Times are UTC Toggle Colours
01:47:24 *** yorick has quit IRC 02:05:29 *** KenjiE20 has joined #openttdcoop.devzone 10:23:52 *** Alberth has joined #openttdcoop.devzone 11:09:22 *** Alberth has quit IRC 11:18:58 *** Alberth has joined #openttdcoop.devzone 12:15:48 *** yorick has joined #openttdcoop.devzone 13:59:11 *** Alberth has left #openttdcoop.devzone 16:03:05 *** ODM has joined #openttdcoop.devzone 16:05:36 *** frosch123 has joined #openttdcoop.devzone 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/ 17:33:09 *** Alberth has joined #openttdcoop.devzone 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/ 19:36:35 *** oskari89 has joined #openttdcoop.devzone 19:49:39 *** andythenorth has joined #openttdcoop.devzone 19:50:43 *** andythenorth has quit IRC 19:50:58 *** andythenorth has joined #openttdcoop.devzone 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 ? 20:43:50 *** ODM has quit IRC 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 :) 21:47:29 *** andythenorth has left #openttdcoop.devzone 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 22:02:49 *** skyem123 has joined #openttdcoop.devzone 22:36:01 *** skyem123 has quit IRC 22:38:40 *** Alberth has left #openttdcoop.devzone 22:56:13 *** oskari89 has quit IRC