IRC logs for #openttd on OFTC at 2015-05-19
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12:48:57 <Eddi|zuHause> has the typical 32bpp problem of looking too much like a toy due to the shortness
12:49:28 <Pikka> not much more than the real thing :P
12:50:25 <Eddi|zuHause> you can't really trust photos, they're often made with distorting lenses
12:51:30 <Pikka> Leyland PD2s were 26 feet long, or a shade under 8 meters
12:51:37 <Pikka> modern buses are about 11-12 meters long
12:52:21 <Pikka> although that photo is actually a 30 foot PD3
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18:01:58 <frosch123> "nmlc --version" prints a PIL version
18:02:05 <frosch123> should it say pillow version?
18:04:04 <Alberth> Don't think you can distinguish between the two
18:04:27 <Alberth> although, for Python 3, there isn't a PIL, probably
18:05:30 <frosch123> from PIL import Image <- well, i guess PIL is not that wrong then
18:06:04 <frosch123> let's address it with the api name :)
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19:22:45 <frosch123> it looks like coffee to me
19:22:51 <frosch123> cat juice looks different
19:23:08 * andythenorth hopes frosch123 hasn’t made a terrible mistake
19:26:10 <frosch123> yeah, the unicorns get upset if i eat/drink their food
19:29:51 <andythenorth> how does the rocking horse feel about it?
19:30:49 <frosch123> does your cat have a rocking horse?
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19:45:01 <andythenorth> it rides it around
19:45:09 <andythenorth> making clip-clop noises
19:47:54 <andythenorth> there must be a better way
19:48:09 <andythenorth> (1) the hide_sprite expressions are slow to expand
19:48:22 <andythenorth> (3) it hits the register limit if any more date graphics are added
19:48:47 <andythenorth> sorry, it is just a wall of spritelayouts
19:48:48 <frosch123> put the "hide_sprite" into a register
19:49:09 <andythenorth> that was one thought
19:49:41 <andythenorth> the repeated spritelayouts only vary by the actual sprite
19:49:42 <frosch123> put all the sprites into a single spriteset
19:49:42 <andythenorth> machine_shop_spriteset_11_4_snow
19:49:48 <frosch123> so you only need one layout
19:49:56 <andythenorth> I just don’t know how to do it yet :)
19:50:17 <andythenorth> the required sprites are all defined in the python compile, so changing the templating to use them should be trivial
19:50:24 <andythenorth> if I can figure out what’s needed :)
19:58:53 <Alberth> hehe, nice pre-condition :)
20:02:15 <andythenorth> if I want the value for a STORE_TEMP() to be conditional, I need to branch switches? No other way?
20:03:01 <andythenorth> nml docs has an example that stacks ternary op on a “condition ? new : previous” approach
20:04:17 <andythenorth> is the repeat that builds the spritelayout, need to convert that to switch(es)
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20:42:39 <andythenorth> STORE_TEMP(value, register), register is always an int?
20:42:49 <andythenorth> NML won’t expand identifiers and auto-assign numbers?
20:46:33 <Alberth> no idea what that means :)
20:47:14 * andythenorth should write better questions
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20:53:33 <Rubidium> right... rich enough to afford a gold (and therefor pointless) gun, but poor enough to have to take a cab
20:54:57 * andythenorth has boxed himself into a corner
20:55:08 <andythenorth> I will spend much more time unpicking this than I will save in compiles :)
20:55:12 <andythenorth> but it will be more correct
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21:00:57 <qwebirc31196> happy did you see this one?
21:03:26 <andythenorth> if I’ve started thinking in trees, does that mean I’m growing a programmer brain?
21:04:09 * andythenorth is not programmer
21:04:12 <Eddi|zuHause> just that you're missing the wood
21:04:38 <andythenorth> if you have a tree-shaped hammer, is everything a wooden nail?
21:10:38 <Johnnei> anythenorth codes lolcode :p
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21:50:36 <andythenorth> one day I’ll learn how to teach make
21:50:42 <andythenorth> then I can teach it the actual deps
21:50:46 <andythenorth> and stop relying make clean
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22:17:57 <mczapkie> I found following dbg error in logs: industry_cmd.cpp:2052: Backupped value was not restored!
22:18:29 <mczapkie> does anybody know, what can be a cause?
22:19:32 <frosch123> you canceled map generation
22:25:43 <mczapkie> exactly, during industry generation loop (if industry number is high)
22:26:23 <mczapkie> I got some desync lately and was suspicious that my industry newgrf is a cause
22:26:27 <frosch123> it's caused by the way the canceling is implemented
22:26:58 <frosch123> industry grfs are pretty safe wrt. desyncs
22:27:10 <frosch123> usually only vehicle grfs cause trouble
22:27:14 <mczapkie> even if some temp/perm registers are in use?
22:27:33 <frosch123> yes, we hardened that :)
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22:28:18 <mczapkie> it is great, that these desync are not my problem :)
22:29:31 <mczapkie> probably xUSSR set and its sophisticated running cost calculation
22:29:32 <frosch123> anyway, if you want to help finding the desync
22:30:25 <frosch123> desync caused by vehicle grfs are usually detected with 2.1
22:31:15 <mczapkie> yes, I know procedure, but usually I run off resources before desync is recorded (if savegame is dumped)
22:33:26 <mczapkie> but cache debugging is a good idea - section 2.1 is doable (in terms of limited quota)
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22:40:07 <andythenorth> “when you have a python, everything looks like an iterable"
22:49:29 <SpComb> you can do anything with a for loop
22:50:28 <andythenorth> list comprehension
22:50:36 * andythenorth back to making FIRS faster
22:50:46 <andythenorth> this 3 hours work might shave 6s off the compile :P
23:01:42 <mczapkie> I dont understand, why tractive effort for all USSR locomotives is decreased if compared to real prototypes
23:02:52 <andythenorth> that chart again :)
23:03:01 <andythenorth> also, doing it right is better sometimes
23:03:06 <andythenorth> no matter how long it takes :P
23:11:24 <mczapkie> Let me take a French leave...
23:21:21 <luaduck> are there any known server side crashes in 1.5.0? we've crashed twice in three days in UpdateVehicleTimetable
23:25:04 <frosch123> none wrt. that function
23:25:17 <frosch123> there is a known crash caused by roadrunnerai
23:25:30 <frosch123> and a known crash by loading old savegames (should not affect a server)
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