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Log for #openttdcoop.devzone on 29th December 2009:
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09:10:40  <Muxy> hello coopers, i have troubles to reach mz.openttdcoop.org (62.75.156.145), do i have the right ip ?
09:11:35  <planetmaker> I think so. Wait a few minutes, obviously our server just again has its issues
09:15:21  <Muxy> server is connected on the toaster's plug ?
09:16:31  <planetmaker> it's constantly running out of sockets.
09:16:47  <planetmaker> rebooted. Should be up again in short time
09:16:59  <planetmaker> andythenorth: cool that parameters now work :-)
09:17:12  <andythenorth> yup
09:17:24  <planetmaker> I propose despite to make it parameter 0. There's no other... and having that on 0 is not a bad choice.
09:17:30  <planetmaker> and a very good morning to you :-)
09:17:38  <andythenorth> FooBar is doing _something_ with param 0
09:17:41  <andythenorth> it relates to other sets
09:17:49  <planetmaker> oh. Then 1
09:18:11  <andythenorth> He also clears param 1 explicitly...I don't know his intention, so I don't want to screw with it.
09:18:12  <planetmaker> Yes, I recall from yesterday seeing some compatibility checks for other sets
09:18:12  <andythenorth> I'm working on something else, but I'll try setting up one of the economies later
09:18:31  <planetmaker> right. Did you see my cargos.list?
09:19:09  <andythenorth> ok that's useful
09:19:48  <planetmaker> I'm just adding a bit doc and remove the old cargodefs.pnfo
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09:19:57  <planetmaker> server rebooting ;-) ^
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09:24:01  <planetmaker> Muxy: server reachable again
09:24:44  <Muxy> thx planetmaker, i'll go
09:26:13  <Muxy> hum, i got a 404 on this link http://mz.openttdcoop.org/hg/is2
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09:29:53  <planetmaker> http://dev.openttdcoop.org/projects/is2 <-- try that, Muxy
09:30:35  <Muxy> yeap, i was there and found some place were i can get source code.
09:30:37  <planetmaker> besides... the link you gave works for me.
09:31:06  <Muxy> now it works
09:31:17  <planetmaker> ah. Released things are at http://bundles.openttdcoop.org/is2
09:31:26  <planetmaker> alternatively use hg directly
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09:31:43  <planetmaker> might be the better solution
09:33:21  <Muxy> should work with svn ?
09:34:33  <planetmaker> no
09:34:46  <Muxy> so i need to install a mercurial client
09:34:46  <planetmaker> it's mercurial repository. Not subversion
09:34:50  <planetmaker> yes
09:35:39  <Muxy> and find out the magic command...
09:36:17  <planetmaker> clone for the first time, pull every subsequent
09:36:48  <planetmaker> http://hgbook.red-bean.com/
09:36:49  <Webster> Title: Mercurial: The Definitive Guide (at hgbook.red-bean.com)
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09:52:37  <planetmaker> andythenorth: it looks to me like params0 and 1 are never read, just written. I'll try to move it to an unused parameter.
09:52:58  <andythenorth> ok thanks
09:53:11  <andythenorth> meanwhile I have a very interesting problem with fishing harbours :(
09:54:41  <planetmaker> he
10:01:55  <planetmaker> andythenorth: pushed. Works fine
10:02:20  <andythenorth> which param is it now on?
10:02:24  <planetmaker> 0
10:02:31  <planetmaker> so the first
10:02:50  <planetmaker> there were used params 0 and 1 in checks.pnfo as far as I could see.
10:03:11  <planetmaker> I moved them to 9 and 10 as they're not really read, just written and then re-used to check.
10:03:30  <planetmaker> I also documented that :-)
10:03:34  <andythenorth> your help really is invaluable ;)
10:03:45  <planetmaker> it's quite fun :-)
10:03:47  <andythenorth> (works by the way)
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10:08:06  <planetmaker> I really find the concept of cargo payment rates very interesting and fun.
10:08:36  <planetmaker> Especially as it allows to kinda deliver either add-ons or new versions and keep the interest as you said. That's simply awesome
10:08:48  <planetmaker> Planning for future addons :-)
10:09:19  <planetmaker> like with the game "dominion" (a board game) which I fancy atm quite a bit.
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10:13:53  <andythenorth> planetmaker: free us from the tyranny of starting with coal!
10:14:08  <planetmaker> :-) indeed
10:14:53  <andythenorth> also, FIRS will behave nearly the same in every climate...so it destroys some of the interesting variation the default game provides
10:15:24  <planetmaker> Well... one *could* go for climate specific cargo schemes ;-)
10:15:33  <andythenorth> I thought of that
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10:15:49  <andythenorth> it makes for more complexity...especially when testing and handling bug reports
10:15:56  <planetmaker> Or one could kind thin out the industries a bit, making variety between climates a bit bigger
10:16:16  <andythenorth> that might be worthwhile, but I have to be careful not to break chains
10:16:20  <planetmaker> or maybe not that, but add an additional variety(?) parameter
10:16:39  <planetmaker> so that you can not only chose the payment scheme but also a certain (sub)set of industries.
10:17:02  <andythenorth> I think it becomes confusing like ECS, only all in one grf :o
10:17:18  <planetmaker> the latter would be interesting as FIRS offers a really broad variety of things, and sometimes it might be nice to have less
10:17:29  <andythenorth> especially in the mini-map view :D
10:17:29  <planetmaker> hehe. I thought about the same already
10:18:04  <planetmaker> especially for that reason a variety parameter might be interesting. Reducing individual game complexity, but maintaining overall flexibility of the set
10:18:23  <planetmaker> it might even be an idea to limit FIRS by default and have a parameter only enable everything
10:18:27  <planetmaker> Not sure, though
10:18:45  <andythenorth> me neither
10:18:58  <andythenorth> I'm quite concerned about testing  etc
10:19:09  <andythenorth> more combinations = much more testing
10:19:22  <andythenorth> the cargo rates are very nicely decoupled from the industry code
10:19:28  <andythenorth> so it's fine to change those
10:19:55  <planetmaker> yes, true. For every subset it has to be made sure that you don't break anything.
10:20:17  <planetmaker> But FIRS has also its industry sectors. So... it might be worthwhile to look into how to split that, too
10:20:35  <planetmaker> Having it under one hood, though, is not a bad choice IMO
10:21:02  <andythenorth> Having played it for a few games, there are few other issues as well...
10:21:40  <andythenorth> Some of the production boosting cargos seem strange
10:21:58  <andythenorth> Coal -> Cement Plant -> Engineering Supplies -> Coal Mine is an easy way to get massive coal production
10:22:08  <andythenorth> but coal mining doesn't need a lot of cement :o
10:22:39  <andythenorth> Wool -> Textile Mill -> Goods -> Farm Supply Depot -> Sheep Farm is also a bit strange
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10:24:22  <planetmaker> hm, so a cement helps to produce many eng. supplies which then increase coal output? Well... That's the general idea of "supplies" I guess
10:24:26  <planetmaker> they can be anything
10:24:44  <andythenorth> Sand -> Cement Plant -> Engineering Supplies -> Sand Pit has the same issue
10:25:39  <andythenorth> I am thinking of re-introducing Cement, but we fought hard to keep some cargos free...
10:25:55  <andythenorth> Cement is such a major world commodity.  Not exciting, but important
10:26:25  <planetmaker> Well... I wouldn't do that, I think. But admittedly I haven't tested the chains well.
10:26:38  <andythenorth> It can be sorted out later :)
10:26:50  <andythenorth> I am stuck on coding the fishing harbour
10:26:57  <andythenorth> maybe I'll setup the mining economy
10:27:23  <planetmaker> is it still placement issues with the harbour?
10:30:28  <andythenorth> yes
10:32:27  <planetmaker> andythenorth: would it help to move the action0 of industries into the same kind of list like cargos?
10:32:35  <andythenorth> not sure
10:32:48  <andythenorth> I'm quite in the habit of reading action 0s
10:33:09  <andythenorth> abstraction of those might get in the way of coding...
10:33:20  <planetmaker> well, yes. It's not a problem to read them, but to tweak the set.
10:33:27  <andythenorth> (cargos don't get changed much, so they are good for abstracting)
10:33:29  <planetmaker> I don't replace action 1/2/3 with that
10:33:50  <planetmaker> the latter is not (easily) possible I think
10:34:12  <planetmaker> Whil... well... industry availability, their cargos, their production factors might work nicely.
10:34:39  <andythenorth> it would template nicely, I think it might just slow me down while coding though?
10:34:52  <planetmaker> hm, how?
10:35:04  <andythenorth> because of the wiki structure, it's easier to just have the prop numbers in a familiar structure
10:35:20  <andythenorth> also, when things go wrong it's easier to get help, although I suppose there is the compiled nfo...
10:35:28  <planetmaker> there is
10:35:29  <andythenorth> (for pasting to the forums)
10:35:54  <planetmaker> I took care that the NFO for cargos is documented and even the cargo type is present in each template NFO
10:36:01  <planetmaker> so you always know which cargo fails
10:36:38  <andythenorth> for an industry, which file would the defines be in?
10:37:28  <planetmaker> well... I would create an industries.list which has all action0 properties and the industry-specific template (current pnfo file minus its action0)
10:37:48  <planetmaker> which defines do you mean?
10:38:18  <planetmaker> *industry-specific template filename
10:38:54  <planetmaker> templating the industry-specifics a bit more, to re-use templates for several industries would be only a 2nd step
10:39:01  <andythenorth> I think separating the props from the industry specific action 2 and tile code would mean switching files to look up from one to the other...
10:39:10  <andythenorth> I guess it just smells wrong to me?
10:39:26  <andythenorth> http://en.wikipedia.org/wiki/Code_smell
10:39:27  <Webster> Title: Code smell - Wikipedia, the free encyclopedia (at en.wikipedia.org)
10:39:31  <andythenorth> generally I love templating :)
10:39:48  <planetmaker> well, the final NFO doesn't look different
10:40:26  <planetmaker> but the approach allows (in future) to intoduce the re-use of certain action1/2/3 parts as templates, too
10:40:52  <andythenorth> ? we already have templated action 1/2/3 :)
10:40:54  <planetmaker> which is - besides the easy game-balancing in a single table - the 2nd big advantage IMO
10:41:17  <planetmaker> right :-P
10:42:06  <planetmaker> well. My main motivation to do that would be the easier game balancing
10:42:55  <planetmaker> so basically the #defines in the header of each industry pnfo file would go there.
10:43:40  <planetmaker> also the landscape flags maybe
10:44:51  <planetmaker> hm...
10:45:33  <andythenorth> hmmm...
10:45:46  <andythenorth> normally you convince me easily on templating, but not in this case ;)
10:46:42  <planetmaker> well, all the action0 code is duplicated in every industry. If you want to really start working on the game balance, you have to basically open all industries
10:47:01  <planetmaker> moving some of the tile and instustry action0s in a template would help big time in that case
10:47:12  <andythenorth> Ok, so here are some props that could be moved to a list format:
10:47:33  <andythenorth> - basic production amount prop 12 / 13
10:47:41  <planetmaker> ob, oc, od, oe, 1b, 1f, 24, 10, 11, 12, 13,1c 1d 1e 14 16 17 18 20 0F 19 23
10:47:56  <planetmaker> 1a 21 22
10:48:06  <andythenorth> let me just be clear
10:48:25  <andythenorth> are you proposing to generate each industry's pnfo file from a list (like cargos)
10:48:35  <andythenorth> or are you proposing further templating of action 0?
10:48:40  <planetmaker> yes and no.
10:49:09  <planetmaker> I propose to move the simple properties into a list (which basically means templating action0).
10:49:15  <planetmaker> Tile layout not
10:49:57  <andythenorth> oh, thought of something unrelated
10:50:06  <andythenorth> the cargodefs.pnfo is now generated?
10:50:16  <planetmaker> I would use the existing industry pnfos as the industry-specific template (minus the templated action0)
10:50:36  <planetmaker> cargodefs.pnfo doesn't exist anymore. It's cargos.pnfo and cargo_schemes.pnfo
10:51:00  <planetmaker> and those are generated, yes
10:52:11  <andythenorth> should we delete cargodefs.pnfo then?
10:52:22  <planetmaker> I did commit that, yes
10:52:42  <andythenorth> I've pulled, it didn't get deleted ?
10:52:51  <andythenorth> possibly I had the file open
10:53:22  <andythenorth> yep looks like that
10:54:17  <andythenorth> deleted - one less source of confusion :)
10:55:51  <andythenorth> planetmaker: I've just pushed a trial mining economy
10:55:56  <andythenorth> param 3
10:56:14  <planetmaker> param3 or parm0=3 ?
10:56:22  <andythenorth> param 0 = 3 (oops)
10:57:05  <andythenorth> setting up the different values is easy but boring
10:57:15  <planetmaker> :-P
10:57:26  <andythenorth> I can see a case for an abstraction there to the 'Premium', 'High', 'Low' etc
10:57:35  <andythenorth> just define those for each cargo...
10:57:59  <andythenorth> ideally as defines of defines, so they can be overridden with numerical values in cargo_schemes.list
10:58:01  <andythenorth> pony?
10:59:14  <planetmaker> well, just define them and add them where appropriate... Define them in either ids.pnfo or anther new file :-)
10:59:50  <planetmaker> hm... no.
10:59:53  <planetmaker> doesn't work
11:00:19  <andythenorth> nvm if it doesn't
11:00:27  <planetmaker> it will work, if you preceed every number there by \d :-)
11:00:40  <planetmaker> and I remove the explicit cast to int in the script
11:00:55  <andythenorth> probably not worth it
11:00:59  <andythenorth> typing the numbers is fine
11:01:14  <andythenorth> I'm only planning to do it about 9 times
11:01:17  <planetmaker> well...
11:02:20  <andythenorth> back to industry action 0
11:02:53  <andythenorth> templating 12 and 13 would be useful
11:03:02  <andythenorth> also 17 and 18
11:03:18  <andythenorth> these could possibly also be linked to the economy parameter
11:03:25  <andythenorth> 12 / 13 are production amounts
11:03:33  <andythenorth> 17 / 18 probability of construction
11:04:13  <andythenorth> props I don't care about:
11:04:18  <andythenorth> 0C
11:05:12  <andythenorth> 0D, 0E, 1B, 1F, 0F, 19
11:05:20  <andythenorth> also 21
11:05:24  <andythenorth> no 23 sorry
11:06:08  <andythenorth> having the definition of 21 and 22 away from the action 2 would be positively dangerous :)
11:06:16  <andythenorth> same for 10 and 11
11:06:26  <andythenorth> and 1A
11:06:35  <andythenorth> planetmaker: ^^
11:07:49  <planetmaker> how so?
11:09:12  <planetmaker> they're anyway handled in the template it seems
11:09:19  <andythenorth> A lot of my nfo action 2 code 'failures' are because the cb flags are set incorrectly in prop 21 / 22
11:10:04  <andythenorth> if we split things up too much it's hard to spot these things
11:10:07  <planetmaker> and the template to use would be specified in that list
11:10:40  <andythenorth> ah...have you seen that for some industries I need to write quite a lot of custom varaction 2?
11:10:50  <andythenorth> to do with location mostly
11:11:04  <andythenorth> also, custom production code
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11:12:54  <andythenorth> planetmaker: maybe I need to see what you are planning somehow?
11:14:38  <planetmaker> well... I don't mind
11:14:38  <planetmaker> and CB flags could be written in a nicer form in the list :-)
11:14:38  <planetmaker> like a simple cb38 cb39 or alike
11:14:38  <planetmaker> and then you know which CB apply
11:14:38  <planetmaker> like the cargo classes
11:14:38  <planetmaker> for cargos
11:14:38  <planetmaker> the adding up of the classes to one number is done by a function in gen_cargos.awk
11:14:38  <planetmaker> which you should find easy to understand
11:15:06  <planetmaker> I haven't written anything of that yet :-)
11:16:20  <planetmaker> I wouldn't concern myself with anything else but action0 and the file(s) which are then subsequently needed to get the industry working
11:16:51  <planetmaker> basically having a list of action0 properties and industry-(class)-specific files to make the industry
11:16:58  <planetmaker> hard to explain...
11:18:09  <andythenorth> hmm.
11:18:20  <andythenorth> adding up CBs was something I though of last night too
11:18:38  <andythenorth> when I was reverse counting what F4 means...
11:19:19  <andythenorth> F = 15, so 154....which means bits are set for 80, 40, 20, etc
11:19:21  <andythenorth> bonkers
11:19:36  <planetmaker> yup. That's something very tedious
11:19:41  <andythenorth> if we can explicitly set CBs, then I am in favour of that
11:19:50  <andythenorth> it's my number one cause of failing code
11:19:50  <planetmaker> it's possible
11:20:01  <andythenorth> would you do CB 28 = ENABLED
11:20:03  <planetmaker> by simple readable space separated words
11:20:05  <andythenorth> or some other format?
11:20:09  <andythenorth> oh
11:20:13  <planetmaker> look at cargos.list
11:20:19  <planetmaker> see the cargo class definitions?
11:20:27  <planetmaker> that way
11:20:47  <andythenorth> CB28 CB33yes
11:20:50  <andythenorth> oops
11:20:51  <andythenorth> yes
11:21:37  <andythenorth> that could be useful
11:21:53  <andythenorth> I have some concerns about mistakes due to me misreading across the list
11:21:55  <andythenorth> !
11:22:05  <andythenorth> but it's good for balancing
11:22:55  <planetmaker> well. Every abstraction can fail, of course... Well. I can get the concept going w/o converting industries for now. And they getting converted step by step
11:23:24  <planetmaker> But I'm confident that it will work nicely. (I like 1 table better than 64 files)
11:23:57  <planetmaker> do you by chance have scripts/gen_cargos.awk open?
11:24:11  <andythenorth> yes
11:24:23  <planetmaker> If you look at it... it's not really complicated. One has to get used to it a bit, but...
11:24:41  <andythenorth> what happens if you ... go quiet for a few months? :P
11:24:41  <planetmaker> basically it writes the defines for one cargo, line by line
11:25:12  <planetmaker> Then I hope that it's understandable what I did :-(
11:25:26  <andythenorth> or I go back to editing the generated nfo :P
11:25:34  <planetmaker> :-P
11:26:11  <planetmaker> Hm... I really want it to be simple. So that it's easy for both, a layman and an advanced user
11:26:31  <andythenorth> Do you propose to do this today?
11:27:14  <planetmaker> It's more work than I can finish today I guess. With what I want to do today outside OpenTTD I won't finish today.
11:27:36  <andythenorth> ok
11:28:01  <planetmaker> It needs testing after all :-)
11:28:14  <andythenorth> Do you want to do easiest case or hardest case first?
11:28:15  <planetmaker> and I want to convince myself that I don't produce crap
11:28:33  <planetmaker> I guess easiest is best. And then specify a bit more
11:28:38  <planetmaker> what are both?
11:28:46  <andythenorth> Farms probably easiest case
11:28:50  <andythenorth> Hardest, don't know
11:29:02  <andythenorth> Probably one of the water based industries which I can't get to work
11:29:20  <planetmaker> :-P
11:29:44  <andythenorth> Something that combines templates and custom action 2 code, plus complex tile layouts  is probably the trickiest
11:30:55  <planetmaker> I don't touch the tile-layout. It's specific anyway
11:31:36  <andythenorth> ok, try the farms?
11:31:37  <planetmaker> action2s are also in their own template. I just need its name
11:31:50  <planetmaker> and if it's an industry-specific one. So what.
11:31:53  <planetmaker> yes, I will
11:32:49  <andythenorth> meanwhile....FISH would be an easy (and useful) templating project...should you require something different to interest you
11:32:52  <andythenorth> ;)
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11:39:11  <planetmaker> :-D
11:39:24  <planetmaker> yes, and 2ccTrainSet and... :-)
11:40:32  <planetmaker> In the end I'll be at a point where I have a kind of higher-level NFO language where you can supply low-level as templates or so...
11:41:08  <planetmaker> The different projects (industries, houses, trains, ships) then "just" need unification under a common framework, so that I don't have to adjust it anymore ;-)
11:41:31  <planetmaker> And I guess when I'm done it's about the year 2020 or so :-P
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15:04:32  <planetmaker> @base 16 10 C0
15:04:32  <Webster> planetmaker: 192
15:04:38  <planetmaker> @base 16 10 54
15:04:38  <Webster> planetmaker: 84
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17:08:17  <PeterT> Hirundo: When will you make a new version? The current IS2.1 still has that fatal bug
17:14:07  * andythenorth is unpacking house things
17:14:22  <andythenorth> we've been living in a building site since august
17:14:35  <planetmaker> :-) Must be nice to unpack then :-)
17:14:38  <andythenorth> I'm rediscovering things we own...like mugs and glasses
17:15:10  <andythenorth> everything is wrapped up in boxes...It's like a long and slightly boring christmas
17:15:10  <andythenorth> :D
17:15:28  <planetmaker> hehe
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18:10:07  <planetmaker> andythenorth: a though which occured to me this afternoon: a scenario mode for FIRS, enabled via parameter
18:10:20  <planetmaker> when the parameter is set NO industries close nor appear
18:10:52  <planetmaker> or it could be both separately be the same parameter, but I wouldn't do that.
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18:31:57  <Hirundo> I see some crashes were reported for IS, I'll try to fix those before asking for a recompile
18:32:24  <planetmaker> :-)
18:33:53  <PeterT> Hirundo: Some are the same
18:34:25  <andythenorth> planetmaker: if you think the scenario idea is worth it, put an issue on the devzone....it's definitely a 'later' thing
18:34:38  <planetmaker> I did :-)
18:34:49  <planetmaker> and I fully agree. It's an issue for 'later'
18:34:51  <andythenorth> where's brot when you need it :)
18:35:00  <planetmaker> sleeping.
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19:04:23  <Hirundo> server down
19:05:29  <Hirundo> Ammer/planetmaker: Rails application failed to start properly
19:05:40  <planetmaker> hm, yes
19:08:05  <andythenorth> meanwhile...back at the ranch....I've committed a Farming economy scheme for FIRS
19:14:52  <planetmaker> Hirundo: try again
19:21:34  <andythenorth> planetmaker: I've isolated the block of code that's checking NARS 2
19:21:55  <andythenorth> diffing against an earlier version would be helpful, but I'm not sure how to do that...
19:23:04  <planetmaker> hg diff -r<old>:tip
19:23:28  <planetmaker> or more general hg diff -rXXX:YYY
19:23:46  <andythenorth> I'm not sure what rev I should diff against....but I'll figure it out
19:26:47  <andythenorth> planetmaker: I can't see anything obviously wrong with what you've done.  looks correct to me
19:27:15  <andythenorth> not sure whether to isolate the NARS 2 problem, or if I have to test all the other newgrfs that have checks :o
19:27:34  <andythenorth> i.e. is it just the NARS check, or is it a logic problem with all the check code
19:27:41  <andythenorth> hmm
19:27:51  <andythenorth> that bit is very hard without FooBar
19:28:29  <andythenorth> how about we keep your templated code for future, but revert to FooBar's code for the current nightly?
19:37:07  <planetmaker> hm... Did I replace the wrong byte maybe?
19:37:29  <andythenorth> possibly
19:37:48  <andythenorth> I've removed the include checks.pnfo for now in firs.pnfo
19:37:58  <andythenorth> it's a temporary (not very good) countermeasure!
19:38:40  <planetmaker> hm, also possible, yes
19:38:49  <planetmaker> if you like you can assign the issue to me.
19:39:22  <planetmaker> it's more urgent than templating the industries further... which turns out to become a nice challange
19:40:01  <andythenorth> http://dev.openttdcoop.org/issues/702
19:40:22  <andythenorth> I've pushed the version without the checks
19:40:52  <planetmaker> k
19:41:19  <andythenorth> I'll leave you with it...
19:42:18  <andythenorth> I'm afk for 15 mins + I'm going out later.  I'm hoping to test the new Farming economy before I go though :D
19:43:08  <planetmaker> :-) Enjoy!
20:11:54  <andythenorth> planetmaker: hmmm...my fix...isn't.  without the checks, FIRS seems borked.  no industries are built.  I've restored the checks.pnfo line in firs.pnfo
20:12:08  <andythenorth> I'll have to test without NARS
20:12:23  <planetmaker> hm... I don't feel like coding this evening anymore :-)
20:12:24  <andythenorth> road vehicles all the way :o
20:12:28  <andythenorth> hey ho
20:12:32  <planetmaker> heqs!
20:12:35  <planetmaker> project1000
20:12:53  <planetmaker> ah... good, I remember: you should talk to pikka about proj1000 or so.
20:13:03  <planetmaker> he has a lot of dump trucks there, too.
20:13:18  <planetmaker> At least I *think* it was that newgrf.
20:13:33  <planetmaker> You might profit from adding some of them with his permission.
20:14:01  <planetmaker> I saw them recently when I joint petern's server
20:14:07  <andythenorth> really?  I don't remember dump trucks in PJ1k.  There are some in HOVS maybe?
20:14:29  <planetmaker> oh, that might be it then. Yes
20:14:41  <planetmaker> I don't know which newgrf they were part of, I just assumed
20:14:50  <planetmaker> let me check
20:18:29  <andythenorth> ha ha insanely high payments for livestock.   probably too high :)
20:26:11  <planetmaker> andythenorth: something like "Bear Mountain Mining Truck" Does that trigger anything with you?
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20:37:04  <andythenorth> planetmaker: sorry, ADSL died
20:37:23  <planetmaker> [21:26]	<planetmaker>	andythenorth: something like "Bear Mountain Mining Truck" Does that trigger anything with you?
20:37:37  <planetmaker> no worries
20:37:57  <andythenorth> yes, that's familiar
20:38:09  <planetmaker> I like those :-)
20:38:16  <andythenorth> I remember typing 'Bear Mountain' about a year ago when I coded it into HEQS :D
20:38:18  <andythenorth> :P
20:38:27  <planetmaker> they have a decent capacity and make for good feeders where trains are not worthwhile
20:38:53  <planetmaker> he... don't tell me... are they heqs? :-O
20:38:58  <andythenorth> yes :)
20:39:11  <planetmaker> he :-)
20:39:19  <planetmaker> missed heqs in the newgrf list then
20:39:50  <Phazorx> "missed heqs" that's 1347!
20:39:51  <planetmaker> then take it as compliment :-)
20:40:02  <andythenorth> compliment taken ;)
20:40:19  <andythenorth> HEQS is mostly dump trucks.  I should probably remove the crazy, useless bulldozers :o
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20:43:25  <Ammler> https://dev.openttdcoop.org/projects/is2/roadmap <-- Hirundo, you should close that version
20:44:03  <Ammler> 2.0-beta6
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22:03:24  <Hirundo> Ammler: Rails application failed to start properly :S
22:04:46  <Ammler> Hirundo: just try again, should fix by itself
22:04:47  <Rubidium> bad derailments
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23:11:55  <Hirundo> when doing hg push the push seemed to work fine, but then I got the following messages:
23:12:27  <Hirundo> remote: sudo: no tty present and no askpass program specified
23:12:58  <Hirundo> remote: warning: changegroup.uprepos hook exited with status 1
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23:29:53  <Ammler> Hirundo: still around?
23:29:57  <Ammler> could you try again
23:30:40  <Hirundo> There's nothing to be pushed, could you run 'hg up' ?
23:31:59  <Ammler> @rss annouce
23:32:05  <Ammler> @rss announce
23:32:11  <Ammler> @rss announce list
23:32:11  <Webster> Ammler: I am currently not announcing any feeds.
23:32:25  <Ammler> @rss announce devactivity
23:32:38  <Ammler> @rss announce add devactivity
23:32:38  <Webster> Ammler: The operation succeeded.
23:32:40  <Webster> Latest update from devactivity: Infrastructure Sharing - Bug #700 (Closed): Server crash on buying out company / deleting company <http://dev.openttdcoop.org/issues/700#change-1862" target="_blank">http://dev.openttdcoop.org/issues/700#change-1862> || Infrastructure Sharing - Revision 14537: [IS] Fix: (fix #700) When taking over a company an asser... <http://dev.openttdcoop.org/projects/is2/repository/revisions/14537> || Infrastructure Sharing - Revision 14536: [IS] Fix: (fix #700) When resetting a company a crash oc... <http://dev.openttdcoop.org/projects/is2/repository/revisions/14536> || Infrastructure Sharing - Bug #703 (New): crash on takeover <http://dev.openttdcoop.org/issues/703> || FIRS Industry Replacement Set - Revision 387: Change: restored checks.pnfo, FIRS broken without it <http://dev.openttdcoop.org/projects/firs/repository/revisions/387> || Infrastructure Sharing - Bug #700 (Closed): Server crash on buying out company / deleting company <http://dev.openttdcoop.org/issues/700>
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23:49:31  <Webster> Latest update from devactivity: Infrastructure Sharing - Bug #703 (Closed): crash on takeover <http://dev.openttdcoop.org/issues/703#change-1863" target="_blank">http://dev.openttdcoop.org/issues/703#change-1863> || Infrastructure Sharing - Bug #703 (Closed): crash on takeover <http://dev.openttdcoop.org/issues/703>
23:51:39  <andythenorth> another day, another dollar....
23:51:49  <andythenorth> ...except no dollar
23:51:53  <andythenorth> good night :)
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