Log for #openttd on 19th November 2018:
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10:07:41  <planetmaker> maybe let's have Eddi join again ;)
10:08:56  <SpComb> does Eddi know that we keep removing -R just to let him back in?
10:09:03  <planetmaker> probably
10:09:13  <planetmaker> but dunno :)
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16:26:57  <blockingthesky> ⧸!⧵ АΤTN: Tһis ϲhanᥒeⅼ hɑѕ ⅿοᴠeⅾ to irc.frеeᥒ ﹟/joіᥒ /!⧹
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17:21:09  <Byteflux> ⁄ǃ﹨ ATTN᛬ Tһis chɑᥒᥒᥱl hɑs ⅿovеԁ to irc.frᥱenоԁ #⧸join /!\
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17:22:22  <garethr_> ∕!\ ᎪTTN: This channel has ⅿοveԁ to іrc.frеᥱnoⅾe.ᥒet #/join ∕!∖
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17:51:20  <andythenorth> yo
17:54:00  <nielsm> elloh
17:54:21  <andythenorth> that's valid
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17:56:12  <lugo> hi andythenorth, when using a townset like TaI and firs 3.0 economy steeltown, should houses accept fuel?
17:57:00  <andythenorth> errrrrr
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17:57:27  <andythenorth> that's up to Pikka
17:57:36  <andythenorth> I have that exact combo in current game
17:57:43  <andythenorth> looks like petrol stations accept petroleum fuel
17:59:51  <lugo> like petrol stations created by TaI?
18:00:00  <andythenorth> yes
18:00:55  <lugo> oh ok i haven't seen one of those yet
18:01:42  <andythenorth> FIRS won't do anything to town sets, except add/remove cargos from the game
18:01:44  <andythenorth> :)
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18:28:23  <Wolf01> o/
18:28:37  <Wolf01> ADSL works? No.
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18:35:27  <argoneus> good evening train friends
18:36:57  <Wolf01> Look who's here
18:40:56  <andythenorth> what now?
18:44:19  <argoneus> w-what
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19:25:37  <planetmaker> g'evening
19:28:47  <andythenorth> hello pm
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19:34:07  <frosch123> cppcon says, if we have cmake, we do not need project or solution files for msvc
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19:36:32  <LordAro> indeed
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19:38:06  <LordAro> well technically they're not needed now, they're pre generated
19:38:12  <LordAro> i think?
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19:52:08  <frosch123> planetmaker: i think devzone #8578 and #8606 are both bots.
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19:54:19  <andythenorth> is everything a bot now?
19:54:36  <planetmaker> hm, probably
19:54:43  <frosch123> hmm, people at cppcon make the same jokes we do at work. i guess there is some hidden physical constant
19:54:43  <andythenorth> are we bots?
19:54:51  <Wolf01> Uhm
19:54:55  <andythenorth> too much Androids Dreaming of Electric Sheep
19:54:58  <Wolf01> Maybe I am one
19:55:05  <andythenorth> you wouldn't know
19:55:07  <LordAro> beep boop
19:55:24  <andythenorth> my keyboard doesn't work
19:55:28  <frosch123> you are too lazy for bots :p
19:57:05  <frosch123> wait whut...
19:57:21  <frosch123> the cppcon talk on visual studio takes ottd code as example
19:57:29  <frosch123> <- minute 36
19:57:35  <LordAro> :o
19:57:48  <Wolf01> As example of what to do or what to not do?
19:57:51  <planetmaker> you mean #8587?
19:57:57  <frosch123> still watching
19:58:52  <LordAro> frosch123: i think you missed a number
19:59:18  <nielsm> odd he's using the vs140 project files and not vs141 ones
19:59:20  <frosch123> in the linke or in the time?
19:59:21  <nielsm> for that demo
19:59:31  <LordAro> the time
19:59:35  <LordAro> oh
19:59:43  <LordAro> i assumed you meant "1:36"
19:59:46  <LordAro> not "36:00"
20:01:30  <andythenorth> so they're fixing our bugs :P
20:01:38  <LordAro> nope, inventing them :p
20:01:47  <andythenorth> no really :)
20:01:54  <andythenorth> it doesn't sound faked at all
20:02:07  <LordAro> the loop they're using as an example doesn't exist in the code :p
20:02:43  <andythenorth> it's nice though
20:02:49  <andythenorth> to be one of the best open source projects
20:02:50  <frosch123> anyway, if the team leader for vs studio development is a ottd fan does that get use some free msvc cloud farm?
20:02:55  <nielsm> GOODS_NUM would be a const uint if it wasn't invented
20:02:59  <andythenorth> imagine how bad most projects must be :P
20:03:11  <andythenorth> so the website is done
20:03:13  <frosch123> LordAro: maybe its jgrpp :p
20:03:14  <andythenorth> what next?
20:03:24  <andythenorth> frosch123: jgrpp is openttd now, right?
20:03:35  <LordAro> nielsm: well, it *should* be :p
20:04:28  <LordAro> ooh, they've renamed M to ADJUST_BY_STNAME though
20:04:35  <LordAro> that's probably better :p
20:06:03  <frosch123> ok, it's neither jgrpp nor cirdan nor spring
20:06:07  <frosch123> so, maybe indeed made up
20:06:12  <andythenorth> maybe there's an MS port?
20:06:17  <andythenorth> private fork?
20:06:35  <andythenorth> new map array :P
20:06:36  <frosch123> there is also some "auto" in teh code
20:06:45  <LordAro> 95% certain they've invented most of these for demo porpoises
20:07:03  <nielsm> multi-caret editing... kinda exists already and other editors have had it for years
20:07:30  <andythenorth> poipoises?
20:07:36  <andythenorth> are they like zellepins?
20:07:53  <andythenorth> also why don't these frigging pantograph sprites work :(
20:08:00  <andythenorth> I have reach peak complexity in Horse
20:08:04  <LordAro> hmm, the stuff from 42:00 onwards is a little more.. complex though
20:08:15  <LordAro> STL & lambda usage
20:08:17  <LordAro> shocking
20:08:28  <andythenorth> I am mixing python-generated graphics with sprite layers, and both are conditional :(
20:08:30  <andythenorth> oof
20:08:36  <andythenorth> debugging is a disaster now
20:08:55  <glx> wow the std:: thing is magic
20:09:31  * andythenorth wonders if we should extend in-game newgrf debug
20:10:23  <LordAro> glx: ?
20:10:46  <nielsm> vs 2015 can do (basic) multi-cursor editing already
20:10:57  <nielsm> I use that often
20:11:36  <nielsm> sublimetext 6+ years ago was the first time I used full-featured multicursor
20:11:41  <frosch123> ok, i have never seen a pp touching strgen, this is fake :p
20:11:59  <LordAro> :p
20:12:26  <LordAro> i wonder if he even realises he's not running ottd
20:12:31  <andythenorth> hmm
20:12:37  <LordAro> i'd guess probably
20:12:39  <andythenorth> sprite layers, they do work with articulated consists?
20:12:45  <andythenorth> specifically, consist repeating same ID
20:13:17  <frosch123> watch points is new for msvc?
20:13:25  <nielsm> frosch123 no
20:13:27  <LordAro> i didn't think so...
20:13:30  <nielsm> they just improved the ui
20:13:49  <frosch123> sounds more likely :)
20:16:25  <andythenorth> that's interesting
20:16:37  <andythenorth> articulated consist IDs do appear to affect sprite layers
20:17:07  <frosch123> they should be orthogonal features
20:17:21  <andythenorth> one would think
20:17:27  <andythenorth> the error might be in Horse
20:17:31  <andythenorth> quite plausibly
20:18:50  <andythenorth> this one (same IDs repeating) doesn't show pantograph layer at all
20:19:08  <andythenorth> this one (two IDs) shows pantograph on second unit
20:19:15  <andythenorth> all non-articulated consists work
20:20:37  <andythenorth> e.g. this one works as expected
20:20:54  <andythenorth> switches etc eyeball the same
20:23:16  <andythenorth> interestingly
20:23:31  <andythenorth> the sprite aligner only finds one layer in the non-working case, and finds both in the working case
20:27:10  <andythenorth>
20:48:08  <andythenorth> have I scoped temp storage wrong or something?
20:48:11  <andythenorth> is that even possible?
20:53:08  * andythenorth wonders about special flags
20:53:48  <andythenorth> disappointingly, they're correct :(
20:53:59  * andythenorth wonders what nml is doing with the special flags
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20:54:48  <nielsm> correct solution is obviously to build a full newgrf IDE and debugger with register and memory inspection
20:58:19  <andythenorth> can we build it inside OpenTTD? :P
20:58:27  <andythenorth> then we just pickle the memory state into a file
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21:00:06  <proller> /!\ ATΤⲚ: Thiѕ ϲһannel hаѕ ⅿoved tο іrc.freeᥒoⅾe.ᥒеt ﹟∕јoin ∕!⧵
21:00:06  <proller> Ꮃіth ഠur IᖇC аd sᥱr⋁iсе yοu ⅽaᥒ reɑcһ ɑ ɡlobal aᥙԁiᥱnⅽe οf entrеpreᥒeurs and fеntanyl ɑdԁicts ᴡith еⅹtrаоrdіnary enɡageⅿеᥒt ratеs! һttps://ᴡillіamрitcοck.cοm/
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21:00:52  <frosch123> <- would that help?
21:01:20  <frosch123> i think it's too complicated :p
21:03:39  <nielsm> it probably has some actual performance impact too, having logging calls all over
21:04:15  <nielsm> (meaning it might be necessary to have special builds with the tooling enabled, similar to windows checked builds)
21:04:30  <frosch123> it's mostly a bool check
21:04:40  <frosch123> the expensive stuff is only if it is actually enabled
21:05:34  <andythenorth> frosch123: it would help me because I can just about read action 2
21:05:38  <andythenorth> but eh
21:06:15  <andythenorth> it's not essential
21:06:41  <andythenorth> for this sprite layers bug, I can see that the layer is simply not there
21:07:23  <andythenorth> it would be useful to see the special flags
21:07:41  <andythenorth> I can see vars for vehicles, but not props
21:08:02  <andythenorth> hmm, maybe I should decompile with grfcodec, then wade through raw nfo
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21:12:23  <spsurya> /!\ AᎢΤΝ: Ꭲһis chаnᥒеl һаѕ ⅿovеⅾ to irc.frеenⲟ #/joiᥒ ⧸!\
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21:13:10  <ST2> here we go again :|
21:13:30  <ST2> evening people o/
21:13:32  <frosch123> at some point we could use a filter for non.ascii :p
21:21:11  <andythenorth> so what prop is special flags :P
21:21:23  <andythenorth> where even is an action 0 :P
21:22:23  <andythenorth> 27 92: 2cc, autorefit, sprite stack?
21:22:36  <andythenorth>
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21:34:06  <LordAro> ST2: i'm not sure it's ever stopped
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21:54:19  <peter1138> hi
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22:28:09  <andythenorth> lo
22:28:12  <andythenorth> also bye
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22:33:27  <gmpreussner> /!\ AТΤN﹕ This ⅽhannel haѕ mഠveⅾ tо іrϲ.frеeᥒode․ᥒеt #/jοіn ᜵!\
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