33:45  <Samu> seems like there is a closing method that wasn't taken care
16:34:04  <Samu> but it cant be
16:34:07  <Samu> it's being closed
16:36:02  <Samu> it was probably my error, trying again, brb
16:36:54  <Samu> nop, still behaves wrong, grrr
16:39:30  <Samu> ah, got it
16:39:57  <Samu> it was missing in the code, i had to write a bit of it
16:40:40  <Samu> dock toolbar is finished :)
16:40:52  <Samu> let me copy paste patch
16:40:58  <Samu> the work so far
16:41:50  <Samu> https://paste.openttdcoop.org/p3ylqawqb
16:45:29  <supermop_> what do depots have to do with transparency?
16:46:19  <Samu> it's temporary
16:46:29  <Alberth> or why does it gets NULL assigned?
16:47:15  <Samu> because i can modify the transparency settings while I'm building
16:47:43  <Samu> and to better adapt between the old, the new and the modified
16:48:53  <Alberth> I am not even sure we talk about the same code :p
16:50:10  <Samu> line 145 and 153
16:51:19  <Samu> if i start building, i start the temporary transparency which makes those variables non-null anymore
16:51:56  <Samu> if, in the middle of build, i toggle some transparency setting, lines 145 and 153 will act upon it
16:52:11  <Wolf01> Oh, windows updates
16:52:59  <Samu> if using NULL is wrong, then i dunno what to do
16:53:03  <Samu> it can't be 0
16:53:37  <Samu> 0 means that nothing is transparent, which can certainly be a temporary value
16:58:14  <Samu> do you think it could be 0? now that i'm looking at it more closely... perhaps it can? hmm
16:59:47  <Samu> how would i detect that I have started the temporary transparency?
17:02:19  <Alberth> NULL is likely interpreted as 0
17:02:49  <Alberth> you can of course always add another variable to denote whether you started or not
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17:08:21  <ZirconiumX> In case anybody was morbidly curious, the RPi build of OpenTTD took about 3 hours.
17:09:58  <Wolf01> Nice
17:10:26  <Wolf01> But the most important question is: does it work well as dedicated server?
17:15:24  <Samu> oh, NULL is 0 ? t.t
17:16:16  <Samu> CRAP
17:16:20  <Samu> NULL is 0 indeed
17:22:20  <Samu> i got this bugged yet, after all
17:22:27  <Samu> thx for noticing
17:25:17  <ZirconiumX> Wolf01: Well, I naively built with LTO, and my pi ran out of memory.
17:25:26  <ZirconiumX> So now I gotta repeat the process without LTO
17:25:30  <ZirconiumX> And hope it links
17:28:01  <Samu> it can't be 0 t.t, i need another variable
17:32:47  <supermop_> Is there any reason for someone to ever want to change depot styles to have fewer styles?
17:33:26  <supermop_> like if i have 8 waytypes with 8 types of depot, would someone want a param to make them all the same style of depot?
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17:35:56  <Alberth> it's perhaps simpler to automagically build the correct type
17:37:00  <supermop_> Alberth: but will someone out there want the non corect type?
17:37:28  <Alberth> I have no doubt that person exists
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17:37:41  <supermop_> and is it worth it to have a param
17:38:07  <Alberth> for every button in openttd, there is at least one person that wanrts an extra setting for it
17:39:01  <Alberth> I would say, the grf decides. Some authors believe that the user should be in control, other authors believe they know best
17:39:08  <Alberth> both are right
17:40:12  <Alberth> for me personally, I probably will not even bother playing with road types or tram types, I am not a modeller person
17:41:02  <Alberth> people that care for such things may also prefer authentic depots
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17:41:59  <supermop_> Alberth: some people may want them visually distinct to tell what is ROAD and what is ELRD, some people might want them to all match?
17:42:13  <supermop_> NRT allows depots based on year too
17:49:15  <supermop_> i feel like the people who want to model things in detail though would want to be able to build certain styles regardless of year
17:50:40  <Alberth> every player wants something else :p
17:51:05  <Alberth> ie you can't make everyone happy
17:51:39  <Alberth> thus everyone uses a different subset of grfs, which are useful to him/her
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17:55:30  <frosch123> hoi
17:57:40  <ZirconiumX> Hello
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18:11:41  <ZirconiumX> Considering trying to build a NoAI.
18:11:47  <ZirconiumX> Another one, anyway
18:12:16  <LordAro> ZirconiumX: do it :>
18:12:40  <LordAro> frosch123: https://gist.github.com/LordAro/cb4fc96f86c52e7af013f22a675baf42 have a patch, btw
18:12:47  <ZirconiumX> LordAro: if you'll blow the dust off AroAI
18:12:58  <ZirconiumX> Or write your own
18:13:06  <ZirconiumX> *write a new one
18:13:09  <Samu> i hate asserts
18:13:13  <Samu> can't even use them like I want
18:13:41  <LordAro> ZirconiumX: heh
18:13:50  <LordAro> i'd probably start from scratch if i did
18:14:06  <LordAro> i dare not look at the code, it'll be awful
18:14:15  <LordAro> Samu: how do you want to use them?
18:14:39  <frosch123> LordAro: what does it do?
18:14:46  <planetmaker> good evening :)
18:14:48  <LordAro> frosch123: fixes a warning with clang(3.9)
18:14:56  <planetmaker> LordAro, https://www.joelonsoftware.com/2000/04/06/things-you-should-never-do-part-i/ ;)
18:15:01  <LordAro> planetmaker: ;)
18:15:13  <LordAro> you have no idea how often i have to remind people of that
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18:15:26  <planetmaker> oh, by the hour, I'd recon :P
18:15:34  <LordAro> ^^
18:16:15  <ZirconiumX> Since you're all devs, what's the formula for profit?
18:16:20  <Samu> window class management is a mess for me
18:16:33  <ZirconiumX> It's more cargo over more distance, faster right? Any of these makes you more money
18:16:40  <Samu> window class, or window id, :(
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18:16:48  <Samu> don't even know what is what
18:17:05  <frosch123> why does usa switch to dst on the 12th this year? isn't it usually the first sunday in march?
18:17:07  <planetmaker> samu the difference is like family name vs. given name
18:19:09  <Alberth> hi hi
18:19:13  <ZirconiumX> Hi Alberth
18:20:28  <Samu> i don't understand widgets, windows class, windows id, parent, child
18:20:29  <ZirconiumX> Also, LordAro, I thought you'd disabled +g
18:20:48  <Samu> and the 999 ways to close them
18:21:32  <Alberth> that many?  I thought there was only one, ie "delete w"
18:22:07  <Samu> some of them don't close because it's a parent or a child or a related
18:22:21  <LordAro> ZirconiumX: oh, apparently i haven't
18:22:30  <ZirconiumX> Welp
18:22:50  <Alberth> window class is like a family of windows, ie all train lists, or all depot windows
18:23:19  <Alberth> window id is a unique identifier within the class, so you can point to a specific depot window
18:23:49  <Samu> i can't use the asserts to track down if it was started, because of the way these windows are managed
18:23:58  <Samu> if the transparency was started
18:24:17  <Alberth> construction toolbars often have child windows. Press the 'station' button, and a child 'station picker window' opens
18:24:18  <Samu> they don't all follow the same rules
18:24:47  <Alberth> press the 'depot' or 'bridge' window and the depot build or bridge build window opens
18:25:03  <Alberth> a toolbar only allows one child window to open
18:25:17  <Alberth> so if you open one, all others get closed, usually
18:25:26  <Alberth> there might be a few exceptions here
18:25:41  <Alberth> object window comes to mind
18:25:55  <Samu> when i click build dock, then i click build ship depot, i get an assert... :(
18:26:17  <Samu> click build dock - starts transparency
18:26:25  <Samu> click ship depot - starts transparency
18:26:33  <Samu> the asserts catches that i'm starting it again
18:27:26  <Alberth> that seems like a good idea, one open child window from the ship build toolbar
18:28:22  <Alberth> so likely you should not just start transparency, but instead first check if the window is already open, and if not, then open it
18:28:25  <glx> when are you stopping transparency ?
18:29:22  <Alberth> glx: you skipped "why do you start transparency while building a dock"  :)
18:29:29  <glx> that too :)
18:30:05  <glx> well I guess it helps to see where to place it
18:30:43  <Samu> too confusing
18:31:18  <Samu> how to check if the window is already open
18:31:41  <glx> I think there's a function to search window class
18:31:46  <Alberth> something FindWindow ... ByClass   or so
18:31:57  <Alberth> or ById
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18:50:16  <Samu> nevermind, i'm stupid
18:50:28  <Samu> i was really starting it twice
18:51:42  <Samu> yeah, the assert doesn't complain anymore
18:53:23  <Samu> https://paste.openttdcoop.org/p3ylqawqb line 113 and 52, was starting it twice
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18:53:31  <Samu> my fault
18:54:13  <Samu> removed the one at line 113
18:54:21  <Samu> no more asserts
18:56:34  <ZirconiumX> Ah, the joys of AI development
18:58:24  <ZirconiumX> Is there a list of used four character GetShortName() strings?
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18:59:48  <frosch123> there uses to be one
19:00:41  <ZirconiumX> Oh joy. Oh well
19:01:02  <ZirconiumX> ZXAI it is
19:01:17  <frosch123> https://www.tt-forums.net/viewtopic.php?t=41499
19:01:53  <ZirconiumX> >last updated 2011-06-21
19:02:12  <ZirconiumX> It runs at least
19:02:21  <frosch123> aparently there is also a wiki page
19:02:25  <planetmaker> there really hasn't been much AI development in the last years
19:02:39  <frosch123> https://wiki.openttd.org/AI:ShortNames_In_Use
19:02:52  <frosch123> the forum topic ends with the list moved to the wiki there
19:02:58  <frosch123> but, well, i guess bananas also has a list
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19:29:51  <ZirconiumX> Okay, NoAI devs, who feels like helping me debug some code?
19:30:38  <ZirconiumX> https://github.com/ZirconiumX/Electron/blob/master/main.nut#L22
19:30:43  <ZirconiumX> Why does this never trigger?
19:30:55  * ZirconiumX says, as an event triggers.
19:30:58  <ZirconiumX> >.>
19:31:43  <frosch123> there is an irc-bridge event
19:32:15  <ZirconiumX> How do I convert an AIEvent to string for debugging?
19:33:03  <ZirconiumX> *AIEventType
19:33:44  <frosch123> maybe it's possible to query the classname
19:33:52  <frosch123> but i do no know squirrel well enough
19:33:57  <andythenorth> o/
19:34:06  <frosch123> ho
19:34:07  <ZirconiumX> Since "Don't know how to handle a 3" is not very helpful and may change.
19:34:10  <ZirconiumX> Hi andythenorth
19:35:42  <supermop__> andythenorth: a new road grf has appeared
19:35:45  <andythenorth> eh another NRT grf
19:35:50  <andythenorth> yes
19:36:23  <Supercheese> could make another one with insulting names, call it RudeTypes
19:36:24  <supermop__> we are trying to goad you in to rereleasing tonka trucks
19:36:25  <Samu> when to stop transparency asserts all over the place, t.t
19:36:54  <supermop__> do you have tonka as a brand of big toy mining trucks in UK?
19:36:59  <LordAro> ZirconiumX: i recommend stealing from other AIs :p
19:37:41  <ZirconiumX> Call me an ascetic, but I was planning to MIT license it
19:37:46  <ZirconiumX> So stealing is an issue
19:39:52  <supermop__> how does the tonka wikipedia page not have a single photo of the archetypal tonka truck
19:40:52  <supermop__> mine was like this: http://cdn.toy-tma.com/wp-content/uploads/2009/09/Tonka-Image1.jpg
19:43:30  <andythenorth> I had generic brand, not tonka
19:43:34  <Samu> oh boy, i can't do this by the means of FindWindow
19:43:49  <andythenorth> there was a watercooler moment where they ran an actual mining truck off a quarry face
19:43:55  <andythenorth> alongside a tonka toy
19:43:59  <andythenorth> one survived, one didn’t :P
19:44:05  <Samu> i got to check which the cursor is active
19:44:10  <Samu> which*
19:44:25  <Samu> cursor mode, or whatever, hmmm grrr
19:44:59  <ZirconiumX> If AISubsidy.GetSourceType() returns SPT_TOWN, can I assume AISubsidy.GetDestinationType() will also return SPT_TOWN?
19:45:12  <ZirconiumX> And vice versa for SPT_INDUSTRY
19:45:31  <ZirconiumX> ...No, that wouldn't work for goods, would it?
19:46:28  <andythenorth> supermop__: https://www.youtube.com/watch?v=1oGjFGFA1OA
19:46:31  <frosch123> gamescripts can spawn all kind of subsidies
19:46:42  <andythenorth> which seemed insane at the time, but eh, it’s a 25 year old life expired mining truck
19:46:45  <frosch123> pax from town to oilrig is fine
19:47:08  <ZirconiumX> Thanks, frosch
19:47:17  <frosch123> maybe we should make an oilrig focused gamescript
19:47:25  <frosch123> oilrigs have all kind of weirdnesses
19:47:32  <andythenorth> don’t they just :P
19:47:59  <andythenorth> I am supposed to refactor this tonight http://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/refactor/refactor_oil_rig.pypnml
19:48:01  <ZirconiumX> I have a switch statement, inside a switch statement, inside a while loop, inside a while loop.
19:48:07  <andythenorth> to work like the rest of FIRS :P
19:48:20  <ZirconiumX> I should probably put that into a function.
19:50:18  <Supercheese> Refactor? Meh, I'd rather play Factorio once more time.... Refactorio
19:50:40  <ZirconiumX> Factorio is good
19:51:29  <supermop__> i feel like they had that ad here too
19:55:08  <andythenorth> maybe I should revisit farm vehicles :P
19:55:14  <andythenorth> they never panned out in HEQS though
19:55:34  <andythenorth> tractors have very little to offer the game, unless I OP them somehow
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19:56:57  <Supercheese> Give them a nice cargo decay bonus to offset the extreme slowness?
19:57:30  <andythenorth> nah
19:57:49  <supermop__> they are to look cute driving around
19:58:03  <ZirconiumX> Probably for the same reason there are car GRFs
19:58:12  <supermop__> they are overpowered in cuteness
20:01:34  <andythenorth> anyway good to see more grfs
20:01:46  <andythenorth> usually I am the consumer of the spec, not part of the creation
20:01:55  <andythenorth> different
20:02:06  <Supercheese> other side of the aisle, eh?
20:02:11  <andythenorth> yup
20:03:50  <andythenorth> frosch123: I am trying to think of a funny name for that GS…Rig King doesn’t work :P
20:04:00  <andythenorth> Run Rigg
20:04:21  <andythenorth> nah, I have nothing
20:05:28  <frosch123> andythenorth: rigs of rods?
20:05:35  <andythenorth> ha
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20:10:10  <ZirconiumX> Squirrel produces such wonderful errors.
20:10:23  <ZirconiumX> "Expression expected"
20:11:43  <andythenorth> provide an expression :)
20:11:47  <andythenorth> :P
20:12:30  <ZirconiumX> My brace counting skills are good enough to notice there's nothing missing
20:13:13  <Samu> I'm back to HandlePlacePushButton, apparently this is the holy grail function I need to work with, not windowses
20:13:27  <Alberth> I tpyically rely on the editor for counting brackets :)
20:14:02  <ZirconiumX> Likewise.
20:14:06  <planetmaker> ^^
20:14:20  <planetmaker> and 2nd order I rely on proper indentation :)
20:15:14  <ZirconiumX> And my indentation is also working
20:15:39  <ZirconiumX> https://github.com/ZirconiumX/Electron/blob/master/main.nut
20:15:58  <ZirconiumX> I should prbably at least make the indentation consistent
20:16:07  <supermop__> hmm where should depot graphic switch go... switch what file the spriteset references, or switch which spriteset the graphics black asks for?
20:16:31  <Alberth> consistent indentation is quite useful in the long run
20:17:22  <ZirconiumX> Like so.
20:17:57  <ZirconiumX> Well, I found the missing bracket
20:17:58  <Samu> damn it, it's not the holy grail function, I'm so bad at this
20:18:31  <Alberth> isn't the holy grail non-reachable by definition?
20:19:27  <Samu> :O
20:19:33  <Alberth> no worries, I also always start at a wrong end :)
20:22:01  <andythenorth> I usually start at the right end, then discover I have the wrong goal :P
20:24:57  <Alberth> haha :)
20:26:24  <Alberth> I tried to decipher your iron horse makefile, but it's so horrible, it may be quicker to ask you what it should do :)
20:26:30  <Alberth> somewhen next weekend?
20:27:10  <Alberth> mercurial info program may need a bit more extension, but we'll see
20:27:51  <andythenorth> ok :)
20:28:02  <andythenorth> weekends can be quite chores or family oriented :)
20:28:12  * andythenorth will see how it goes
20:28:43  <andythenorth> ‘what should it do’ is mostly set some shell parameters and then call some python scripts
20:28:48  <andythenorth> then zip the result
20:29:03  <andythenorth> preferably cross platform :P
20:30:21  <frosch123> andythenorth: btw. do you have the password to upload bananas stuff with the "openttdcoop" user?
20:30:27  <andythenorth> yes
20:30:42  <frosch123> cool, noone bothered to upload the past 2 released of ogfx :p
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20:33:57  <supermop__> haha
20:34:52  <andythenorth> jenkins pipeline -> bananas
20:34:58  <andythenorth> if the tests greenlight, just ship it
20:35:29  <frosch123> some projects have a "make bananas" target
20:37:04  <andythenorth> could have jenkins call musa if the build works :P
20:37:19  <andythenorth> something seems odd about the makefile doing it, dunno why
20:39:27  <frosch123> so you can generated the text entries :p
20:40:31  <andythenorth> :P
20:40:33  <Alberth> if you want the scripts I wrote to make a new makefile, that would be an option too
20:40:55  <andythenorth> auto-generating makefile? o_O
20:41:15  <Alberth> not that  automatic :)
20:41:20  <frosch123> i think in ogfx i added a generated makefile
20:41:22  <andythenorth> can make write the makefile as it goes? o_O
20:41:32  <Supercheese> Wizardry
20:41:41  <frosch123> it is used to make the version detection work with both a hg checkout and a bundle
20:41:42  <Alberth> pure andy magic
20:41:44  <andythenorth> trolling
20:42:01  <frosch123> it is generated, if hg is present, otherwise it is used from the bundle
20:43:08  <frosch123> anyway, make checks whether any of the read Makefiles are targets, and then tries to rebuild them. if they change it, make starts over from the beginning
20:43:17  <frosch123> not sure whether you can make loops with that
20:49:57  <Alberth> doit: $(MAKE) doit   :p
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21:06:01  <ZirconiumX> I return, with 100% more BNC
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21:26:00  <andythenorth> supermop: ROAD, HAUL….FARM? :P
21:26:12  <andythenorth> “cannot be built in towns”
21:26:13  <andythenorth> :P
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22:43:41  <supermop_> HA
22:49:48  <Samu> gonna give up on this automated transparency thing, I can't do it
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23:11:23  <Samu> Wolf01:
23:11:32  <Samu> how many owners can there be on your roads
23:11:45  <supermop_> one road owner
23:11:57  <supermop_> tram can be owned by someone different though
23:12:15  <Samu> i'd like road pieces to have different owners
23:12:25  <Samu> 1 owner per piece
23:12:46  <supermop_> tile wont fit it per the NRT spec
23:13:10  <supermop_> that is actually what prevented anyone getting anywhere on roadtypes for a decade
23:13:24  <supermop_> how to handle the shared ownership of the tile
23:14:08  <supermop_> because tram, and possibly a rail crossing can also have different owners from the road
23:15:17  <Eddi|zuHause> how is that a problem?
23:15:33  <Eddi|zuHause> road tiles can have 3 owners
23:15:46  <Eddi|zuHause> one for the road, one for the tram, and one for the rail or station
23:16:03  <Samu> but that is for the entire road, not each individual piece of road
23:16:33  <Samu> or the entire tram
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23:18:04  <supermop_> there needed to be a compromise on how many new bits of the road tile would go toward what i assume, and different types or owners per road quarter were assumed to be a reasonable thing to compromise
23:18:17  <supermop_> ??
23:22:18  <Samu> i guess the same could be done with trains
23:22:22  <Samu> erm, rails*
23:22:52  <Samu> 6 rail tracks per tile? 6 owners
23:23:57  <Samu> 4 road pieces + 4 tram pieces? 8 owners
23:25:42  <Samu> +1 rail piece when doing level crossing = 9 owners, yay
23:27:16  <Samu> oh, wait, not needed 9 owners when there's a level crissing
23:27:50  <Samu> 2 road pices + 2 tram pieces + 1 rail = 5 owners
23:30:21  <supermop_> currently you cant even have two types of rail for parallel _ or | track
23:32:23  <Eddi|zuHause> if you want different owners for each roadbit, that would mean you potentially need to store 8 owners
23:33:11  <Eddi|zuHause> but i still don't see why that would stop roadtypes from being implemented
23:33:19  <Eddi|zuHause> it's completely separate
23:39:10  <Samu> 40 bits needed to store 8 owners
23:40:11  <Samu> there's 17 bits free... rip 8 owners idea
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