Log for #openttd on 20th December 2018:
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02:51:27  <Eddi|zuHause> "Fixed people walking non-vertically" best bug fix in TF ever!
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09:05:00  <andythenorth> moin
09:28:51  <planetmaker> moin
09:31:55  <dihedral> hello
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13:01:15  * andythenorth wonders
13:01:34  <andythenorth> I have a case where something like var 41 would be useful
13:01:52  <andythenorth> but 'position in consist with same refit'
13:01:53  <andythenorth>
13:02:16  <andythenorth> it's a very specific limited use case, but can't be easily achieved with existing vars
13:04:44  <planetmaker>     'position_in_vehid_chain'          : {'var': 0x41, 'start':  0, 'size':  8},
13:04:44  <planetmaker>     'position_in_vehid_chain_from_end' : {'var': 0x41, 'start':  8, 'size':  8},
13:04:44  <planetmaker>     'num_vehs_in_vehid_chain'          : {'var': 0x41, 'start': 16, 'size':  8}, # One-based, already sane
13:04:48  <planetmaker> or what do you mean?
13:05:45  <planetmaker>     'position_in_consist'              : {'var': 0x40, 'start':  0, 'size':  8},
13:05:45  <planetmaker>     'position_in_consist_from_end'     : {'var': 0x40, 'start':  8, 'size':  8},
13:05:45  <planetmaker>     'num_vehs_in_consist'              : {'var': 0x40, 'start': 16, 'size':  8, 'value_function': value_add_constant(1)}, # Zero-based, add 1 to make sane
13:05:48  <planetmaker> for var 0x40
13:06:14  <andythenorth> num_vehs_in_same_refit_chain
13:06:29  <andythenorth> it's an overly detailed realism case for pax cars
13:06:34  <andythenorth> where they have different IDs
13:06:42  <andythenorth> but the first and last pax show different sprites
13:06:51  <planetmaker> ah, you basically suggest a new var... ?
13:06:54  <andythenorth> yes :)
13:07:08  <planetmaker> which targets... hm... refit chain? How does it differ from consist and vehicle?
13:07:15  <planetmaker> vehicle = everything in a train, or?
13:07:24  <planetmaker> *vehicle_chain
13:07:33  <andythenorth> consecutive vehicles with same cargo refit
13:07:33  <planetmaker> consist = ?
13:07:49  <andythenorth> so if the consist has cargos AAAAAABBBBBBB
13:08:09  <andythenorth> one could read the position in, e.g., A
13:08:42  <andythenorth> would be consecutive, so AAAAABBBBBBAAAAA has two refit chains for cargo A
13:08:47  <planetmaker> isn't that then consist... so AAAAAABBBBB = 2 consists, AAAAA and BBBB? I find it all confusing :P
13:09:02  <andythenorth> consist is a contended word :(
13:09:28  <andythenorth> I think frosch will tell me this is too detailed, unnecessary var
13:09:35  <planetmaker> hehe
13:09:43  <andythenorth> I can probably do a near approximation with a huge set of switches
13:11:19  <planetmaker> probably not a bad idea
13:11:38  <planetmaker> what's the use case you envision?
13:11:46  <planetmaker> position-dependent liveries?
13:12:17  <andythenorth> yes
13:12:27  <planetmaker> but... can't you already do that?
13:12:32  <planetmaker> with exactly these vars?
13:12:51  <andythenorth> not without additional work
13:13:01  <andythenorth> I am close, but not quite
13:13:03  <planetmaker> I don't understand
13:13:29  <planetmaker> let me be your rubber duck. Explain :P
13:14:24  * andythenorth pictures
13:15:06  <andythenorth>
13:15:10  <andythenorth> train 6 works right
13:15:13  <andythenorth> train 11 works right
13:15:40  <andythenorth> train 12 combines vehicles with different IDs, and the 5th and 6th vehicles show 'wrong' sprites
13:15:52  <planetmaker> ok. And 12 doesn't ... and there's the *thing* in the middle
13:15:53  <andythenorth> option 1 is to just ignore that, mostly it won't be noticed
13:16:07  <andythenorth> option 2 is a new var checking cargo
13:16:08  <planetmaker> and the issue is different vehicle IDs there, yes?
13:16:11  <andythenorth> yes
13:16:16  <planetmaker> is it all the same cargo?
13:16:20  <andythenorth> yes
13:16:24  <andythenorth> option 3 is I think I can work around this by checking neighbouring vehicles
13:16:30  <andythenorth> it doesn't have to be perfect
13:16:35  <planetmaker> only difference is vehicle ID of the wagons, all PAX? Hm...
13:16:39  <andythenorth> yup
13:16:57  <andythenorth> but I am 100% sure I can hack around this now, if it has some random/odd cases, it's probably fine
13:17:17  <planetmaker> honestly: I'd ignore this case. It's stupid to have different-length PAX wagons in one train :)
13:17:31  <planetmaker> it's beyond-realism :)
13:17:39  <andythenorth> the var would be a nice neat solution, but is TMWFTLB
13:18:05  <planetmaker> and I'd call it a feature. It is a visual distinction between 2nd class and 1st class wagons
13:18:13  <andythenorth> 'feature' :P
13:18:18  <planetmaker> the line must be drawn clearly. Also visible from the outside at stations
13:18:32  <andythenorth> locked door between the two
13:18:48  <planetmaker> whether the door is locked or not.. that's not visible
13:18:52  <planetmaker> it's just where the loo is
13:21:47  <planetmaker> But really: I consider it a feature. If you want a train with uniform windows in the middle: use the same wagons. If you want sections: use different IDs.
13:21:54  <planetmaker> it gives the player even more choice
13:22:29  <planetmaker> tomorrow I'll reverse my argument ofc ;)
13:22:35  <andythenorth> :P
13:22:51  <andythenorth> means I don't have to devise a spec for a var and a test case \o/
13:23:28  <andythenorth> so maybe I can work on (1) NRT (2) 16 industries in nml (3) figuring out why sprite stack is broken for articulated vehicles :P
13:23:40  <andythenorth> * 16 cargos at industries
13:23:45  <planetmaker> :) \o/
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13:24:13  <planetmaker> I wonder whether I'll find some decent time to look at NML, too. I dearly hope so
13:26:20  <andythenorth> my intent is to extend the test cases for industries, and for vehicles using sprite stack
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18:01:37  <andythenorth> o/
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18:04:33  <andythenorth> Horse 84% complete
18:04:36  <andythenorth> I deleted some stuff :P
18:06:46  <planetmaker> hehe
18:07:25  <andythenorth>
18:09:24  <nielsm> with the new transport fever patch officially being the last, what's the chance the new game they announced they're working on is Roller Coaster Fever? ;)
18:12:03  <andythenorth> so nielsm....your nml industry patches? o-O
18:12:31  <nielsm> it's kinda hard patching a piece of software you never used :/
18:22:08  <Eddi|zuHause> or maybe your advantage is that you're entering it with a clean slate? :p
18:27:20  <andythenorth> I'm sure most of it worked
18:27:48  <andythenorth> my idea is to write a test industry file and add it to the nml repo
18:28:44  <Eddi|zuHause>  <andythenorth> train 12 combines vehicles with different IDs, and the 5th and 6th vehicles show 'wrong' sprites  <-- i'm fairly sure we can live with that...
18:29:38  <andythenorth> I'm fairly sure I can fix it
18:29:45  <andythenorth> but it seems hardly necessary
18:29:59  <Eddi|zuHause> exactly, i wouldn't bother
18:30:03  <andythenorth> there are 36 trains still to draw :P
18:30:14  <andythenorth> priorities
18:30:24  <planetmaker> @calc 36 / 0.16
18:30:24  <DorpsGek> planetmaker: 225
18:30:32  <planetmaker> many trains in the set :P
18:30:33  <andythenorth> I removed 30 trains today
18:31:03  <andythenorth> so NML, or NRT fix?
18:31:11  <andythenorth> I can't do the NRT stuff without help
18:31:25  <andythenorth> the task is to document the bit use
18:31:26  <Eddi|zuHause> NRT would have more impact i think
18:32:01  <andythenorth> landscape_grid.html needs updating to reflect
18:32:30  <andythenorth> which (a) isn't done and (b) needs to not conflict with
18:34:08  <andythenorth> roadtype seems to be 6 bits in m4
18:34:14  <Eddi|zuHause> i don't undestand what the problem is with that
18:34:17  <andythenorth> and tramtype seems to be 6 bits in m8
18:34:58  <Eddi|zuHause> also, you should first update, and then fix the docs
18:35:07  <Eddi|zuHause> then the conflict problem will be solved
18:35:23  <andythenorth> I don't follow
18:35:36  <andythenorth> there might be some missing history
18:36:10  <andythenorth> peter has a branch that merges with master *except* for 6868 which it conflicts with
18:36:27  <andythenorth> there's no way to update without at least resolving that conflict
18:36:51  <andythenorth> "there's no way" => "I can't think of a way"
18:37:04  <Eddi|zuHause> yes, but it's a doc file, just use the trunk version, and then fix the docs.
18:37:17  <andythenorth> ok
18:37:36  <Eddi|zuHause> no need to try to come up with "clever" merging algorithms and whatnot
18:38:31  <andythenorth> so just take master....
18:38:32  <Eddi|zuHause> you can open the old and new files side by side for comparison to fix it afterwards
18:38:42  <andythenorth> the conflict is quite isolated and obvious
18:39:54  <andythenorth> hmm the merge is non-trivial
18:40:06  <andythenorth> that's annoying
18:40:50  <andythenorth> mergetool is suggesting picking multiple changes from the remote
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18:41:20  <andythenorth> oof all 13 will have to be manually checked
18:41:47  <Eddi|zuHause> it's a html file, how hard can that be?
18:42:16  <andythenorth> other than the html docs, is bit use documented anywhere else?
18:42:24  <planetmaker> "harder than 'git merge'" :)
18:42:40  <planetmaker> andythenorth, yes... in the code.
18:42:51  <andythenorth> I see no way to do this except reading all the map array code
18:43:18  <Eddi|zuHause> *_map.h, landscape.html and landscape_grid.html
18:43:38  <Eddi|zuHause> and possibly some eternally outdated wiki page
18:43:56  <planetmaker> wiki pages were never up2date with landscape.html
18:44:17  <Eddi|zuHause> that's what i said?
18:44:43  <andythenorth> presumably I just search all uses of m1 - m8?
18:44:48  <andythenorth> and then count bits on my fingers?
18:44:50  <planetmaker> mostly :)
18:45:00  <andythenorth> and then finger out what inherits?
18:45:13  <planetmaker> andythenorth, and
18:45:16  <Eddi|zuHause> andythenorth: the change in *_map.h is rather self explaining to me? m4 used to be [road][tram] now m4 is [road..].. and m8 is [tram..].. ........
18:45:40  <andythenorth> yes
18:45:52  <Eddi|zuHause> m4 never seemed to be "inherited"
18:46:00  <andythenorth> so if I just take the changes from master, the previous NRT docs updates are lost
18:46:00  <Eddi|zuHause> so nothing else should be
18:46:14  <andythenorth> but master fixes errors in the road docs
18:46:25  <andythenorth> so what's canonical, without checking everything?
18:46:46  <planetmaker> get the changes NRT makes. And insert them anew in master
18:46:57  <planetmaker> to landscape.html
18:47:06  <Eddi|zuHause> andythenorth: the diff is probably just unwieldy because it's a table, it should be easy to fix by just copy-pasting stuff
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18:49:52  <andythenorth> I'm concerned about the actual content, not the structure
18:50:04  <andythenorth> if I get this wrong, other people have to fix my mess
18:50:48  <Eddi|zuHause> andythenorth: do you have a link to the 2 files you want to merge?
18:51:18  <Eddi|zuHause> i still don't understand what exactly you have trouble with
18:51:23  <andythenorth> I have a paste of the diff
18:51:23  <Eddi|zuHause> it's just a bunch of X and O
18:51:23  <andythenorth>
18:51:30  <andythenorth> but I wonder if we can just do this in GH
18:51:32  <Eddi|zuHause> not the diff, the files
18:51:55  <Eddi|zuHause> like, open it in a browser and look at the tables
18:51:59  <Eddi|zuHause> comparing each entry
18:52:34  <andythenorth> I'm looking in GH
18:53:50  <andythenorth> urgh there's no rendered version
18:53:54  <andythenorth>
18:54:23  <andythenorth>
18:59:37  <Eddi|zuHause> so, the trunk change just replaced some --inherit-- with 00000000
18:59:51  <Eddi|zuHause> i don't see why you can't just replicate that
19:06:05  <Eddi|zuHause> btw:
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19:10:39  <Eddi|zuHause> trunk before:
19:12:10  <Eddi|zuHause> andythenorth: the janjosep commit just says "-inherit-" is meaningless when the bits are free anyway
19:14:16  <Eddi|zuHause> andythenorth: since the bits are now not free anymore, the -inherit- is justified
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19:15:54  <Wolf01> Mmh
19:18:38  <Eddi|zuHause> andythenorth: in the nrt file, the -inherit-s on docks/airport/whatever are probably wrong
19:19:51  <Eddi|zuHause> andythenorth: i'd still lean towards "just use the trunk file, and redo the nrt docs from scratch
19:20:16  <Eddi|zuHause> they don't seem to be in a good/accurate enough state right now to bother with complicated merging
19:21:14  <Wolf01> Wtf keeps disconnecting me from the irc servers
19:27:59  <andythenorth>  "just use the trunk file, and redo the nrt docs from scratch" works for me
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19:28:17  <Jamie> Anyone here?
19:28:50  *** Jamie is now known as Guest613
19:29:07  <LordAro> no
19:29:12  <Guest613> Uh how did I do that?
19:29:19  <Guest613> Anyway, Hi
19:30:24  <LordAro> jamie is a generic enough nick that it's owned by someone else, so you're not allowed to use it
19:30:35  <Guest613> Damn IDK how to use this, I just wanted to see if anyone could help me with making my own vehicles in the NRX or whatever its called
19:33:07  <Guest613> I downloaded a "Famous car" addon and was suprised to not find Takumi Fujiwaras Eight Six so I though about making my own
19:35:01  <Wolf01> Just say toyota AE86 :P
19:35:11  <andythenorth> so how do I complete a rebase?
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19:35:25  <Wolf01> Nobody knows
19:35:29  <andythenorth> no
19:35:56  <Guest613> Hmm
19:36:01  <andythenorth> can't quit now, while I'm so far ahead
19:36:09  <Guest613> So how did people before make the addons?
19:36:22  <Guest613> also sorry andy, but i have no clue
19:36:25  <andythenorth> I have nearly managed to rebase onto peter's NRT branch, whilst throwing away all the NRT docs
19:36:32  <andythenorth> but Im
19:36:32  <Wolf01> I got a bit depressed with the switch to git, that rebase thing is out of my scope
19:36:38  <andythenorth> but I'm stuck in the rebase
19:37:21  <Wolf01> I still prefer to merge
19:37:36  <andythenorth> oh there are more conflicts :P
19:37:38  <andythenorth> oof
19:37:55  <Guest613> damn
19:37:56  <nielsm> git rebase is really no different from what you were doing with svn when merging upstream changes into your local changes
19:38:03  <nielsm> it's just more structured
19:38:09  <andythenorth> and it means rearranging openttdgui.png and changing the sprite references
19:38:21  <andythenorth> so do I do that whilst in the rebase?
19:38:32  <andythenorth> does it add new commits, or edit existing commits?
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19:39:07  <andythenorth> seems it would be cleaner to merge master into NRT one fix at a time
19:39:12  <nielsm> rebase makes it look like existing coomits are modified, but it actually creates new commits and "hides" the original ones
19:39:25  <andythenorth> I think I'm just going to create a mess
19:39:28  <andythenorth> that nobody will want to fix
19:39:34  <andythenorth> I think I'll abandon NRT
19:43:35  <andythenorth> let's see how many conflicts there
19:43:36  <andythenorth> are
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19:45:18  <andythenorth> 9 conflicts
19:45:52  <andythenorth> 1 is just vx project files bollocks
19:45:56  <andythenorth> 1 is just translations
19:46:23  <nielsm> the hard part is the conflicts that may not be found in the source text :/
19:46:30  <andythenorth> 2 are just translations
19:46:45  <andythenorth> 1 is just docs
19:46:49  <andythenorth> so 5 actual conflicts
19:47:15  <andythenorth> for those playing along at home
19:47:29  <andythenorth> we're trying to rebase to current master
19:47:50  <andythenorth> and then update this PR
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20:06:51  <Eddi|zuHause> updating the PR seems to be the easiest part
20:10:11  <andythenorth> I just give someone rights to my repo :P
20:10:15  <andythenorth> and they force push :P
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22:51:51  <orudge> Well, it clearly needs some work, but I've got OpenTTD using DirectWrite to get font glyphs: - just need to sort the origins I think...
23:00:12  <LordAro> fOnT rEnDeR
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23:03:07  <Samu> when I get the name of a bridge, AIBridge.GetName(old_bridge)
23:03:27  <Samu> I always end up with the rail version of the name, even though the bridge is road
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23:06:28  <LordAro> Samu: they differ?
23:07:49  <Samu>
23:08:02  <Samu> I only work with roads
23:11:48  <LordAro> ah, i see
23:12:18  <Samu> it's only a naming issue
23:12:23  <Samu> the bridge is actually road
23:16:50  <LordAro> yup, hardcodes rail
23:16:58  <LordAro> (the transport_name[0])
23:17:02  <LordAro> i'd say that's a bug
23:17:24  <LordAro> probably wants some sort of optional boolean parameter adding to that function
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