IRC logs for #opendune on OFTC at 2011-08-30
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00:07:28 <DorpsGek> SVN: glx (r2438) -Fix (r2435): let generate parse source.list to skip files
14:10:54 <DorpsGek> SVN: truebrain (r2439) -Change: update the svn:ignore a bit
14:21:09 <TrueBrain> wow .. I never noticed this, but the game checks (and warns) if you don't have enough open concrete to build your next structure on
14:28:57 <Xaroth|Work> mission 1 it'll pop up about it
14:29:07 <DorpsGek> SVN: truebrain (r2440) -Add: name the last 2 structure functions
14:29:18 <Xaroth|Work> build a windtrap with concrete under it, then build refinery without concrete, and it'll pop up
14:30:47 <TrueBrain> some script functions left, but no freaking clue
14:51:49 <TrueBrain> pff, Alberth is always busting my ass for documentation, but he is lazy too! :P
14:57:25 <DorpsGek> SVN: truebrain (r2441) -Add: named and documented most MapActivity related functions
15:00:13 <DorpsGek> SVN: truebrain (r2442) -Codechange: the return value of all MapActivities was always ignored, so don't waste time on them
15:13:54 <DorpsGek> SVN: truebrain (r2443) -Codechange: unify all MapActivity functions and use a table to call them, improving readability of the code
15:14:08 <DorpsGek> SVN: glx (r2444) -Fix (r2438): just exclude files from build but keep them in project file, so it's easy to edit them if needed. Also added source.list in project
15:26:07 <DorpsGek> SVN: truebrain (r2445) -Codechange: move MapActivity related code to mapactivity.[ch]
15:27:47 <TrueBrain> hmm, I could also make it an enum
15:36:15 <DorpsGek> SVN: truebrain (r2446) -Codechange: just like animation, make MapActivity an enum based table
15:37:15 <DorpsGek> SVN: truebrain (r2447) -Codechange: be consistent with Animation in naming struct entries
15:44:34 <glx> hmm it seems generate gives a different output for you
15:44:45 <TrueBrain> owh, I did not validate it
15:46:56 <DorpsGek> SVN: truebrain (r2448) -Codechange: use enums in the tables, remove unused functions and more consistency
15:48:45 <DorpsGek> SVN: glx (r2449) -Fix (r2445): project file
15:49:03 <glx> maybe there's a bug in generate
15:49:29 <TrueBrain> as ExcludedFromBuild is indeed wrong when I generate
15:51:30 <glx> but I don't see what can be wrong
15:57:48 <TrueBrain> hmm, MapActivity is not MapActivity, but more HandleBulletHittingTheTargetActivity :P
16:01:12 <planetmaker> HandleWeaponEffect
16:01:24 <TrueBrain> yeah, something like that
16:01:30 <planetmaker> a bit shorter ;-)
16:01:30 <TrueBrain> really don't want to rename it all now thou :P
16:01:47 <planetmaker> make a list of "things to rename" and do it later all at once
16:02:17 <TrueBrain> and it is more explosion effect I think
16:02:48 <TrueBrain> yeah, it is explosion :)
16:03:27 <DorpsGek> SVN: truebrain (r2450) -Add: split the MapActivity table to a table file
16:03:42 <glx> ok the bug happens on ubuntu
16:03:51 <glx> (it also changes sorting)
16:05:46 <glx> who had the silly idea to sort on extensions ???
16:05:59 <TrueBrain> I am so happy it is your code :P
16:07:03 <glx> mingw: widget.c widget.h widget_click.c
16:07:03 <glx> ubuntu: widget.c widget_click.c widget.h
16:07:14 <TrueBrain> human sorting vs real sorting
16:13:57 <DorpsGek> SVN: truebrain (r2451) -Codechange: MapActivity is in reality Explosion, so rename everything
16:14:08 <TrueBrain> I did not update MSVC project file
16:14:23 <TrueBrain> there ... now this makes so much more sense :D
17:19:11 <DorpsGek> SVN: truebrain (r2452) -Codechange: more consistency between Animation and Explosion (they are much alike) and fix some MapActivity leftovers. Also remove the hard enum values of Animation functions, they no longer matter
17:19:21 <TrueBrain> a complete epostol :D
17:22:47 <DorpsGek> SVN: glx (r2453) -Fix (r2438): generate didn't worked as espected
17:23:02 *** Alberth has joined #openDune
17:23:02 *** ChanServ sets mode: +o Alberth
17:25:36 <TrueBrain> it works for me, but of course gives a diff at the moment
17:26:16 <glx> forgot to run it on both systems ;)
17:28:06 <glx> feel free to use the script :)
17:28:43 <DorpsGek> SVN: truebrain (r2454) -Update: MSVC project file update
17:29:38 <glx> I don't understand how it could work for me ;)
17:30:07 <glx> I guess it was just luck because WIN32\r was not WIN32
17:31:00 <glx> because as soon as I removed \r at start, it gave the same wrong result as linux
17:34:45 <DorpsGek> SVN: truebrain (r2455) -Codechange: replace all hex values for StringIDs with decimal values where I could find them
17:34:53 <TrueBrain> we should find a better way to do string IDs :P
17:35:20 <TrueBrain> I do have an idea, but I am not sure I will like it :D
17:35:40 <TrueBrain> adding OpenTTD's language system would not be the worst
17:35:53 <TrueBrain> but I was thinking a bit more simpel, how OpenTTD started
17:36:22 <Alberth> I was pondering whether connecting it to some other translation system (by gnu or kde or so) would be useful?
17:36:25 <TrueBrain> no, just making one huge enum where the name of the enum is the english text in uppercase with \s -> _ :P
17:36:56 <TrueBrain> all translation systems I know depend on gettext, which is just ... bad
17:37:33 <TrueBrain> in my opinion it is not, no
17:37:38 <TrueBrain> nowedays it has some plural system
17:37:43 <TrueBrain> but it doesn't have cases nor genders
17:37:48 <TrueBrain> which some languages really need to translate
17:38:01 <TrueBrain> unless of course you define every text as on its own
17:38:18 <Alberth> which is what they do then, probably
17:38:32 <TrueBrain> rarely, from what I have seen. They just accept the broken local translation
17:41:06 <Alberth> very bad, and nobody from those countries fixes it? weird
17:41:15 <TrueBrain> gettext doesn't support it
17:41:18 <TrueBrain> so that leaves you nowhere
17:41:18 <Alberth> or their patches never get accepted of course
17:41:31 <TrueBrain> well, there is nothing to patch, that is the problem :)
17:41:56 <TrueBrain> but I guess planetmaker knows better how bad it is, as genders in german are much more important. So planetmaker, do you ever use KDE in german or something? :)
17:42:32 <TrueBrain> and OpenTTD really stepped it up on this, and made some complicated but VERY versitel language system
17:43:19 <planetmaker> TrueBrain: my computers run the German localization, yes
17:43:19 <glx> btw Alberth, generate should no longer change the order for you
17:43:37 <TrueBrain> planetmaker: so how good are KDE translations, in respect to genders and cases?
17:44:19 <planetmaker> you can ask things :-)
17:44:40 <planetmaker> It's ok, I didn't stumble over translations yet
17:44:59 <planetmaker> but not like I paid so far extensive attention on that either
17:45:10 <planetmaker> but if it was bad, I'd have noticed :-)
17:45:29 <TrueBrain> bah, 13 strings have duplicated names ... hmm ...
17:45:48 <TrueBrain> 142 and 189, both Upgrade
17:46:05 <planetmaker> you're pondering how to translate OpenDune?
17:46:16 <glx> some IDs are duplicates too (depends on what file is loaded)
17:46:31 <TrueBrain> I have very bad experiences with gettext, because of the lack of genders and cases (and bad plural system)
17:46:36 <planetmaker> hm, not stealing a system similar to OpenTTD?
17:46:37 <TrueBrain> so I am considering just adding OpenTTD's system
17:46:56 <TrueBrain> but we all know it is a highly complex system
17:46:58 <Alberth> that would be the simplest solution imho
17:47:06 <planetmaker> well, languages ARE complex
17:47:07 <TrueBrain> 'simple' and OpenTTD's language system .. I don't know :D
17:47:16 <Alberth> or the somewhat simpler nml system
17:47:19 <TrueBrain> but I believe we are all agree'ing it should be done, so :P
17:47:42 <planetmaker> what is so much simpler about NML's system over OpenTTD?
17:48:39 <Alberth> planetmaker: hmm, perhaps not as much as I think
17:49:04 <planetmaker> there are a few things which a NewGRF can't do, but basically the string syntax is the same
17:49:12 <planetmaker> including cases and genders
17:49:27 <planetmaker> and the possibility to re-order arguments
17:49:38 <planetmaker> (not sure whether NewGRFs can do that, but it's needed)
17:49:44 <TrueBrain> something like that I would suggest as 'in between' solution
17:50:14 <TrueBrain> that my friend is a huge enum :P
17:50:40 <TrueBrain> it would introduce the STR_ stuff like in OpenTTD in the code
17:50:47 <TrueBrain> then later we can implement the language system easier
17:50:53 <glx> 340 and 0 are the same ;)
17:51:02 <TrueBrain> there are 13 identicals
17:51:14 <TrueBrain> but that is not important atm, I more wonder about the idea
17:51:33 <Alberth> QTY_2D & QTY_99 also look the same :)
17:51:46 <TrueBrain> yes; for other files the solution is less easier
17:52:13 <Alberth> I agree we should replace the magic numbers with some constant name
17:52:39 <TrueBrain> it would be identical to talbe/strings.h in OpenTTD btw
17:53:26 * Alberth hopes for no ships in opendune :)
17:54:18 <TrueBrain> new version to mimmic OpenTTD better
17:54:34 <TrueBrain> now lets see what we can do for other language files ...
17:54:53 <TrueBrain> it is either INTRO or DUNE
17:55:19 <glx> will be fun for language files containing images ;)
17:55:27 <TrueBrain> and INTRO of course is a completely different story
17:55:36 <Alberth> planetmaker: sand skates ok, but sand ships?
17:55:46 <glx> yeah intro contains images
17:56:02 <TrueBrain> I am talking about strings glx
17:56:07 <TrueBrain> I don't care about images at this point :D
17:56:13 <planetmaker> glx: sounds like the special glyphs in OpenTTD, ships, trains,... ;-)
17:56:15 <TrueBrain> String_Load is only used with INTRO or DUNE
17:57:02 <TrueBrain> so I am pretty sure all ids used with String_Get_ByIndex are in fact the values in temp.txt :)
17:58:23 <glx> mentat* too, there are strings but in chunks
18:01:03 <TrueBrain> okay, lets test this ....
18:02:50 <planetmaker> Alberth: I'm sure a mod with ships for opendune would not be the worst ;-)
18:03:12 <planetmaker> and... technically sand worms behave similar to ships ;-)
18:03:30 <Alberth> more like submarines :p
18:03:34 <planetmaker> they're not submarines, but sub-sands
18:03:36 <TrueBrain> you guys annoy me :D
18:04:00 <planetmaker> I just need a long leash to "drive" my sand worm :-P
18:04:11 <TrueBrain> that would be an interesting unit :D
18:05:12 <planetmaker> not whale rider but sandworm rider :-)
18:05:24 <planetmaker> one mouthful to eat them all :-P
18:06:42 <TrueBrain> glx: this ensures String_Get_ByIndex is always from dune.eng
18:07:21 <TrueBrain> also an awesome copy/paste from OpenTTD :D
18:08:14 <SmatZ> static char *s_stringDecompress = " etainosrlhcdupmtasio wb rnsdalmh ieorasnrtlc synstcloer dtgesionr ufmsw tep.icae oiadur laeiyodeia otruetoakhlr eiu,.oansrctlaileoiratpeaoip bm";
18:08:14 <DorpsGek> SVN: truebrain (r2456) -Change: move reading INTRO strings away from the general String_Get_ByIndex (which normally comes from DUNE strings) to avoid confusion in indexes
18:08:24 <TrueBrain> SmatZ: you don't like the gibberish?! :D
18:08:29 <TrueBrain> it is used to encrypt strings
18:08:34 <TrueBrain> pretty nifty for a 20 year old product
18:08:52 <TrueBrain> to avoid people reading security questions (and answers) by looking in the file
18:09:06 <Alberth> planetmaker: I run hgsubversion against the svn repo so I can make local branches
18:10:12 <DorpsGek> SVN: truebrain (r2457) -Codechange (r2455): some more hex -> dec
18:12:52 <TrueBrain> hmm ... I only now noticed OpenTTD uses hex as values :P
18:13:00 <TrueBrain> and I just replaced them with dec .. hmm .. fuck that, we can fix that later :P
18:14:15 <TrueBrain> stupid VMWare .. my clipboard doesn't always synchornize :(
18:19:01 <TrueBrain> of course a nice search/replace will be done to do all other strings :P
18:24:19 <TrueBrain> and now you all shut up ... *sigh* :D
18:33:26 <planetmaker> what's the adv. over an enum?
18:33:48 <TrueBrain> easier to merge later
18:35:28 <Alberth> except for the somewhat long enum names here and there, seems fine to me
18:40:54 <TrueBrain> this is weird ... I cannot put STR_s in an array ...
18:41:23 <TrueBrain> it says the element is not a constant
18:41:28 <TrueBrain> which it obviously is
18:42:35 <TrueBrain> also a statement like: case STR_LAUNCH
18:43:28 <SmatZ> how is STR_LAUNCH declared? maybe the problem is that it's C?
18:43:39 <TrueBrain> static const uint16 STR_LAUNCH = 12;
18:44:28 <TrueBrain> so it has to be an enum after all
18:45:41 <TrueBrain> enum is fine, I was just hoping to have it the same as OpenTTD :P
18:47:24 <SmatZ> OpenTTD used to use #define I think :)
18:51:21 * SmatZ wonders where he can download old OpenTTD binaries/sources ... navigating from the openttd.org frontpage
18:51:54 <SmatZ> (to verify if openttd used #define STR_* in the past)
18:52:02 <TrueBrain> click the Archive link ? :)
18:52:44 <SmatZ> frontpage -> "Download OpenTTD"
18:52:53 <TrueBrain> hmm, someone removed the link :(
18:53:05 <TrueBrain> via the ugly way then :P
18:55:17 <SmatZ> hmm no, so openttd used enum too ;)
18:58:53 <SmatZ> did you use some automated way to replace those magic numbers?
18:59:00 <TrueBrain> did them one by one :P
18:59:23 <TrueBrain> replaced many more now ... hope I got them all .. I am sure I didn't :P
18:59:43 <DorpsGek> SVN: truebrain (r2458) -Add: introducing enums for strings
19:00:08 <TrueBrain> now I need someone who is handy with scripts to replace all values in table/*.c
19:00:29 <TrueBrain> 269 entries there ...
19:00:55 <TrueBrain> so SmatZ, how bored are you? :P :P
19:01:56 <SmatZ> I am not handy with sed/awk/etc :/
19:02:29 <TrueBrain> bah; was hoping with inctest stuff you were :D
19:03:10 <Alberth> lines with 'stringID and some "foo" text in comments, it seems
19:03:27 <TrueBrain> lines with stringID excluding ones with '/ -' and 65536 in them
19:03:37 <TrueBrain> 0 should become STR_NULL for example :)
19:03:49 <SmatZ> it shouldn't be a problem
19:03:50 <TrueBrain> and houseanimation.c doesn't have comments
19:05:30 <TrueBrain> my next hope is that someone like renaming the STR_s .. I ran out of ideas after trying 2 or 3 :)
19:05:47 <TrueBrain> but yippie, readable string references!
19:07:18 <glx> one leak per intro run :)
19:08:32 <Alberth> interesting to have two places where it ends :)
19:08:58 <glx> the intro and the outro ;)
19:11:29 <TrueBrain> owh, of course, I forgot to free it
19:11:46 <TrueBrain> you can also free it when it is loaded, and when closing
19:11:51 <TrueBrain> but your patch works too :)
19:18:20 <glx> it's cleaner that way, load, use, free
19:18:38 <TrueBrain> in time, I hope we can load them always
19:18:44 <TrueBrain> also for dune.eng and message.eng
19:18:54 <TrueBrain> and just add 0x1000 or something to them
19:19:10 <TrueBrain> but I guess that will be after we add a language system :P
19:19:59 <DorpsGek> SVN: glx (r2459) -Fix (r2456): memory leaks
19:20:52 <glx> MSVC detects them, then I add 2 lines to have more info via vld
19:24:57 <SmatZ> it compiles with a few #include "strings.h"
19:26:33 <TrueBrain> can you also apply it to windowdesc? :)
19:26:48 <TrueBrain> owh, indeed, unitinfo and structureinfo too :D
19:27:00 <TrueBrain> but it does look really good :D
19:27:58 <TrueBrain> glx: and I am happy you added the check for MSVC, very nice you detect this in such an early state
19:28:01 <SmatZ> no awk magic, just brute force :)
19:28:17 <glx> TrueBrain: I detected it by reading the diff ;)
19:28:27 <glx> well I supposed there was one
19:28:56 <TrueBrain> SmatZ: you are doing it by hand? There are over 200 entries ....
19:31:36 <TrueBrain> I was thinking way too complex to solve it :P
19:32:18 <SmatZ> well, it's ugly from programmers' perspective
19:37:45 <DorpsGek> SVN: truebrain (r2460) -Codechange: security.[ch] is in fact a GUI file, so place it under gui/
19:39:49 <Alberth> SmatZ: for the next time "s:stringID \( *\)./ $VAL,.*$:stringID \1*/ $STR,:g"
19:40:12 <TrueBrain> then also a -e or -r?
19:40:14 <TrueBrain> I always forget ...
19:40:44 <DorpsGek> SVN: truebrain (r2461) -Codechange: rename a random variable to a more descriptive name
19:41:24 <SmatZ> thanks Alberth, I could remember the \1 thing
19:41:30 <Alberth> -e normally, but some sed programs seem to take an argument as command
19:42:37 * TrueBrain adds some #incldues
19:42:39 <SmatZ> hmm more includes needed
19:43:08 <DorpsGek> SVN: truebrain (r2462) -Codechange: also name the StringIDs in table/*.c (patch by SmatZ)
19:45:49 <SmatZ> structure.c:1587:22: warning: variable ‘ui’ set but not used [-Wunused-but-set-variable]
19:46:11 <SmatZ> (did I miss it yesterday?)
19:46:24 <DorpsGek> SVN: truebrain (r2463) -Codechange: remove a write-only variable (SmatZ)
19:48:54 <TrueBrain> no need to be sorry
19:48:56 <TrueBrain> happy you found it now :D
19:50:55 <TrueBrain> funny; HP Touchpads drop in price to 99 dollar, yet I see them for much more everywhere :P
19:59:30 <TrueBrain> I guess naming sprites will be much harder ... they are ... odd
20:01:26 <TrueBrain> I am still amased Dune2 has a full stack-based script engine for each and every unit in the game ...
20:02:42 <Alberth> programmers got tired waiting for the designers to make up their mind :)
20:02:46 <TrueBrain> Just thinking ahead a bit about languages, and the fact we have voices ... is VOC a good format, or should we consider shit like ogg?
20:04:15 <Alberth> I have no idea about current sound tools and current common file formats
20:05:16 *** SmatZ_ has joined #openDune
20:05:43 <SmatZ_> "structure which are being built also count towards spice storage / power production" does that mean an uncomplete windtrap produces power? cool :)
20:16:15 <DorpsGek> SVN: truebrain (r2464) -Add: named 2 functions in map.c
20:18:02 <glx> TrueBrain: VOC is a kind of WAV
20:19:17 <DorpsGek> SVN: truebrain (r2465) -Add: named a tile.c function
20:19:37 <TrueBrain> glx: yeah, that is why I kinda like it; easy to write support for with very little external libraries
20:19:48 <TrueBrain> I am not sure if I would like to need libogg support for OpenDUNE ...
20:19:54 <SmatZ> crashlog.c:57:2: warning: no newline at end of file [-pedantic] the only useful warning given by clang (others are 'script.c:649:24: warning: multi-character character constant [-Wfour-char-constants]')
20:20:11 <glx> and WAV is natively supported by windows
20:20:35 <DorpsGek> SVN: truebrain (r2466) -Codechange: no newline at end of crashlog.c (SmatZ)
20:20:48 <TrueBrain> how I see languages work is like this:
20:20:56 <TrueBrain> instead of OpenTTDs english.txt etc, we get
20:21:03 <TrueBrain> or even the ISO code
20:21:12 <TrueBrain> with the dune.eng etc translation
20:21:28 <TrueBrain> in which the files are listed for those
20:21:37 <TrueBrain> this all can of course be in a PAK
20:24:55 <TrueBrain> I guess we can do with libpng, for images
20:24:59 <TrueBrain> or keep the formats used now
20:25:06 <TrueBrain> but then we need to write a converter
20:25:12 <TrueBrain> meh .. guess that is all a bit further away
20:26:22 <TrueBrain> hmm .. I just realised it would be kinda awesome if we can make a, say, DUTCH.PAK, which can overwrite GERMAN.PAK and work in original Dune2 :p
20:26:28 <TrueBrain> but that might be just pushing it a bit too much :P
20:28:26 <TrueBrain> well, what I mean, is that it is identical to german.pak
20:28:31 <TrueBrain> so it just works with the original dune2
20:28:44 <TrueBrain> but that does limit us a lot
20:28:48 <TrueBrain> not sure I want that P
20:29:38 <TrueBrain> btw, got a PM on OpenDUNE forum, people asking about TOC, because they want to do the same for C&C :P
20:30:00 <DorpsGek> SVN: truebrain (r2467) -Codechange: remove an unused parameter
20:31:56 <TrueBrain> running low on stuff I can do in regards to renaming etc ... gui/ and input/ left, kinda :P
20:47:38 <Alberth> TOC being your de-compiler?
20:49:31 <Alberth> ah, /me was thinking of 'table of contents' which did not make much sense for a de-compiler :)
20:50:27 <Alberth> but you get that when you write LaTeX document all day :)
20:50:48 <TrueBrain> well, TeX should do that for you :P
20:52:51 <Alberth> TeX knows about algorithms for unifying trees of objects for the purpose of a general type checking language???? :D
20:53:10 <TrueBrain> no, it knows how to make a Table Of Contents :D
20:53:23 <Alberth> last time I checked, it mainly knew about making a PDF file :)
20:53:34 <TrueBrain> and it knows how to number pages
20:53:43 <TrueBrain> what other shit Word can't do?
20:54:23 <Alberth> saving a 10 page document at a HD with 20MB free space in 1992 ?
20:55:08 <Alberth> 'file is too large to save, please delete some text and try again'
20:56:34 <Alberth> we laughed our socks off for 15 minutes, then decided it was the last time we used word :)
20:56:56 <TrueBrain> a boolean that is true for all units
20:57:03 <TrueBrain> false for all bullets/missiles and sandworm frigate
20:57:11 <TrueBrain> if false, the unit cannot be damaged or deviated
20:57:21 <TrueBrain> isBuildable gives the wrong fibe
20:57:32 <TrueBrain> canBeDamaged is partly true, as you can damage a sandworm, but it is an exception
20:57:49 <TrueBrain> a bullet cannot be damaged
20:58:15 <Alberth> a sandworm can be damaged
20:58:57 <Alberth> oh, /me skipped a line :(
21:00:41 <TrueBrain> hmm .. sandworm really is an exception
21:00:49 <TrueBrain> they could have avoided that if they gave it isNoDeviateable true
21:00:58 <TrueBrain> owh, it is even ... so they are just being silly
21:01:32 <DorpsGek> SVN: truebrain (r2468) -Add: named a few flags in UnitInfo. Naming them is hard.
21:01:39 <TrueBrain> right, gave the names a spin .... not really happy with it
21:01:45 <TrueBrain> isNormalUnit I named the latter
21:01:53 <TrueBrain> best I could go for tbh :(
21:05:23 <DorpsGek> SVN: truebrain (r2469) -Codechange: remove 'notused' entry in UnitInfo. It is not used after all.
21:08:52 <TrueBrain> Soldier, Trooper, Trike and Quad
21:08:55 <TrueBrain> they have a piece of code
21:09:09 <TrueBrain> which can make them move 1 pixel to the right or bottom
21:09:26 <TrueBrain> is that the moving idea you see them do?
21:09:43 <TrueBrain> I believe it only happens over sand?
21:09:46 <glx> looks like the move feeling
21:10:11 <TrueBrain> partial-rock, entirely-rock
21:12:07 *** planetmaker has joined #openDune
21:12:07 *** ChanServ sets mode: +v planetmaker
21:12:10 <TrueBrain> I guess it is a bug
21:12:20 <TrueBrain> but once it is set to true, this value never becomes false
21:13:37 *** ChanServ sets mode: +v Yexo
21:14:49 <TrueBrain> the wobbling is odd in general
21:14:54 <TrueBrain> it is based on the tile you start at
21:19:34 <DorpsGek> SVN: truebrain (r2470) -Add: named the variables that cause some units (Soldier, Trooper, Trike, Quad) to wobble while moving
21:19:34 <DorpsGek> SVN: truebrain (r2470) -Add: [ENHANCEMENT]: once a unit started to wobble, it never stopped, even if it should. This because the variables was never set to false again.
21:19:38 <TrueBrain> thatone makes me HAPPY
21:21:00 <glx> did you compile before commit ?
21:22:41 <DorpsGek> SVN: truebrain (r2471) -Fix (r2470): save before commit etc
21:23:43 <TrueBrain> 4 variables left in UnitInfo
21:25:54 <glx> variable_0004 is read only
21:26:06 <TrueBrain> of course they are read only :P
21:27:33 <DorpsGek> SVN: truebrain (r2472) -Codechange: remove 2 notused entries from ObjectInfo
21:31:13 <TrueBrain> no clue about the 3 in ObjectInfo either ...
21:32:36 <glx> 0004 is Explode when dying
21:33:07 <glx> at least seems so when comparing table with nyerguds info
21:36:48 <TrueBrain> don't tell me, name them :P
21:37:06 <TrueBrain> hmm ... I had a good idea about what variable_4_0020 was, but when I disable it, I don't see the difference :P
21:38:12 <TrueBrain> it goes with UnitInfo variable_2000
21:38:19 <TrueBrain> it has to do with wingers ...
21:39:30 <Xaroth|Work> which units have what values? (seeing there's only 3 flying units.. and one isn't really a unit..)
21:40:17 <TrueBrain> eah, WINGER is a bit weird name
21:40:50 <Xaroth|Work> more funny if the W is flipped upside down..
21:40:55 <Xaroth|Work> but it takes a brit to figure that out :P
21:41:08 <glx> why not use bools in LandscapeInfo ?
21:41:51 <TrueBrain> possible in all Infos
21:42:11 <TrueBrain> but it simply is not done yet
21:42:18 <TrueBrain> so on the question why?, the only valid answer is: because :P
21:44:41 <DorpsGek> SVN: truebrain (r2473) -Add: found 'animationFlip', a variable that flips every tick to animate rockets etc
21:45:57 <TrueBrain> glx: but if you are going to change it, please keep it seperate from naming those two variables :D
21:46:35 <DorpsGek> SVN: glx (r2474) -Add: named 2 more UnitInfo flags
21:47:22 <TrueBrain> you could at least have named some vars related to them :P :P
21:48:54 <DorpsGek> SVN: truebrain (r2475) -Add: name some variables related to firesTwice variable
21:49:50 <glx> nice it fires twice only if health is >50%
21:52:38 <TrueBrain> found isDirty bit in Objects
21:52:40 <TrueBrain> is ignored for structures :P
21:52:49 <DorpsGek> SVN: truebrain (r2476) -Add: named isDirty in Object, works only for Units
21:53:48 <DorpsGek> SVN: truebrain (r2477) -Add: g_var_3A12, if set, forces a complete redraw
21:55:06 <DorpsGek> SVN: truebrain (r2478) -Add: the guessed comment of a variable was spot-on
21:56:12 <TrueBrain> I have no clue about the remaining variable_ entries (5 of them) in Object/Structure/Unit (Info)
21:56:18 <TrueBrain> if you can take a look at them, would be awesome
21:57:59 <TrueBrain> starting to look really good, the amount of unnamed stuff is very minimal
21:58:08 <TrueBrain> (no clue how much exactly, as the names are not consistent :P)
22:05:55 <DorpsGek> SVN: truebrain (r2479) -Add: named last UnitInfo flag
22:12:04 <DorpsGek> SVN: truebrain (r2480) -Add: named all variables of ActionInfo
22:13:07 <TrueBrain> I wonder if this is a conversion bug, intended, or dune2 bug
22:17:11 <TrueBrain> okay, figured out variable_0010
22:17:15 <TrueBrain> it is true for refinery and starport
22:17:23 <TrueBrain> BUSY in action means you see the lights go like: incoming
22:17:29 <TrueBrain> READY is that a unit is in the structure
22:17:38 <TrueBrain> for refinery for example, BUSY means a unit is in a structure
22:17:43 <TrueBrain> and READY that it wants a pickup
22:17:48 <TrueBrain> so how to call this ...
22:19:00 <Xaroth|Work> or showAwaitingPickup?
22:19:06 <TrueBrain> bustStateIsIncoming
22:21:54 <Xaroth|Work> nzbmatrix heeft ontiegelijk veel tv eps
22:22:13 <Xaroth|Work> you talk too much here, TrueBrain
22:25:35 <Xaroth|Work> no wait those are defined in two groups
22:25:37 <TrueBrain> when true, it can find a specific type ...
22:25:54 <Xaroth|Work> er, which units have it :P
22:26:33 <DorpsGek> SVN: glx (r2481) -Codechange: removed not_used in LandscapeInfo, and used bool for booleans
22:27:16 <DorpsGek> SVN: truebrain (r2482) -Add: named 2 variables in ObjectInfo
22:27:39 <TrueBrain> okay, lets see the function it calls
22:27:51 <TrueBrain> that function finds a unit on the map given by the type coming from the script
22:28:05 <TrueBrain> it has to be a non-moving non-linked unit
22:28:36 <TrueBrain> if that unit is found, that unit will move to us
22:29:10 <TrueBrain> so it means: request carry-all
22:29:28 <Xaroth|Work> canRequestCarryAll ?
22:31:10 <Xaroth|Work> technically troopers can be too
22:31:50 <Xaroth|Work> not if you wall in the WOR with other stuff?
22:31:55 <Xaroth|Work> always thought you could
22:31:59 <Xaroth|Work> but i never used troopers anyhow
22:32:02 <TrueBrain> but that is not normal :D
22:32:14 <DorpsGek> SVN: truebrain (r2483) -Add: named last variable in ObjectInfo
22:34:12 <TrueBrain> only happens with bullet and sonic blast
22:38:43 <TrueBrain> sonicBlasts act weird btw
22:38:54 <TrueBrain> only happens on bullets and sonic blasts
22:39:00 <TrueBrain> if true, the bullet/blast is twice as big
22:39:11 <TrueBrain> (only visual, to represent the amount of damage it will do)
22:40:09 <DorpsGek> SVN: truebrain (r2484) -Add: named last unknown flag in Object
22:40:17 <TrueBrain> now only variable_09 is left
22:42:03 <TrueBrain> such a weird variable
22:42:10 <TrueBrain> something to do with who is your friend or something
22:45:27 <TrueBrain> src/unit.c:2603 ...
22:45:36 <TrueBrain> if (var08 & loc0A) != 0) var08 |= loc0A
22:45:39 <TrueBrain> feels a bit useless ...
22:45:54 <TrueBrain> owh, they can have two flags
22:48:47 <TrueBrain> I have this feeling variable_09 is the cause that sometimes the enemy doesn't see one specific unit as an enemy
22:51:25 <DorpsGek> SVN: glx (r2485) -Add: named some SelectionType variables
22:51:35 <TrueBrain> owh, I think it is isSeenBy
22:55:11 <DorpsGek> SVN: glx (r2486) -Add: SelectionType variable_0A is always false, theorically it should be named forceChange but let's just remove it
22:56:16 <glx> (just in case we need to readd it, we'll know how to name it)
22:56:51 <TrueBrain> how to name this var ... it is a mask of all houses that have seen an object
22:57:00 <TrueBrain> used to track stats and stuff
22:57:09 <TrueBrain> all the humans units/structures are seen by everyone btw :P
22:58:47 <TrueBrain> I hate that word :D
22:58:54 <TrueBrain> silly reason, I know
22:59:57 <DorpsGek> SVN: truebrain (r2487) -Add: named variable which indicates which houses have seen that object. Of course everyone has always seen all objects of the human player, cheaters! :P
23:00:18 <glx> do we have the list of selectionTypes somewhere ?
23:00:24 <TrueBrain> yippie, named that shit :D
23:00:58 <glx> if (g_table_selectionType[oldSelectionType].variable_04 != 0 && g_table_selectionType[selectionType].variable_06 != 0) { <-- would probably help to name these 2 vars
23:02:37 <TrueBrain> MOVEMENT_SLITHER is never used? Weird ...
23:03:38 <TrueBrain> owh, indeed, I copied it wrong ...
23:04:38 <DorpsGek> SVN: truebrain (r2488) -Fix (r2487): compile before commit
23:04:45 <DorpsGek> SVN: truebrain (r2489) -Add: use enum values where possible
23:05:46 <TrueBrain> displayMode might also use an enum
23:05:50 <TrueBrain> we don't have it either I think
23:06:38 <TrueBrain> but I am off to bed :) Night!
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