Log for #openttdcoop.devzone on 22nd December 2013:
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12:24:03  <Brot6> Revision 1237:8dc6f9453fc6: Update: Translations XeintsX @
12:24:03  <Brot6> Revision 1238:d908b056aee6: Update #6662: ЭР9П XGeorgeX @
12:24:03  <Brot6> Revision 1239:10f847ba9eb9: Слияние XGeorgeX @
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12:50:04  <Alberth> I really wonder why xussr set has so many strings
12:51:48  <frosch123> it has 3 strings per vehicle
12:51:55  <frosch123> and lots of vehicles
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12:52:45  <frosch123> tha'ts about 2/3 of the strings
12:52:52  <frosch123> the rest are various refit options
12:54:01  <Alberth> @calc 1200 * 0.66 / 3
12:54:01  <Webster> Alberth: 264
12:54:45  <Alberth> @calc 2.64 / 12
12:54:45  <Webster> Alberth: 0.22
12:54:59  <Alberth> @calc 12 / 2.64
12:54:59  <Webster> Alberth: 4.54545454545
12:55:18  <Alberth> wow, every 4 months a new vehicle
12:58:11  <frosch123> it has highly specialised wagons
12:58:29  <frosch123> like special tanksers for petrol, oil and ammonia
12:58:41  <frosch123> let's see what the latter actaully is
12:59:11  <frosch123> ah, i just have to add a "k" for the german word :p
12:59:56  <frosch123> anyway 37 separate types of tankers
13:00:06  <frosch123> not counting refits and liveries
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13:10:24  <andythenorth> planetmaker: do you use PIL or pillow with nml?
13:14:02  <Alberth> confusingly, pillow also imports as PIL
13:15:05  <andythenorth> I have deprecation warnings on tostring()
13:15:21  <andythenorth> since moving my stuff to new mac, which involved some reinstalling
13:15:31  <andythenorth> I chose PIL from pip instead of manual install of PIL
13:15:52  <andythenorth> related, but not exact issue here
13:15:52  <Webster> Title: Fix Image.fromarray with NumPy arrays by jiffyclub · Pull Request #224 · python-imaging/Pillow · GitHub (at
13:16:11  <andythenorth> I am using python 2.6
13:16:29  <andythenorth> so I don't know if this is an isolated case, that I should fix by changing deps or python version
13:16:35  <andythenorth> or if this is an nml issue
13:17:10  <andythenorth> warning from nml tests is here
13:17:12  <andythenorth>   mask_sprite_data = self.palconvert(mask_sprite.tostring(), im_mask_pal)
13:17:26  <andythenorth> hmm
13:17:29  <andythenorth> this
13:17:29  <andythenorth> tools/nml/nml/ DeprecationWarning: tostring() is deprecated. Please call tobytes() instead.
13:17:30  <andythenorth>   mask_sprite_data = self.palconvert(mask_sprite.tostring(), im_mask_pal)
13:17:31  <frosch123> planetmaker: which ssh is the correct one to the desyncing server with desync logs?
13:17:51  <andythenorth> I also see broken palette on an image in FIRS now
13:17:56  <andythenorth> might be unrelated, not sure
13:18:22  <frosch123> Taede might know as well ^^
13:19:10  <andythenorth> hmm, could make a new virtualenv using 2.7
13:24:28  <Alberth> I read something about that today, it has to do with the change to unicode strings and data bytes in python 3
13:26:42  <Alberth> in that sense, something needs to be done for nml, before we don't have python2 any more
13:30:05  <andythenorth> meh, making a virtualenv with 2.7 in it is harder than it should be
13:30:11  <andythenorth> my default python is 2.6
13:31:54  <andythenorth> docs help a lot :)
13:34:27  <andythenorth> hmm with 2.7 tests have no warnings
13:34:34  <andythenorth> but as I haven't installed PIL or pillow
13:34:40  <andythenorth> it should be whining at me horribly
13:36:06  <andythenorth> hmm
13:36:09  <andythenorth> this isn't python2.7
13:36:11  <andythenorth> lies
13:42:18  <andythenorth> ok with python2.7 definitely no deprecation warnings for nml tests
13:44:14  * andythenorth tests FIRS
13:45:02  <andythenorth> where did ansi colours go on warnings? :P
13:47:20  <andythenorth> ok FIRS compiles without warnings under 2.7
13:47:22  * Alberth colours andythenorth in asni
13:47:26  <Alberth> *ansi
13:47:30  <andythenorth> although the flashing pixels are present
13:47:38  <andythenorth> must be unrelated
13:49:50  <andythenorth> bundles server version does not have flashing pixels
13:49:53  <andythenorth> for same hg rev
13:54:47  <andythenorth> hmm
13:55:11  <andythenorth> it's due to hg seeing two different images as identical
13:55:13  <andythenorth> fun times :)
13:55:19  <andythenorth> resolved it anyway
13:56:37  <Alberth> ieks, hg doesn't check equality of binary files?
13:57:47  <andythenorth> think not
13:57:59  <andythenorth> unless it was the nml sprite cache
13:58:01  <andythenorth> dunno
13:58:13  <andythenorth> too many variable factors :P
13:59:10  <andythenorth> so do I raise a ticket about this deprecation?
13:59:17  <andythenorth> or is it 'nothing to see, move on' :)
14:00:54  <Alberth> nml is known to be on a dead road with Python2
14:01:18  <Alberth> maybe not everybody is sufficiently aware of it :)
14:02:05  <Taede> frosch123:
14:02:23  <Taede> ~/svn-stable/server/save/autosave/
14:03:30  <frosch123> ok, i was on a machine called tenshi
14:03:39  <frosch123> it was running some publicserver, but apparently the wrong one :p
14:04:13  <frosch123> interestingly my key has not yet diffused to
14:04:54  <Taede> tenshi == publicserver
14:05:03  <Taede> hmm, lemme see if i can sort that
14:05:43  <frosch123> well, that folder you name, does not exist on this tenshi :p
14:06:31  <Brot6> Bug #6665 (New): Deprecation warnings with python 2.6 and pillow XandythenorthX @
14:10:42  <Taede> your key seems present on openttd@games.o.o, and its identical to the one on tenshi, so you should be able to log in already
14:11:03  <frosch123> hmm, what port?
14:11:21  <Taede> 11022
14:11:29  <frosch123> ah, that works
14:12:22  <frosch123> ah, found that address in my notes under "nightly server"
14:12:52  <Taede> shure that doesnt say ottdc@games.o.o instead of openttd@ ?
14:13:19  <frosch123> oh, true
14:15:09  <Taede> ottdc@ == old ap+ servers, openttd@ == current welcome + prozone servers using soap
14:15:15  <frosch123> why does ottd dump internal ottd colour codes to the log file?
14:15:20  <frosch123> that breaks my console :(
14:16:40  <frosch123> [2013-12-18 20:12:36] infrastructure cache mismatch: company 0 <- oh, so not nuts
14:16:50  <Taede> hmm
14:17:14  <frosch123> CmdBuildBridge
14:17:21  <frosch123> road most likely
14:17:34  <Taede> that desync was a rail if i recall correctly
14:17:50  <Taede> but i failed to recreate it locally
14:18:09  <frosch123> well, i am not sure whether that cache mismatch would actually ever result in a desync :p
14:24:09  <andythenorth> maybe I do a small portion of CHIPS
14:27:31  <andythenorth> ho ho
14:27:36  <andythenorth> found some unfinished features :)
14:27:38  <andythenorth> nice
14:29:13  <Alberth> xmas eggs :)
14:30:24  <andythenorth> ah
14:30:26  <andythenorth> I remember now
14:30:37  <andythenorth> I have 4 crane angles
14:30:47  <andythenorth> and I thought maybe that should be handled by overbuilding
14:31:13  <andythenorth> but I don't understand CHIPS code :)
14:31:21  <andythenorth> it's just cargo culted by me :)
14:32:05  <Alberth> aww :(
14:33:16  <andythenorth> one day, a brave soul will provide nml stations
14:33:28  <andythenorth> it's kind of impressive actually, how many station sets there are
14:33:39  <andythenorth> quite well finished too
14:33:53  <andythenorth> I really don't understand the station spec, but others can :)
14:42:07  <DevZone> Project CHIPS Station Set build #10-push: SUCCESS in 14 sec:
14:45:52  <Brot6> Feature #5699: Cold-store Warehouse XandythenorthX @
14:45:52  <Brot6> Feature #5699 (Rejected): Cold-store Warehouse XandythenorthX @
14:47:10  <Brot6> Feature #5690 (Rejected): Liquid Facility tile(s) XandythenorthX @
14:51:10  <Alberth> just a pipe coming out of the ground is enough :p
14:56:11  <andythenorth> I could be talked into doing it :P
15:00:18  <Alberth> the station filled by barrels is much nicer, imho
15:00:47  <Alberth> s/by/with/
15:00:47  <Brot6> Alberth meant: "the station filled with barrels is much nicer, imho"
15:07:59  <andythenorth> :)
15:10:16  <DevZone> Project CHIPS Station Set build #11-push: SUCCESS in 12 sec:
15:11:22  <DevZone> Project CHIPS Station Set build #12-push: SUCCESS in 11 sec:
15:11:38  <Brot6> Revision 270:e7b87ba5638e: Feature: Harbour Cranes (drawn by DanMacK) XandythenorthX @
15:11:38  <Brot6> Revision 271:f99746385165: Feature: More Huts XandythenorthX @
15:11:38  <Brot6> Revision 272:47235690c631: Change: different ID for More Huts XandythenorthX @
15:13:38  <DevZone> Project CHIPS Station Set build #13-push: SUCCESS in 11 sec:
15:14:12  <DevZone> Project CHIPS Station Set build #14-push: SUCCESS in 12 sec:
15:14:24  <DevZone> Project CHIPS Station Set build #15-releases: SUCCESS in 11 sec:
15:14:57  <andythenorth> something got done
15:15:03  <andythenorth> new CHIPS :)
15:15:09  <Alberth> yay :)
15:15:16  <andythenorth> all this cdist crap was getting me down :(
15:15:31  * andythenorth sticks to newgrf
15:15:58  <Alberth> set it all to "manual", and problem solved :)
15:16:34  <andythenorth> that is also what the FIRS readme will say when cdist is in stable releases :)
15:16:40  <Alberth> just like V does, "breakdowns should not be used with this set"  :)
15:18:05  <andythenorth> indeed :)
15:18:32  * andythenorth tries to think up a shortcut to fixing ship smoke
15:18:38  <andythenorth> it got requested again in the FISH thread
15:19:25  <Alberth> it makes sense, from the pov of the set
15:20:09  <andythenorth> so the problems are (1) multiple funnels (2) z offset (ships are often taller than position smoke is drawn at (3) funnels offset from centre
15:20:18  <andythenorth> there are only 4 ships with more than 1 funnel in FISH
15:20:29  <andythenorth> and only two with offset funnels
15:20:39  <andythenorth> but there are many which need a zoffs adjustment
15:23:07  <andythenorth> I don't know if there are bits for that though
15:23:08  <andythenorth>
15:23:30  <andythenorth> zoffs would fix the common case, but not block some theoretical Newgrf Effect Vehicles spec
15:24:11  <Alberth> so a zoffs extension seems a useful first step
15:24:21  <andythenorth> I mean, it's definitely worth leaving the way open to Newgrf Effect Vehicles
15:24:39  <andythenorth> it's certainly worth creating a spec, and updating all the tools for that Important Feature :)
15:24:39  <Rubidium> I doubt the z offset can become significantly higher
15:24:48  <andythenorth> Rubidium: clipping issues?
15:24:58  <Rubidium> the smoke starting above bridges
15:25:34  <Rubidium> although... I doubt bridges affect smoke like they do in the real world
15:25:58  <andythenorth> strictly some ships already drive through bridges :P
15:26:07  <andythenorth> I don't think we'd make that worse with smoke :)
15:26:30  <andythenorth> with newgrf effect vehicles, I would expect real physics
15:26:42  <andythenorth> anything less wouldn't be worth doing, and might block interesting developments in future o_O
15:26:58  * andythenorth should be more christmasy
15:27:33  * Rubidium should be too
15:27:46  <Rubidium> but... it's not really christmasy weather
15:28:27  <Rubidium> and having heard loads of christmas songs at 20+ degrees C a few weeks ago doesn't help either
15:29:19  <Rubidium> possibly also due to the fact that we're really starting to hit limits that can't be (easily) changed without breaking at least something
15:32:58  <andythenorth> in the game, or the climate? o_O
15:33:07  <andythenorth> or some kind of christmas limits? o_O
15:33:37  <Rubidium> weather thingy is real world, the limits are openttd
15:34:25  <andythenorth> I think we have most of the things we need
15:34:31  <andythenorth> piling on more doesn't make a better game
15:34:44  <andythenorth> my favourite feature this year is the window size pinning
15:36:48  <andythenorth> I'll patch the ship smoke and see what it does
15:39:06  <andythenorth> less talk, more code :P
15:42:48  <andythenorth> ho ho
15:42:56  <andythenorth> fast forward is totally borked under OS X 10.9
15:43:07  <andythenorth> achingly slow
15:43:56  <andythenorth> :)
15:46:55  <Alberth> some protection mechanism jumps in, to save your battery?
15:47:17  <andythenorth> nah
15:47:29  <andythenorth> if I turn off 'full animation' it goes insanely insanely fast :)
15:47:53  <andythenorth> like 6s for a game month
15:49:25  <Alberth> :)
15:52:12  <andythenorth> Rubidium: so default smoke zoffs is 10, I've tested up to 32, there's nothing tragic
15:52:36  <andythenorth> it's definitely no problem up to 24 afaict, then some angles seem to show smoke over the bridge for values > 24
15:52:49  <andythenorth> but it doesn't look stupid, and there's no obvious clipping issues
15:56:20  <andythenorth> ah
15:56:26  <andythenorth> (MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) ||
15:56:39  <andythenorth> L2396 in vehicle.cpp
15:56:48  <andythenorth> disable smoke when under bridges :)
16:05:46  <Alberth> win :)
16:16:25  <andythenorth> so I don't know if there's any case for vehicles other than ships having zoffs
16:16:42  <andythenorth> but it can't do harm right?
16:19:36  <DevZone> Project NML - NewGRF Meta Language build #185-nightlies: SUCCESS in 1 min 11 sec:
16:21:51  <andythenorth> the puzzle is how to get the offset from prop 22 or cb 10
16:22:09  <andythenorth> it would seem trivial to do it with a new property
16:23:05  <andythenorth> frosch123 once suggested doing this in the cb by pushing to a register iirc
16:47:59  <DevZone> Project OpenGFX+ BigGUI build #28-push: SUCCESS in 25 sec:
16:52:22  <DevZone> Project FIRS Industry Replacement Set build #72-push: SUCCESS in 4 min 51 sec:
16:56:21  <DevZone> Project xussrset - Trains from Russia build #133-push: SUCCESS in 2 min 33 sec:
17:07:05  <DevZone> Project finnishtrams build #71-nightlies: SUCCESS in 40 sec:
17:22:04  <andythenorth> simplest solution would be a new property, ships only, visual effect zoffs above default (which is 10)
17:22:08  <andythenorth> byte
17:22:21  <andythenorth> specifies 1 or 2 pixel increments
17:22:41  <DevZone> Project Japanese Buildings build #57-nightlies: SUCCESS in 16 sec:
17:22:43  <andythenorth> other vehicles have no case for changing zoffs, and get the property added if they do
17:24:29  * Rubidium could imagine road vehicles have a case
17:25:40  <Rubidium> most busses here have the exhaust near the bottom, but there are trucks that have proper smoke stacks
17:26:55  <andythenorth> balls
17:27:00  <andythenorth> you've just reminded me :(
17:27:07  <andythenorth> also trucks with twin stacks :P
17:27:22  <andythenorth> I did think up some horrible thing (like TTD Patch style newgrf props) :P
17:27:34  <andythenorth> use a word, first nibble is number of effect vehicles to draw
17:27:43  <andythenorth> second is zoffs (same for all)
17:28:08  <andythenorth> third and fourth nibbles x and yoffs
17:28:26  <andythenorth> which are always symmetrical about an axis
17:28:34  <andythenorth> I'd have to draw it
17:28:38  <andythenorth> it would be baroque :P
17:29:22  <andythenorth> it would also enforce some sort of simplicity
17:32:42  <andythenorth> if you specified 2 effects, with a lateral offset, they're drawn at the sides
17:33:03  <andythenorth> but if you also specify a longitudinial offset, you get 4 effect vehicles :P in a square pattern
17:33:11  <andythenorth> if you specify 3, you get 9 :P
17:34:34  <DevZone> Project Finnish Rail Infrastructure - Rails build #171-nightlies: SUCCESS in 8 min 9 sec:
17:38:43  <andythenorth> so patch cb 10, return the xyz offs in register 100, forget everything about multiple effect vehicles for now? o_O
17:40:22  <andythenorth> extensible in future, by returning more xyz offs, with a null result to end cb, and var 10 to count number of times cb called
17:48:39  <DevZone> Project Iron Horse build #531-nightlies: SUCCESS in 1 min 14 sec:
18:03:08  <frosch123> andythenorth: didn't firs industries randomise production when created?
18:17:02  <frosch123> damn, my debug build cannot keep up with the welcome server :p
18:18:56  <Alberth> buy a faster computer :p
18:19:21  <Taede> not firs on welcome atm anyway
18:19:35  <frosch123> oh
18:19:40  <Taede> or nuts
18:19:43  <frosch123> anyway, i wanted to know: were you using a game script?
18:19:57  <Taede> no, we havent used any gamescripts yet afaik
18:20:08  <Taede> not even servergs
18:22:21  <frosch123> weird map you are using there :p
18:23:08  <Taede> yeah, theres been some experimenting going on with heightmaps there recently
18:23:14  <Taede> few games ago, there were penguins
19:04:13  <Brot6> Revision 273:7789f0d60757: Docs: update changelog ahead of 1.4.0 release XandythenorthX @
19:04:13  <Brot6> Revision 274:b381bc41d095: Added tag 1.4.0 for changeset 7789f0d60757 XandythenorthX @
19:04:59  <frosch123> oh my, rerandomisation...
19:05:32  <frosch123> firs is constantly accessing uninitialised temporary storage in the rerandomisation callback :/
19:05:54  <frosch123> does firs use rerandomisation somewhere?
19:06:27  <andythenorth> frosch123: firs does randomise on creation
19:06:44  <andythenorth> would animation triggers cause rerandomisation?
19:06:52  <frosch123> no, only random triggers
19:06:57  <andythenorth> hmm
19:07:07  <andythenorth> can you see which industries are doing it?
19:07:09  <frosch123> do all primary industries randomise on creation?
19:07:15  <andythenorth> all or most
19:07:17  <frosch123> or only some with certain settings?
19:07:25  <andythenorth> I'd have to check code
19:07:32  <andythenorth> all but a few odd cases I would think
19:08:06  <andythenorth> rerandomisation cb is which cb number...?
19:08:42  <frosch123> "random_switch" in nml
19:08:55  <frosch123> within your normal graphics chain
19:09:27  <frosch123> which is likely the problem of it all. nml does not abstract it enough, so too much shit is left to the grf to make wrong :p
19:10:05  * andythenorth looks
19:10:22  <andythenorth> herp, could it be date related graphics?
19:10:30  <andythenorth> there is some random factor about when they switch over
19:10:37  <andythenorth> there is probably also random in the smoke
19:10:54  <andythenorth> it's all magic inside spritelayout stuff, I don't really understand or trust that stuff
19:11:48  <andythenorth> frosch123: would this cause it? o_O STORE_TEMP(random_bits, 0)
19:12:08  <frosch123> no
19:13:25  <frosch123> my debug output is about some 'LOAD_TEMP(0)' somewhere
19:15:09  <andythenorth> that could be the other side of that STORE_TEMP ?
19:15:14  <andythenorth> I'll look
19:16:55  <andythenorth> 5 * LOAD_TEMP(0) / 0x10000
19:16:56  <andythenorth> ?
19:17:19  <andythenorth> is loading the value of that STORE_TEMP
19:17:41  <andythenorth> would be called every time industry graphics are drawn
19:17:59  <andythenorth> frosch123: do you want a firs build with that turned off to isolate it?
19:18:13  <frosch123> i just improved the debug output, let's see
19:18:59  <frosch123> dredging site does it during drawing
19:19:22  <andythenorth> dredging site uses date sensitive graphics...
19:19:51  <frosch123> ho! wait, who is 4A430002
19:19:51  <andythenorth> the spritelayout is ultra-templated, if one industry does it, most will do it
19:20:05  <frosch123> isr
19:22:21  <frosch123> fishing grounds and dredging sites
19:23:28  <andythenorth> only those? o_O
19:23:39  <frosch123> checked 5 or so
19:23:49  <frosch123> 4 dredging sites, 1 fishing ground
19:24:05  <andythenorth> hmm
19:24:35  <andythenorth> puzzling
19:25:23  <andythenorth> the fishing ground is quite unique compared to dredging site which uses templated code
19:25:35  <andythenorth> only strong common feature is 'built on water'
19:29:14  <frosch123> maybe it's only the dredging site
19:29:24  <frosch123> and i mislooked
19:30:02  <frosch123> @base 10 16 88506
19:30:02  <Webster> frosch123: 159BA
19:30:24  <frosch123> dredging site has only one tile, right?
19:30:26  <frosch123> it's 1x1?
19:30:47  <Brot6> Bug #6666 (New): Exception in repo2eints XeintsX @
19:31:06  <andythenorth> dredging site also has a bouy tile
19:31:14  <andythenorth> to show where station is
19:31:29  <frosch123> well, it's the tile with the graphics
19:31:58  <DevZone> Project xussrset - Trains from Russia build #134-push: SUCCESS in 2 min 32 sec:
19:32:14  <andythenorth> ok let's see
19:35:02  <andythenorth> urgh, where is that bouy provided?
19:35:10  * andythenorth digs
19:35:28  <andythenorth> oic :)
19:35:35  <andythenorth> ha ha
19:35:41  <andythenorth> right, so it's just one tile
19:35:51  <andythenorth> and they bouy is just drawn really high up, so it overlaps station
19:35:56  <frosch123> register 0 seems to be "var_default_ground"
19:36:16  <andythenorth> ok
19:36:19  <andythenorth> I shall look some more
19:36:32  <frosch123> is that maybe not assigned for the dredging site?
19:36:34  <andythenorth> the spritelayouts in firs are monster
19:36:39  <frosch123> it seems to deal with grass and such
19:36:47  <andythenorth> ha
19:36:58  <andythenorth> ok, the dredging site ignores templating there
19:37:07  <andythenorth> so it might miss the register being filled
19:38:05  <andythenorth> frosch123: I can tell you what to change for test, or I can compile and zip...?
19:38:26  <frosch123> i have no cameleon installed
19:38:29  <andythenorth> ok
19:38:31  <frosch123> so i cannot build easily :)
19:38:37  <andythenorth> give me 2min 44s
19:38:39  <andythenorth> + a bit
19:39:51  <andythenorth> hmm
19:40:06  <andythenorth> might be a bit longer, looks like some code is commented out for a reason :P
19:42:35  <Brot6> Bug #6666 (Rejected): Exception in repo2eints XeintsX @
19:42:36  <Brot6> Bug #6666 (Rejected): Exception in repo2eints XfroschX @
19:42:36  <Brot6> Bug #6646: Exception in repo2eints XfroschX @
19:44:10  <Alberth> frosch123: regarding the 6000*666 issue just reported, perhaps use subprocess.communicate without timeout, and check proc.returncode afterwards?
19:44:11  <Webster> Title: 17.5. subprocess — Subprocess management Python v3.3.3 documentation (at
19:44:32  <Alberth> then we get the stderr, so we can perhaps find the cause
19:44:46  <frosch123> well, i have stderr in the logs
19:44:56  <frosch123> it's "broken pipe" upon uploading the base language
19:45:14  <frosch123> since it is continuously happening with xussr, i suspect it is the filesizwe
19:50:02  <andythenorth> frosch123: (untested)
19:50:20  <Brot6> XandythenorthX @
19:54:00  <andythenorth> frosch123: the change I've made does at least fix an unnoticed firs bug I think :P
19:54:43  <frosch123> no more debug output from firs :)
19:54:44  <frosch123> for now :p
19:55:12  <andythenorth> dredging site was trying to read a register that was not initialised correctly
19:56:12  <frosch123> well, isr does that a lot
19:56:18  <frosch123> during drawin
19:56:26  <frosch123> so, no critical desync either
20:01:05  <Rubidium> a new instance of STR_NEWGRF_BUGGY ?
20:01:16  <Rubidium> or can't we detect it easily?
20:01:38  <frosch123> we can
20:01:58  <frosch123> but for proper reporting it requires passing some stuff down from upper levels to lower ones :p
20:02:53  <frosch123> anyway, i've found one case, in which we reset the persistent storage too often
20:03:03  <frosch123> but firs does not seem to trigger that case
20:03:57  <andythenorth> firs is more leet
20:06:13  <andythenorth> "don't fear the merge"
20:06:31  <andythenorth> what happened to Ammler anyway?  Is he ok?
20:10:52  <DevZone> Project FIRS Industry Replacement Set build #73-push: SUCCESS in 4 min 42 sec:
20:11:37  <Alberth> nobody seems to know
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21:30:37  <Brot6> Revision 1240:3a2d3fa2c5fd: Fix (r1238) XGeorgeX @
21:30:37  <Brot6> Revision 1241:a8277688a30e: Update #6614: ЭР-200 XGeorgeX @
21:30:37  <Brot6> Revision 1242:ff45d5b8524f: Fix (r1241) XGeorgeX @
21:30:37  <Brot6> Revision 1243:052b99c44277: Update #6614: ЭР-200 XGeorgeX @
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22:18:17  <Brot6> Feature #4943: Steam SO17/19 (2-10-0) | Паровоз СО17/19 (1-5-0) Xsimozzz_AKX @
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