Log for #openttdcoop.devzone on 13th January 2012:
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04:46:27  <MinchinWeb> What would cause my AI to work on various platforms, but fail to compile on Mac?
04:46:55  <MinchinWeb> The error is:  "Compile error: Error wmdot-6/info.nut:1/1: expression expected"
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10:25:39  <Yexo> no clue
10:25:48  <Yexo> might be something like utf-8 bom?
10:27:27  <Yexo> actually I think there is a bug in openttd there
14:49:11  <Brot6> Central European Train Set - Revision 515:0eb44fcb823e: Change: Remove white wheel edges for Prus... (oberhuemer) @
14:49:11  <Brot6> Central European Train Set - Revision 516:75c7a81a5a6a: Add: Olive livery for Prussian passenger ... (oberhuemer) @
14:52:09  <Brot6> Central European Train Set - Bug #3505 (New): DevZone compile failed (compiler) @
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16:24:16  <MinchinWeb> Why would my AI refuse to load on a Mac computer?
16:24:26  <MinchinWeb> The error that comes up is:    Compile error: Error wmdot-6/info.nut:1/1: expression expected
16:24:38  <MinchinWeb> is it an encoding problem?
16:25:13  <planetmaker> MinchinWeb, what Mac is that? An old PPC one?
16:25:23  <planetmaker> or an intel one?
16:26:47  <MinchinWeb> it's not mine, but a bug report I'm getting ->
16:26:48  <Webster> Title: Transport Tycoon Forums View topic - WmDOT v7 [2012-01-12] (at
16:27:14  <MinchinWeb> but he reported it back in March for v3 as well
16:27:38  <Ammler> MinchinWeb: did you check for BOM?
16:27:49  <MinchinWeb> so in answer to your question, I don't know
16:28:18  <MinchinWeb> he's running Mac OS X 10.4.11, if that helps
16:28:28  <MinchinWeb> Ammler: what is 'BOM'?
16:28:37  <planetmaker> MinchinWeb, that only tells that it can be either or: a big endian or a little endian machine
16:28:45  <planetmaker> and a BOM is a byte order mark
16:28:51  <Ammler> MinchinWeb: shall I paste the link to wikipedia?
16:29:08  <MinchinWeb> I can look it up on Wikipedia...
16:29:11  <planetmaker> something which tells the endianess a text (or other file) was saved with
16:29:52  <planetmaker> and with OSX 10.4.11: it can be either PPC or Intel CPU. Thus unknown
16:31:49  <MinchinWeb> so I read Wikipedia ... a BOM is what tells the computer how the rest of the file is encoded?
16:31:59  <planetmaker> not encoded.
16:32:24  <planetmaker> But whether 01 00 is actually 256 or 1
16:32:30  <planetmaker> if you read a word value
16:32:53  <planetmaker> it's more a CPU property
16:33:25  <planetmaker> So... encoding is not really off. But... byte order is maybe a small part of it
16:33:33  <MinchinWeb> the things Windows lets you be blissfully ignorate of :)  (most of the time)...
16:33:45  <planetmaker> MinchinWeb, every OS lets you ignore that
16:34:04  <planetmaker> And windows only ever runs on little endian machines as far as I know
16:34:24  <planetmaker> but it's important if you exchange files between different architectures
16:34:40  <planetmaker> And ... windows does use a BOM for text files
16:34:56  <planetmaker> the question is: does openttd handle it correctly for AI files
16:36:04  <planetmaker> and the only place where OpenTTD is run on big endian machines is when you have a user which uses an old Apple which still has a PowerPC CPU
16:36:35  <planetmaker> Thus our code is not really well checked for endian awareness
16:36:45  <MinchinWeb> I'm using Notepad++ in Windows, and my files are encoded in "UTF-8", I assume with BOM (because there's another option for without)
16:36:53  <planetmaker> yes
16:38:24  <MinchinWeb> there are options for "UCS-2 Little Endrian" and "UCS-2 Big Endrian" as well...
16:39:02  <planetmaker> don't worry
16:39:10  <planetmaker> The files need to be UTF-8
16:39:57  <planetmaker> but if you feel like you could give the guy maybe the big endian encoded version of your AI and ask him whether that works
16:40:19  <planetmaker> but mind, it's so far just a guess. Nothing more
16:40:41  <MinchinWeb> it just seems odd: he says other AI's work, just not mine...
16:41:08  <planetmaker> dunno. Maybe they use no BOM. I'm not sure
16:41:29  <planetmaker> And ASCII characters < 127 in UTF-8 encoding are the same one-byte sequences
16:45:49  <MinchinWeb> well, I guess we'll wait to hear back from Matthew (the bug reporter)...
16:46:00  <MinchinWeb> I'm off, back to "real work"
16:46:49  <michi_cc> MinchinWeb: ~/temp/WmDOT-7$ file info.nut
16:46:50  <michi_cc> info.nut: UTF-8 Unicode (with BOM) C++ program text, with very long lines, with CRLF line terminators
16:47:50  <michi_cc> And Yexo already found out that OpenTTD fails there on big endian.
17:12:48  <Brot6> Dutch Trains 2.0 - Feature #3506 (New): Silo Wagon (futuristic) (Voyager1) @
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17:23:30  <Brot6> nml: update from r1786 to r1788 done -
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18:50:48  <Yexo> MinchinWeb: OpenTTD's code doesn't work for AIs on BE computers
18:51:01  <Yexo> I think it works (by accident) when you encode is as utf-16 (both BE and LE)
18:51:28  <Yexo> had a fix for that this morning, but not enough time to test. Now I'm back home I'll test and commit a fix
19:01:02  <MinchinWeb> yexo, planetmaker: thanks for your help! I was rather purplexed by his error...
19:01:28  <planetmaker> I do believe so :-)
19:03:50  <planetmaker> @ban *!*@
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22:38:08  <Brot6> Central European Train Set - Bug #3505 (Closed): DevZone compile failed (compiler) @
22:38:08  <Brot6> Central European Train Set - Revision 517:8d113820a493: Change Remove white wheel edges from Prus... (oberhuemer) @
22:38:08  <Brot6> Central European Train Set - Revision 518:f2150da650fa: Add: Olive livery for Prussian express en... (oberhuemer) @
22:38:09  <Brot6> Central European Train Set - Bug #3505 (Closed): DevZone compile failed (oberhuemer) @
22:42:00  <Brot6> Central European Train Set - Bug #3507 (New): DevZone compile failed (compiler) @
23:09:36  <Brot6> Central European Train Set - Revision 519:592db73e86ae: fix (#3507): missed one (oberhuemer) @
23:11:48  <Brot6> cets: compile of r519 still failed (#3507) -
23:13:04  <Yexo> cets seems more often broken than compiling
23:16:35  <planetmaker> Yexo: can I borrow your eyes for something which puzzles me with ogfx+trains? The refrigerator wagon shows as kirby paul. But... I so far failed to see why...
23:17:00  <Yexo> sure
23:17:01  <planetmaker> each time I looked at it in different weeks it eludes me
23:17:04  <Yexo> code already committed?
23:17:07  <planetmaker> yes.
23:17:24  <planetmaker> it's a bug which exists seemingly for some time
23:19:15  <planetmaker> the wagon is in src/wagon_refrigerate.pnml
23:19:26  <planetmaker> the default wagons are disabled
23:19:40  <planetmaker> the engines kept and just re-defined / extended
23:20:45  <Yexo> that wagon doesn't even show up in the list
23:21:33  <planetmaker> hu?
23:21:37  <planetmaker> it shows as engine for me?
23:21:46  <planetmaker> I mean with engine sprite
23:21:49  <Yexo> I have passenger/mail/bulk/piece goods/tank/flatbad wagons
23:21:50  <Brot6> BANDIT - Revision 100:d18ad6172619: Codechange: update comments (andythenorth) @
23:21:50  <Brot6> BANDIT - Revision 101:98b34fe188b9: Codechange: add an #ifndef to allow custom graphics; update c... (andythenorth) @
23:21:50  <Brot6> BANDIT - Revision 102:b972dcd0682a: Codechange: update comments (andythenorth) @
23:21:50  <Brot6> BANDIT - Revision 103:a259552654ca: Codechange: work in progress to add graphic support for refit... (andythenorth) @
23:21:54  <Brot6> BANDIT - Revision 104:eb12d4bd9eed: Change: roll back some templating + hard code some things for... (andythenorth) @
23:22:10  <planetmaker> hm. I'll clean and rebuild mine
23:22:35  <andythenorth> ho
23:22:39  <andythenorth> unwriting templates :)
23:22:42  <Yexo> ah, in arctic it shows up :)
23:23:06  <planetmaker> hm, yes :-)
23:23:13  <planetmaker> it has no cargo in default temperate
23:23:33  <Yexo> it does have proper graphics though
23:23:39  <Yexo> firs+temperate climate also works
23:25:00  <planetmaker> hm... that is strange
23:25:07  <Yexo> ogfx-trains r284 clean build
23:25:08  <planetmaker> yes. now it does work here, too
23:25:28  <planetmaker> I'm puzzled :-)
23:25:51  <Yexo> you have a savegame from when it failed?
23:26:02  <planetmaker> I'm afraid, I don't
23:26:18  <planetmaker> I always thought it's a glitch in ogfx+trains which I need to solve
23:26:54  <Yexo> some testing with and now failing 32bpp sprites perhaps?
23:27:37  <planetmaker> hm... that might be possible. I have currently 32bpp-anim active
23:28:04  <andythenorth> are switches cheap?
23:28:12  <planetmaker> it's a varaction2
23:28:28  <andythenorth> so usual rules apply
23:28:47  <andythenorth> don't overuse stuff that looks in n^10 tiles :P
23:29:22  <Brot6> Central European Train Set - Bug #3507 (Closed): DevZone compile failed (compiler) @
23:29:22  <Brot6> Central European Train Set - Revision 520:e36392c875c0: fix: #3507, officially (oberhuemer) @
23:29:22  <Brot6> Central European Train Set - Bug #3507 (Closed): DevZone compile failed (oberhuemer) @
23:29:40  * andythenorth is thinking less CPP, more switches that use advanced varac 2 constants written by CPP
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23:29:58  <andythenorth> don't really like all this #ifdef stuff
23:30:11  <andythenorth> it means understanding two kinds of logic in one file
23:30:39  <Yexo> if you use enough constants nml might be able to filter away the useless stuff, so for the performance it shouldn't matter if you use CPP or not
23:31:02  <Yexo> (there are still quite a few improvements possible there in nml, but that doesn't matter so much)
23:31:20  <Brot6> Central European Train Set - Bug #3508 (New): DevZone compile failed (compiler) @
23:31:37  <andythenorth> I didn't finish writing non-templated code yet :P
23:31:43  <andythenorth> but nvm
23:37:17  <Brot6> Central European Train Set - Bug #3508 (Closed): DevZone compile failed (compiler) @
23:37:17  <Brot6> Central European Train Set - Revision 521:547bfc9e36d4: missed a closing bracket (fix #3508) (Eddi) @
23:37:17  <Brot6> Central European Train Set - Bug #3508 (Closed): DevZone compile failed (Eddi) @
23:38:45  <andythenorth> Yexo: so the identifiers I need multiple concatenation for are such: veh_hackler_BB_trailer_1_sg_invisible
23:38:59  <andythenorth> which is composed of THIS_VEH_ID
23:39:02  <andythenorth> a trailer number
23:39:16  <andythenorth> and a specific spritegroup identifier
23:39:21  <andythenorth> but there's probably a better way
23:39:33  <Yexo> so THIS_VEH_ID(1_sg_invisible)?
23:39:56  <Yexo> or if it needs to be variable something like THIS_VEH_ID(TRAILER_NUM ## SPRITEGROUP_ID)?
23:40:10  <andythenorth> the second case
23:40:25  <andythenorth> THIS_VEH_ID(TRAILER_NUM ## some_sg_identifier)
23:40:38  <andythenorth> it's templated to the n-1th degree :P
23:40:55  <andythenorth> I can figure out the CPP for that
23:41:03  <andythenorth> I just think I'm doing it the wrong way :P
23:41:19  <Yexo> as said before: do you have a non-templated version for it?
23:41:24  <andythenorth> nearly
23:43:18  <andythenorth> actually...I have a lot of switches to write :P
23:43:47  <Yexo> you can fill in "repeat some_other_switch here with this-and-that modification"
23:43:51  <Yexo> as long as it's a trivial repeat
23:44:00  <andythenorth> it's not
23:44:28  <andythenorth> visibility of the vehicle depends on cargo subtype, position in consist, and type of lead vehicle
23:44:54  <Brot6> Central European Train Set - Bug #3509 (New): DevZone compile failed (compiler) @
23:51:31  <Yexo> Ammler: ^^ is due to a server error: "Server returned an error: HTTP Error 502: Bad Gateway" in cets-r521-devzone.err.log
23:51:50  <Yexo> andythenorth: if you post the code somewhere (or commit it) I'll take a look at it later this weekend
23:51:53  <Yexo> for now: good night
23:51:57  <Brot6> Central European Train Set - Bug #3509 (Rejected): DevZone compile failed (compiler) @
23:51:57  <Brot6> Central European Train Set - Bug #3509 (Rejected): DevZone compile failed (Eddi) @
23:51:57  <Brot6> BANDIT - Revision 105:2a8a152f1940: Codechange: example untemplated code for graphics chain (andythenorth) @
23:52:04  <andythenorth> Yexo: ^ that's somewhat got examples
23:52:13  <andythenorth> it's mixed up with 50% complete templating
23:52:27  <andythenorth> and it doesn't actually result in any graphics changing in game :P
23:52:32  <andythenorth> but it would if I finished it
23:52:54  <Brot6> OpenGFX+ Trains - Bug #3510 (New): check livery overrides (planetmaker) @
23:53:09  <andythenorth> it doesn't check the type of the lead vehicle, it needs to do that also
23:53:42  <Yexo> I see. I'll write up an example template for that tomorrow morning or sunday
23:53:57  <andythenorth> :)
23:54:15  <andythenorth> good night
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23:55:45  <Brot6> OpenGFX+ Trains - Bug #1987 (Closed): Maglev colours (planetmaker) @
23:56:53  <Brot6> Central European Train Set - Revision 522:75e460b3aa8e: fix: a few spaces too many (oberhuemer) @

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