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Log for #openttdcoop.devzone on 2nd January 2014:
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16:19:03  <DevZone> Project NML - NewGRF Meta Language build #205-nightlies: SUCCESS in 38 sec: https://jenkins.openttdcoop.org/job/nml/205/
16:21:56  <frosch123> yay, no broken pipe for a week :)
16:25:04  <planetmaker> happy new year, frosch123 :)
16:25:17  <frosch123> hello pm :) happy new year
16:42:33  <frosch123> gdb
16:42:40  <frosch123> wrong window :)
16:47:46  <DevZone> Project Dutch Tramset build #20-push: SUCCESS in 21 sec: https://jenkins.openttdcoop.org/job/dutchtramset/20/
16:48:44  <DevZone> Project FISH is ships build #158-push: SUCCESS in 1 min 15 sec: https://jenkins.openttdcoop.org/job/fish/158/
16:49:09  <DevZone> Project Iron Horse build #556-push: SUCCESS in 1 min 23 sec: https://jenkins.openttdcoop.org/job/iron-horse/556/
17:07:06  <DevZone> Project finnishtrams build #82-nightlies: SUCCESS in 40 sec: https://jenkins.openttdcoop.org/job/finnishtrams/82/
17:22:42  <DevZone> Project Japanese Buildings build #68-nightlies: SUCCESS in 16 sec: https://jenkins.openttdcoop.org/job/jpbuild/68/
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17:34:29  <DevZone> Project Finnish Rail Infrastructure - Rails build #182-nightlies: SUCCESS in 8 min 3 sec: https://jenkins.openttdcoop.org/job/frissrails/182/
17:48:43  <DevZone> Project Iron Horse build #557-nightlies: SUCCESS in 1 min 15 sec: https://jenkins.openttdcoop.org/job/iron-horse/557/
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19:55:37  * andythenorth ponders looking at the 2cc set code
19:55:48  <andythenorth> whenever I see words like 'convoluted mess of nfo and compile scripts'
19:55:58  <andythenorth> I suspect someone who doesn't know their arse from their elbow
20:22:40  <Alberth> that's easy, nfo are the scripts without words :p
20:25:33  <Alberth> haha, quoting joel :)
20:26:08  <andythenorth> joel can be a bumptious idiot
20:26:13  <andythenorth> but mostly I enjoy his stuff
20:26:37  <andythenorth> openttd is a convoluted mess of C++ and makefiles
20:26:43  <andythenorth> we should rewrite it
20:27:04  <andythenorth> certainly, I don't understand it
20:27:12  <andythenorth> it looks messy to me
20:27:40  <frosch123> we have like 3 different code generators in ottd
20:27:47  <andythenorth> messy
20:28:00  <andythenorth> so speaking of codebase :P
20:28:00  <frosch123> yes, but you haven't seen the top of mess yet :p
20:28:11  <andythenorth> I need to try and learn wtf to do to make gui changes
20:28:45  <andythenorth> my biggest problem is usually finding the right thing to try and change
20:28:57  <andythenorth> my second biggest problem is zero competence with C++
20:29:04  <andythenorth> but I do have a compile...
20:29:55  <frosch123> any progress on smoke btw?
20:30:45  <andythenorth> nope but I could make a test grf now
20:31:08  <andythenorth> did you have an nml patch, or should I try and do that?
20:31:48  <frosch123> hmm, no, i hadn't
20:32:24  <frosch123> maybe you can fake it with var[1c] or
20:32:26  <frosch123> so
20:32:38  <andythenorth> usually adding a cb to nml is easy
20:32:44  <andythenorth> I think I did it before
20:32:50  <andythenorth> unless it needs to do magic...
20:32:56  <frosch123> yeah, likely some table somewhere :)
20:33:14  <andythenorth> where is your diff, or spec?
20:33:21  <andythenorth> I lost the link :)
20:33:47  <frosch123> https://wiki.openttd.org/Frosch/New_Smoke#Advanced_effect_creation
20:34:04  <DevZone> Project FISH is ships build #159-push: SUCCESS in 59 sec: https://jenkins.openttdcoop.org/job/fish/159/
20:34:08  <frosch123> 1 and 2 are in the diff
20:34:11  <frosch123> 3 is not
20:34:37  <frosch123> http://devs.openttd.org/~frosch/diffs/newsmoke/ <- cb160 judging by the diff name
20:35:47  <andythenorth> I think I just add it to action3_callbacks.py and cross fingers?
20:36:06  <frosch123> sounds reasonable :)
20:43:30  <andythenorth> name for this?
20:43:36  <andythenorth> advanced_effect_creation ?
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20:43:51  <andythenorth> advanced_visual_effect
20:43:52  <andythenorth> ?
20:44:11  <frosch123> "visual_effect" is also part of the other names, isn't it? so that's good
20:45:06  <frosch123> "advance" is bad for a name though :p
20:45:18  <frosch123> "create_visual_effect" ?
20:47:36  <frosch123> or "visual_effect_creation"
20:47:49  <frosch123> not sure what naming schema fits better the existing ones
20:49:55  <frosch123> there are "produce_cargo_arriaval" and "produce_256_ticks" for industries
20:50:04  <frosch123> so maybe "create_visual_effect" then
20:52:08  <andythenorth> hmm
20:52:10  <andythenorth> flag bit
20:52:41  <frosch123> not really
20:52:49  <frosch123> it's part of the other property
20:53:00  <frosch123> along with the creation model and the powered-wagon-ness
20:53:55  <andythenorth> not sure how the var 10 stuff works
20:53:59  <andythenorth> oh well, let's see
20:54:37  <andythenorth> I added this to ships section of action3_callbacks.py, didn't break the tests
20:54:38  <andythenorth>     'create_visual_effect'         : {'type': 'cb', 'num': 0x160, 'flag_bit': 0},
20:55:05  <frosch123> var10 is just "extra_callback_info1"
20:55:14  <andythenorth> but I think it's also going to need a load of constants for the acceptable return values?
20:55:48  <andythenorth> I guess for now I could just do the nml escape hex thing
20:56:42  <frosch123> i think you should just skip the "flag_bit" thingie
20:56:57  <frosch123> the 'var10' thingie is only for cb36
20:57:28  <frosch123> i think you only need 'type' and 'num'
20:57:33  <andythenorth> agreed
20:57:48  <andythenorth> but the result needs nml to do some bitstuffing?
20:58:04  <andythenorth> at least, it does to make nice interface for non-hex savvy nml coders
20:59:34  <frosch123> VISUAL_EFFECT_CUSTOM_STEAM
20:59:37  <frosch123> VISUAL_EFFECT_CUSTOM_DIESEL
20:59:40  <frosch123> VISUAL_EFFECT_CUSTOM_ELECTRIC
20:59:53  <frosch123> as new values for "visual_effect(_and_powered_wagon)" ?
21:00:02  <andythenorth> plausible
21:00:16  <andythenorth> I am trying to find the bit in nml wiki about returning hex directly
21:00:26  <andythenorth> I thought it needed an escape
21:02:06  <frosch123> CREATE_STEAM, CREATE_DIESEL, CREATE_ELECTRIC, CREATE_BREAKDOWN, CREATE_BREAKDOWN_AIRCRAFT for the cb results?
21:02:19  <frosch123> or is that too short for a prefix?
21:02:41  <frosch123> oh, it should start with CB_RESULT_ maybe
21:05:17  <andythenorth> seems to be convention
21:09:51  <andythenorth> frosch123 so what's minimum I can return to test this is compiling?
21:10:12  <andythenorth> I guess anything :P
21:10:30  <frosch123> hmm, just noticed, those constants are not exactly cb-results
21:11:02  <frosch123> the cb should return "1"
21:11:07  <andythenorth> ok I have the barest patch now compiling
21:11:18  <andythenorth> currently returning 0x40
21:11:22  <andythenorth> but I could change that
21:11:27  <frosch123> and var100 should contain "FA" or so
21:11:50  <frosch123> and the visual_effect property should be 0x41 ?
21:11:59  <andythenorth> possibly
21:12:06  <andythenorth> I don't yet understand the spec fully :)
21:12:17  <andythenorth> I'll re-read
21:12:44  <andythenorth> so where spec says cb10, I should infer cb160 instead?
21:13:02  <frosch123> no, cb10 is the existing "visual_effect"
21:13:13  <frosch123> and you only need the property, not the callback
21:13:32  <andythenorth> I wondered about that
21:13:45  <andythenorth> can cb10 change the property?
21:14:08  <frosch123> yes, you can create steam only for some vehicles
21:14:15  <frosch123> mostly in articulated and such
21:14:25  <andythenorth> ok
21:14:31  <frosch123> or weird emu with pantographs on random wagons
21:15:13  <andythenorth> so the spawn model is chosen using the existing property or cb, and cb160 handles the generation when spawning happens?
21:15:33  <frosch123> yup
21:18:44  <andythenorth> ok
21:25:43  <andythenorth> frosch123: how complete is your diff? I have a test grf compiling, but no idea if it works :)
21:27:24  <frosch123> it's all but the custom sprites
21:27:30  <andythenorth> I can't get it to apply
21:27:33  <frosch123> so, the spawning models
21:27:46  <frosch123> multiple effect positions
21:28:36  <andythenorth> I thought I could do: curl http://devs.openttd.org/~frosch/diffs/newsmoke/30_cb160.diff | patch -p0
21:28:47  <frosch123> -p1
21:28:53  <frosch123> it's a queue
21:28:56  <frosch123> and you need both diffs
21:29:17  <andythenorth> ah
21:29:38  <andythenorth> that's why I have hunk failures
21:32:46  <andythenorth> https://dev.openttdcoop.org/attachments/download/5691/fish.tar
21:33:03  <andythenorth> ^ I probably won't get the compile working before I fall asleep, so that grf may be valid :P
21:33:05  <andythenorth> dunno :)
21:41:13  <frosch123> which ship?
21:41:31  <andythenorth> should be all of them, if it's working
21:41:55  <frosch123> hmm, maybe i just don
21:42:01  <frosch123> 't know how it is supposed to look
21:42:16  <andythenorth> spawn model is steam
21:42:58  <andythenorth> register 100 contains 0xFA
21:43:07  <andythenorth> and cb160 returns 0x01
21:44:01  <andythenorth> quite possible I've done something wrong :)
21:47:17  <andythenorth> can revisit tomorrow
21:47:20  <andythenorth> bed for me :)
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21:49:44  <frosch123> the "visual_effect" property/callback says 0x18
21:51:16  <frosch123> CB 160 returns 1
21:52:32  <frosch123> register 100 contains 0
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