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Log for #openttd on 19th March 2018:
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03:31:13  <LANJesus> is this the best documentation for the admin port? http://svn.openttd.org/trunk/docs/admin_network.txt
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03:48:41  <glx> LANJesus: you can also check https://wiki.openttd.org/Server_Admin_Port_Development and the libraries linked on this page
03:51:13  <LANJesus> meh. i guess i'm better off looking at http://svn.openttd.org/trunk/src/network/network_admin.cpp
03:51:35  <glx> yes it's another option
03:51:57  <LANJesus> COAN codebase scares me. looks like someone butchered some C into C#
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10:42:08  <Eddi|zuHause> how is it that when a game comes with an OST, the one song i'm interested in is not part of that OST?
10:45:11  <Eddi|zuHause> ... spent half the night trying to find a .hpk unpacker that runs on linux, ended up installing freepascal and commenting out lines from a windows command line tool written in delphi, until it compiled
10:51:01  <Sacro> is there no fuckit for delphi?
10:51:20  <Eddi|zuHause> what's a fuckit?
10:51:24  <Sacro> https://github.com/ajalt/fuckitpy
10:52:27  <Eddi|zuHause> delphi isn't an interpreted language
10:52:28  <Sacro> Bascally just hotpatches the code to ignore any errors
10:53:43  <Eddi|zuHause> but last time i programmed delphi was like 15 years ago
10:54:17  <Sacro> Ahh
10:54:23  <Sacro> println and such
10:56:03  <Eddi|zuHause> well, the errors were mostly of the kind of missing referenced libraries that i figured i don't actually need for this particular case
10:56:10  <Eddi|zuHause> like zlib
10:56:34  <Eddi|zuHause> or some file called "unit1.pas" that wasn't included in the source
10:56:52  <Eddi|zuHause> or "Windows"
10:57:24  <Eddi|zuHause> and then all lines that failed on undeclared identifiers from those...
10:59:05  <Eddi|zuHause> oh, and find the -Mdelphi switch for freepascal
11:06:22  <Eddi|zuHause> Sacro: everything on that page screams "OMG is this horrible!" to me
11:13:03  <_dp_> lol, I just went from reading mypy docs to fuckit ones
11:13:59  <SpComb> which one is the better choice
11:14:32  <_dp_> I'll stick with mypy for now
11:14:58  <Sacro> Yeah it's horrible :P
11:15:03  <_dp_> fuckit doesn't seem to be a wise choice for financial code :p
11:15:11  <Sacro> https://github.com/mattdiamond/fuckitjs
11:15:17  <Sacro> It's for your frontend too
11:17:53  <_dp_> js is shitty enough even without it :p
11:18:33  <Sacro> Eesh
11:18:38  <Sacro> I'm a JS dev and I resemble that remakr
11:18:40  <Sacro> *remark
11:19:16  <Eddi|zuHause> _dp_: fuckit doesn't seem to be a wise choice for any code that you intend to run more than once
11:19:56  <Sacro> But for that once when you *really* want to plough through regardless
11:20:10  <Sacro> Like the "Pass signal at red" button in TTD
11:20:41  <_dp_> Eddi|zuHause, ... even once
11:21:14  <Eddi|zuHause> yeah, even pressing that button once can result in a fireball
11:21:54  <Eddi|zuHause> Sacro: i still much rather plough through the code and consider what the code was meant to do before commenting it out
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11:34:44  <Sacro> Eddi|zuHause: and I'd rather automate that :)
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11:39:55  <peter1138> Why is it not lunch time yet.
11:40:04  <peter1138> Also, damn, I just missed me o'clock.
11:46:02  <Eddi|zuHause> i actually did notice you o'clock about an hour ago
11:46:44  <__ln__> about two hours ago
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12:11:15  <peter1138> UTC is the only one that matters.
12:13:37  <__ln__> then you should be called peter1138utc
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12:21:50  <LordAro> peter1138Z
12:22:10  <peter1138> Anyway, nearly food time.
12:22:13  <peter1138> I'm ravenous.
12:27:56  <__ln__> anyway, what language will we choose as the preferred channel language after brexit?
12:36:20  <peter1138> Esperanto
12:39:23  <__ln__> +1
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15:56:53  <Alberth> o/
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16:50:03  <Alberth> o/
16:50:16  <Alberth> newconomy eh?
16:50:33  <andythenorth> haven't tested yet
16:50:35  <andythenorth> but interesting
16:50:49  <Alberth> me neither, but nice that it appears like this
16:51:40  <andythenorth> a lot of FIRS 3 was unseen rewriting of code to pure python, no C pre-processor
16:51:50  <andythenorth> which makes it easier for people to hack FIRS
16:52:02  <andythenorth> I'm encouraging forks
16:52:08  <Alberth> it works, apparently
16:52:13  <andythenorth> as long as they're hands-free, i.e. no support :P
16:53:09  <Alberth> that seems to work here too :)
16:53:17  <andythenorth> yup
16:53:27  <andythenorth> so anyone here done any fuzz testing / chaos monkey ever?
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17:33:03  <Sacro> andythenorth: I click a lot of things
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17:41:50  <andythenorth> are you repeatable? :P
17:41:59  <andythenorth> do you log all your actions? o_O
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17:48:15  <Wolf01> o/
17:48:28  <Wolf01> Back from the lego weekend
17:49:07  <Wolf01> andythenorth: I've some pictures of model ships which are really cool
17:49:13  <andythenorth> nice
17:51:16  <Alberth> o/
17:52:37  <Wolf01> 6000m2 of lego exposition, 2 days to take pictures of everything S_S
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17:59:49  <Alberth> hola
18:00:32  <Alberth> @calc 3000 / (8*60*60)
18:00:32  <DorpsGek> Alberth: 0.104166666667
18:00:34  <Wolf01> Quak
18:00:50  <Alberth> @calc 3000 / (8*60)
18:00:50  <DorpsGek> Alberth: 6.25
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18:01:14  <Alberth> 6m^2 / minute?  "o
18:01:34  <Wolf01> Could be
18:01:35  <Eddi|zuHause> not sure if that is a helpful figure :p
18:01:48  <frosch123> hoin
18:01:50  <Alberth> probably not, but it's fun :p
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18:38:25  <Wolf01> https://img-9gag-fun.9cache.com/photo/aAxgDPL_460s.jpg they changed city road settings mid-game?
18:39:00  <glx> :)
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19:11:39  <LordAro> Wolf01: more like when 2 towns merge together
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19:43:17  <nielsm> hmm I get instant crash when selecting hebrew as language
19:43:25  <nielsm> in the ParagraphLayouter code
19:44:05  <nielsm> oddly didn't have problems when I tried Arabic (Egypt)
19:44:27  <frosch123> icu is completely broken on windows lately
19:44:51  <frosch123> i have no idea whether due to new windows, new fonts, or from a compile farm update 3 years ago
19:44:57  <nielsm> uhh... japanese sure selects a huge font size
19:45:11  <nielsm> the game options window can't fit on my 1080p display
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20:19:31  <peter1138> well
20:20:22  <nielsm> frosch123 can't be compile farm, I don't think, since this is my own compile ;)
20:21:13  <glx> icu is a monster anyway ;)
20:21:37  <nielsm> although yes I do use the ICU from the dependencies package download offered
20:22:09  <LordAro> frosch123: needs new compile farm
20:26:06  <nielsm> so, when's that new github repos coming online? I want to make some pull requests :D
20:27:12  <LordAro> not for at least a week, probably
20:28:36  <nielsm> okay the hebrew crash happens inside ICU, not in OTTD code
20:28:56  <LordAro> doesn't mean it's not OTTD's bug :p
20:29:01  <nielsm> the call from OTTD causing the crash seems to be correct
20:30:33  <frosch123> nielsm: there are about a dozen fs tasks about those crashes
20:30:45  <frosch123> they started like 2 years ago
20:30:51  <nielsm> even better: seems to be random!
20:30:57  <nielsm> no changes and it didn't crash this time
20:31:38  <nielsm> but then did once I clicked around some more
20:32:16  <frosch123> that is common for invalid reads and writes
20:32:43  <frosch123> only pure null pointer usages are reproducible
20:34:08  <LordAro> probably worth looking through ICU release notes for the last few years, see if anything looks relevant
20:34:30  <LordAro> alternatively, implement a pango layer for the text layout engine, and upgrade it :p
20:35:05  <glx> and all its dependancies ?
20:36:50  <LordAro> yup.
20:37:10  <orudge> TrueBrain: ooh, github. I've claimed orudge@openttd.org. ;) If you're adding folk to the project you can add me there.
20:39:19  <LordAro> omg, 8th contributor
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20:50:49  <glx> orudge: I tried something but I don't know if it worked
20:52:51  <orudge> glx: it seems to have worked, thanks
20:54:45  <peter1138> github smells
20:55:28  <TrueBrain> frosch123: I am going to leave it to you who you want to add as Owner of the OpenTTD organization, and who in the Developer Team
20:55:40  <TrueBrain> both give enough permissions to do what-ever on the OpenTTD repository
20:55:45  <TrueBrain> Owner gives more rights ;)
20:55:57  <TrueBrain> I am unsure it is wise to make every Developer an Owner, as hitting the wrong button is an easy mistake
20:56:25  <glx> wrong buttons are written in red at least ;)
20:56:30  <TrueBrain> not all, sadly
20:57:21  <andythenorth> is the 'add coin-mining malware' button easy to press?
20:57:23  <andythenorth> o_O
20:57:23  <frosch123> well, i will rely on people to hint at their account :)
20:57:49  <LANJesus> wait, openttd is switching to git/github?
20:58:00  <TrueBrain> frosch123: I was talking about owner vs developer, not adding in general :)
20:58:17  <frosch123> TrueBrain: anyway, switch before or after 1.8.0 tag?
20:58:31  <frosch123> mostly depends on switching the farm, so maybe after?
20:58:34  <TrueBrain> is 1.8 on schedule?
20:58:40  <LordAro> after is probably easier
20:58:58  <frosch123> the branch is done, i wonder which titlegame to add
20:59:12  <TrueBrain> if on schedule, after; that gives us another year to iron out any bugs
20:59:20  <TrueBrain> would be a shame to delay 1.8 because of this
20:59:25  <TrueBrain> also a good start of 1.9
21:00:49  <frosch123> but we can more fs earlier
21:00:59  <frosch123> so we can already redirect people there
21:01:00  <peter1138> Hmm, I already have peter1138@openttd.org claimed, somehow.
21:01:42  <TrueBrain> frosch123: indeed; well, next weekend is the earliest option, but we need people to validate the repo first. I am running a new Issue import as we speak .. tomorrow the git content will follow ..
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21:03:38  <peter1138> What's the plan anyway? I've not seen anything written :p
21:04:16  <glx> the main goal is to take advantage of pull requests
21:04:19  <peter1138> There's probably some long forgotten IRC channel that I, er, forgot about.
21:04:27  <peter1138> Anything changing with SVN?
21:04:28  *** Gja has quit IRC
21:04:36  <frosch123> nothing in that irc channel
21:05:20  <frosch123> github will become main repo, svn will be readonly. git will be fast-forward merge only
21:05:53  <frosch123> newgrf and bananas version will drop the revision number
21:05:54  <LANJesus> yeeeeeeees
21:06:22  <LordAro> worked out how nightlies will be versioned?
21:06:25  * andythenorth wonders who will do first pull request :P
21:06:41  <andythenorth> probably needs to be something already on github, right? o_O
21:06:41  <LANJesus> version using tags and ISO date code
21:06:57  <frosch123> LordAro: ingame versions will display as "YYYYMMDD-gXYZ"
21:06:59  <LordAro> andythenorth: i could probably come up with something pretty quickly
21:07:10  <LANJesus> nightly-20180319 or so
21:07:22  <LordAro> frosch123: only XYZ? or a longer part of the hash?
21:07:32  <glx> 8 chars IIRC
21:07:32  <LANJesus> don't need the hash if using tags
21:07:37  <andythenorth> LordAro: it couldn't be this, it doesn't merge :P https://github.com/andythenorth/NotRoadTypes/tree/road-and-tram-types
21:07:37  <glx> same as hg
21:07:44  <frosch123> LordAro: whatever does not look silly :)
21:07:59  <LordAro> glx: well, 8 is default, until you have enough commits that you start getting conflicts :p
21:08:01  <glx> we support it already
21:08:06  <LANJesus> what is the potential for having more than one nightly in 24hr period?
21:08:12  <LordAro> LANJesus: tag per nightly seems unnecessary
21:08:27  <frosch123> unless you want to break the github gui :p
21:08:33  <LANJesus> heeeeeee
21:08:38  <peter1138> LANJesus, when the clocks change ;)
21:08:54  <nielsm> would be more reasonable to name the nightly builds after the revision?
21:09:04  <peter1138> No.
21:09:05  <LANJesus> revision of what?
21:09:11  <glx> not with git
21:09:16  <nielsm> both date and revision
21:09:17  <nielsm> I mean
21:09:33  <LordAro> 21:06:57 < frosch123> LordAro: ingame versions will display as "YYYYMMDD-gXYZ"
21:09:33  <peter1138> 21:06 < frosch123> LordAro: ingame versions will display as "YYYYMMDD-gXYZ"
21:09:36  <LANJesus> the revision should be master or develop (depending on branching strategy)
21:09:38  <peter1138> Heh
21:09:40  <LordAro> peter1138: ^5
21:09:42  <nielsm> just to make it clear, in case someone was pushing changes just around build time
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21:10:11  <LANJesus> nielsm: what do you mean by revision?
21:10:21  <glx> we usually don't commit at nightly time :)
21:10:27  <glx> just to be sage
21:10:30  <glx> *safe
21:10:41  <LANJesus> does openttd have CI currently?
21:10:51  <glx> of course we have
21:11:16  <andythenorth> bears, woods etc
21:11:30  <LANJesus> cool. excuse my ignorance. i've not poked at the openttd official dev stuff in a decade or so
21:11:47  <LANJesus> i've made some branches on github from OpenTTD/OpenTTD
21:11:49  <frosch123> it already had CI 10 years ago :p
21:12:00  <LANJesus> you're expecting me to remember 10 years ago : P
21:12:04  <TrueBrain> it has a CI since 2004 ...
21:12:09  <peter1138> git.openttd.org staying?
21:12:13  <TrueBrain> no
21:12:17  <LordAro> LANJesus: you'll need to rebase, that's the old repo with old hashes
21:12:52  <LANJesus> the old repo is still the active repo, yes?
21:13:01  <LordAro> currently, yes
21:13:03  <peter1138> hg.openttd.org? :-)
21:13:09  <TrueBrain> no
21:13:10  <LANJesus> then i'll burn that bridge when i get to it ; )
21:13:18  <peter1138> Are those poor mercurial users left out?
21:13:21  <TrueBrain> all VCSes on openttd.org will go read-only peter1138 :)
21:13:21  <peter1138> (Was there any left?)
21:13:30  <andythenorth> mercurial lost :)
21:13:33  <peter1138> Phew.
21:13:35  <LordAro> peter1138: Alberth & planetmaker, i think :p
21:13:35  <peter1138> It was shit.
21:13:44  <andythenorth> I use it for newgrfs
21:13:46  <LANJesus> git makes it easier to shoot yourself in the foot
21:13:54  <andythenorth> I keep spelling 'hg' as 'git' though :P
21:13:57  <LANJesus> and unshoot yourself after a few googlings, since everyone uses it
21:14:05  <peter1138> Hah yeah
21:14:11  <andythenorth> hg is easy
21:14:14  <peter1138> I need to build some CI system for work :S
21:14:21  <andythenorth> you just delete the repo if *anything* didn't work as expected
21:14:23  <andythenorth> and start again
21:14:38  <peter1138> There's a gitea system.
21:14:52  <peter1138> As raw git is slightly painful when your users don't know what ssh is.
21:14:52  <andythenorth> it was years before I dared do a merge in hg :P
21:15:22  <LANJesus> i frequently use sourcetree for a git frontend
21:15:40  <LANJesus> and visual studio's git frontend is getting better. i still find it clunky though
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21:17:55  <LANJesus> in git, any commit can turn into a merge
21:21:03  <TrueBrain> frosch123: if this issue import round succeeds, the import scripts are all done and automated
21:21:16  <frosch123> \o/
21:21:18  <TrueBrain> found a nice bug in the issue import script .. URLs to attachment with a space didnt work :P
21:21:21  <TrueBrain> but that is fixed now :)
21:21:42  <TrueBrain> PR policy on GitHub can be applied, and works fine
21:21:44  <glx> I saw you closed an issue manually too
21:21:59  <TrueBrain> the thing I am not sure yet what the best approach is, either setting up a new compile farm and linking it to docker, or reusing the current
21:22:15  <TrueBrain> glx: in the last import, yes; in the current I did not touch a thing :)
21:22:20  <TrueBrain> (still has 3k tickets to go)
21:22:40  <frosch123> the docker farm is more uptodate for linux and osx
21:22:44  <TrueBrain> I am very tempted to start a new compile-farm; new Bamboo integrates a lot better with git
21:22:50  <glx> oh I didn't noticed the "spam" ;)
21:22:51  <TrueBrain> yeah .. Windows is the biggest PITA there
21:22:54  <frosch123> so if we can already switch those, that would be great
21:23:22  <TrueBrain> if we move after release, there is more time fixing Windows after migration
21:23:34  <TrueBrain> either way, next weekend I hope to experiment a bit with it
21:23:52  <TrueBrain> also gives us some time to create fake PRs, and see how everything interacts
21:25:29  <TrueBrain> but for now, good night! we will see tomorrow if the import survived :D
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21:33:16  <peter1138> "Your bike is currently in a build queue, awaiting assembly. It joined the queue today and this process can take up to 5 days, after which it will be sent to you."
21:33:19  <peter1138> Woo
21:33:42  <LordAro> :o
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21:34:24  <Wolf01> I purchased a new mattress instead :P
21:34:40  <glx> made in lego ? ;)
21:35:19  <Wolf01> Nah, 3 types of foam :D
21:35:29  <Wolf01> Still plastic
21:43:31  <peter1138> So's the bike.
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21:43:43  <LordAro> peter1138: what'd you get?
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21:45:11  <peter1138> https://www.cube.eu/uk/2017/hardtail/reaction/cube-reaction-gtc-race-2x-carbonngreen-2017/
21:45:46  <peter1138> Wasn't particularly looking for another Cube, just this was on sale which is rare to find in XXL sizes.
21:46:24  <LordAro> shiny
21:46:41  <peter1138> It's mostly matt actually, heh./
21:46:46  <LordAro> :p
21:46:48  <peter1138> I might stick some reflective crap all over it.
21:47:02  <peter1138> I remember back in the day when you could actually just choose the colour of your bike.
21:47:26  <peter1138> 2x11 is a bit oldschool these days for MTBs but it'll do.
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22:17:46  <andythenorth> bed innit
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22:28:46  <supermop> love these helpful error messages: "[Knmlc ERROR: nmlc: An internal error has occurred: nmlc-version: unknown Error:    (AssertionError) . Command:  ['nmlc', 'moprv64.nml'] Location: File "nml\output_base.py", line 166, in prepare_dword"
22:28:56  <supermop> thanks nmlc
22:30:08  <LordAro> supermop: i recommend not doing that
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22:30:59  <supermop> LordAro: recommend not getting weird messages?
22:31:01  <supermop> same
22:31:58  <supermop> just added a new recoloring for new layer of a sprite stack, and i am sure i did it wrong, but that error message doesn't really indicate that
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22:36:26  <glx>         if -0x80000000 <= value < 0: value += 0x100000000
22:36:26  <glx>         assert value >= 0 and value <= 0xFFFFFFFF
22:36:54  <glx> the error is in the assert
22:38:36  <glx> so a value in your file is too big to be an unsigned double
22:38:59  <glx> word
22:39:35  <supermop> https://paste.openttdcoop.org/pklwgmd6m
22:39:53  <supermop> that's the only thing changed since it last worked
22:40:17  <supermop> trying to figure out how to rewrite my stack to use different recoloring per layer
22:40:41  <glx> I can't help more, I know nothing about nml
22:42:04  <supermop> no problem, but nothing in the switch seems like it would have much to do with dwords
22:42:17  <supermop> as compared to its prior wording
22:42:33  <supermop> so i'm just going to blindly change it till it works
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22:42:52  <glx> getbits probably use dword
22:44:34  <glx> STORE_TEMP too
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22:50:48  <supermop> https://paste.openttdcoop.org/p7sxc0a68
22:51:29  <supermop> nml specs state that you can set a separate recoloring for each iteration of the sprite stack
22:51:55  <supermop> but it's not clear to me how so i am just guessing where to put that information
22:52:14  <supermop> "When enabled, sprites are resolved multiple times while incrementing an iteration number, that can be read via getbits(extra_callback_info1, 8, 8) Currently this is limited to at most 4 sprites per articulated part.  In addition you need to set register 100 as additional result:  STORE_TEMP(CB_FLAG_MORE_SPRITES | recolouring, 0x100) if there are more sprites to draw. STORE_TEMP(recolouring, 0x100) if there are no more sprite
22:54:44  <glx> hmm maybe it doesn't like getbits() < 0
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22:55:48  <supermop> hmmm
22:56:08  <glx> or if this test pass it's always false
22:56:27  <glx> the the result is always 1
22:56:31  <supermop> https://paste.openttdcoop.org/p2ojqratc
22:56:38  <supermop> that compiles without error
22:56:45  <supermop> lets see if works in game
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22:59:25  <supermop> well not really
23:00:48  <glx> would be easier with a helpful error message ;)
23:01:44  <supermop> so it will compile, but now i dont get the 2nd sprite stacked in game
23:02:07  <supermop> and the first sprite is recolored orange instead of 1cc
23:02:24  <Wolf01> 'night
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23:35:52  <supermop> yeah, seems like ill need to test for that incrementing number somehow, but that just gets me back to the same error
23:39:48  <Eddi|zuHause> <supermop> love these helpful error messages: [...] <-- i think there's a flag that lets nmlc pass the actual internal error/backtrace instead of catching it and rethrowing this message
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23:42:27  <Eddi|zuHause> ah, it's "-s"
23:44:07  <supermop> https://paste.openttdcoop.org/prmgeljkd
23:44:24  <supermop> tbh that doesn't mean much more to me but i guess it's a start
23:45:09  <supermop> and nothing here: https://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Composing_vehicles_from_multiple_sprites
23:45:32  <Eddi|zuHause> next step would be to throw that into a pdb.pm()
23:45:58  <supermop> really lays out how to structure the switch in such a way that each iteration gets its own recolor
23:46:29  <Eddi|zuHause> haven't really looked at that yet
23:48:19  <supermop> now i dont even really understand how the stuff that i had working before worked
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23:49:03  <supermop> brb
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23:57:32  <Eddi|zuHause> supermop: what i would do in the situation with the assert, is run "python -i /path/to/nmlc args", and after the assert, run "import pdb" and "pdb.pm()"
23:57:44  <Eddi|zuHause> then you can look around the state of the program at the time the assert was thrown
23:58:02  <Eddi|zuHause> like trying to find out what value it wanted to write, and where it came from

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