IRC logs for #openttd on OFTC at 2013-10-16
            
00:01:17 <Supercheese> Hmm, in the patch posted I'm seeing complaints that 'spec' is not a defined variable
00:01:34 <Supercheese> spec->generate_amount = buf->ReadByte();
00:01:46 <Supercheese> is the first part of that necessary?
00:04:19 <Supercheese> won't compile as-is
00:04:29 <planetmaker> yes. But I exported the patch funkily. try to re-download slightly updated version
00:04:49 <Supercheese> .diff looks different, I'll try that
00:09:07 <Supercheese> seems to be compiling now
00:09:41 <Supercheese> Ah, that line was placed in the wrong locations it seems
00:09:50 <Supercheese> location*
00:09:52 <planetmaker> bed here now, though. Have fun :-)
00:09:58 <Supercheese> Will do, vale
00:10:25 <planetmaker> if you want to toy, NML and grfcodec patches are in that dir as well... but you'll have noticed
00:10:39 <planetmaker> though I'm not 100% sure about grfcodec
00:15:51 <Supercheese> yeah, saw those
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00:37:55 <Supercheese> Hmm, never compiled NML before
00:38:40 <Supercheese> I'll just hex my grfs
00:40:46 <Supercheese> or hmm
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00:43:15 <Supercheese> Might have to learn how to compile NML
00:43:42 <Supercheese> Python, it seems
00:44:36 <Supercheese> :S
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01:18:19 <Supercheese> Now I remember why I've never bothered with Python, it won't install properly
01:24:59 <Eddi|zuHause> what can you possibly do wrong?
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01:44:13 <Supercheese> I think things may not like the 64-bit version of Python
01:44:30 <Supercheese> PIL complains it cannot find a Python installation
01:46:01 <Supercheese> Yeah, that was it
01:46:08 <Supercheese> it only "likes" 32-bit installs
01:53:41 <Eddi|zuHause> no idea how that works here
02:03:11 <Supercheese> ImportError: No module named setuptools
02:05:25 <Supercheese> additional dependency not mentioned in the readme?
02:14:36 <Eddi|zuHause> no idea if that is normally included in python
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02:14:52 <Eddi|zuHause> but it should only be needed if you want to install stuff
02:26:06 <Riaku> setuptools isn't normally included in python :p
02:26:16 <Supercheese> how do I build the executable?
02:26:24 <Riaku> it's used by a good number of programs/scripts though
02:27:15 <Eddi|zuHause> yeah, it's the sort of thing you just have...
02:29:06 <Supercheese> after running setup.py install, I don't see any .exe
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05:43:52 <dihedral> hello
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07:10:21 <__ln__> HELLO
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07:11:34 <__ln__> vale caseus
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10:15:39 <bon> hi
10:19:33 <NGC3982> Wat
10:37:18 <bon> hi ngc?
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10:53:30 <planetmaker> moin
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11:01:03 <bon> hi planetmaker
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11:12:18 <zydeco> greetings, comrades
11:17:10 <bon> hi zydeco
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12:20:54 <planetmaker> question to English native speakers: How do I name a function testing whether something is or was available? HasBeenAvailable()? WasAvailable()? ...?
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12:21:48 <planetmaker> We already have IsAvailable and IsEverAvailable for being available right now and being available at any point in history
12:22:09 <planetmaker> history as in past, present and future
12:22:37 <peter1138> Was is pretty brief.
12:23:31 <zydeco> I think HasBeen
12:23:49 <zydeco> but I'm not fully native
12:25:26 <planetmaker> point is: the function shall return also true when the thing still is available
12:29:39 <zydeco> HasBeen should work for that, although it may be a bit confusing
12:30:46 <planetmaker> ah, well. It comes with doxygen comment :D
12:32:30 <LordAro> HasBeen and Was are pretty much interchangable, i think
12:33:05 <LordAro> at least in this context
12:33:11 <planetmaker> hm :-) I was told in school that 'was' constitutes past which is finished while 'has been' a past which still has impact on today / now
12:33:17 <planetmaker> kinda
12:33:37 <LordAro> there are some slight tense differences, but nothing that significant
12:33:42 <LordAro> yeah, that, basically
12:33:42 <planetmaker> k
12:34:36 <LordAro> although hasbeen kind of implies "still has impact" it's not necessary
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13:27:47 <Belugas> hello
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13:33:21 <Yogi_Bear> Invitation http://www.tatuuu.com.br Calling the world
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13:34:52 <V453000> tatuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
13:34:53 <V453000> :D
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13:38:21 <V453000> playguuuuu :D
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15:17:05 <DanMacK> hoppin' place this morning... lol
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18:02:18 <andythen_> O/
18:05:54 <zydeco> O/: No such file or directory
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18:27:36 <V453000> how do I change with parameter if a railtype defines signals or not?
18:30:31 <V453000> ooh idea
18:31:02 <frosch123> with "if" probably
18:31:17 <frosch123> check manual industries source
18:31:31 <frosch123> it does conditionally define stuff depending on parameters
18:32:33 <V453000> I will check logic engine first, there I coded some parameters :)
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18:45:09 <Eddi|zuHause> just know that you can't put switches inside an if
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18:45:37 <Eddi|zuHause> only "item" blocks (properties, graphics)
18:45:41 <Wolf01> hello
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18:47:24 <V453000> hmm, how do I check for the parameter? :|
18:47:32 <V453000> if (signal_parameter == 1) {}
18:47:34 <V453000> ?
18:50:49 <Eddi|zuHause> yes
18:51:08 <Eddi|zuHause> assuming "signal_parameter" is what you called it in the parameters section
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18:51:38 <Eddi|zuHause> you can leave out "== 1" if it's a one-bit parameter
18:52:20 <V453000> 0/1 yeah
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19:02:28 <V453000> if (signals == 1) { SIGNAL_PARAMETER = signal_switch; } and then I did graphics{ signals: SIGNAL_PARAMETER; }
19:02:49 <V453000> nmlc screams this expression can not be assigned to a parameter
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19:03:01 <V453000> on the line SIGNAL_PARAMETER = signal_switch;
19:03:03 <V453000> what do?
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19:06:32 <frosch123> put the "if" around the "signals:" in the item thingie
19:07:33 <V453000> oh
19:07:36 <V453000> how hideous
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19:11:10 <V453000> graphics{ if (signals == 1) { signals: signal_switch; } like dat?
19:11:15 <V453000> also signals: or signals =
19:11:23 <Eddi|zuHause> :
19:11:40 <DorpsGek> Commit by planetmaker :: r25868 /trunk/src (newgrf_object.h table/object_land.h) (2013-10-16 19:11:34 UTC)
19:11:41 <DorpsGek> -Fix (r25650): Initialization of default objects swapped costs and dates
19:12:00 <Eddi|zuHause> what does nmlc say about this line?
19:12:27 <V453000> oh :D forgot to say
19:12:30 <V453000> unexpected token if
19:12:56 <Eddi|zuHause> then put if() {graphics { ... } }
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19:13:03 <planetmaker> iirc it must be outside item block
19:13:45 <Eddi|zuHause> you can have multiple item/graphics sections
19:14:57 <frosch123> https://dev.openttdcoop.org/projects/manindu/repository/entry/src/manindu.pnml#L123 <- this one does it with properties
19:15:10 <frosch123> just try to find an analogue syntax for graphics
19:15:30 <V453000> ._.
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19:17:11 <frosch123> the interesting stuff is always at line 123
19:17:16 <planetmaker> defining items conditionally on parameters or so with if is not exactly fun. lots of boilerplate
19:17:29 <planetmaker> :D in your grfs, of course
19:17:57 <V453000> I am severely wtf-ed
19:18:44 <V453000> I wanted to be a people person and let them evil users choose signals, but I am not sure if I am so generous anymore XD
19:19:11 <Eddi|zuHause> i don't see what the problem is
19:19:23 <V453000> that makes two of us
19:19:47 <frosch123> it's obviously that v does not tell is the actual problem
19:19:50 <Eddi|zuHause> but like usual, we're looking at it from completely opposite angles :p
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19:21:55 <planetmaker> V453000,
19:22:03 <planetmaker> if (signal == 1) {
19:22:13 <planetmaker> item(blah ...) { ... }
19:22:14 <planetmaker> }
19:22:22 <planetmaker> else {
19:22:29 <V453000> holy shit :o
19:22:31 <planetmaker> item(blah ...) { other blah }
19:22:32 <V453000> alright
19:22:32 <planetmaker> }
19:22:40 <V453000> so I just need to duplicate the item?
19:22:45 <V453000> basically
19:22:48 <planetmaker> only the part with the if
19:22:57 <planetmaker> you can define it multiple times
19:23:03 <V453000> right
19:23:06 <planetmaker> and only put the definition which differs in the if block
19:23:14 <planetmaker> e.g. with one single property. or callback
19:23:23 <V453000> yarr
19:24:02 <murr4y> ahoy
19:24:24 <planetmaker> V453000, http://dev.openttdcoop.org/projects/swedishrails/repository/entry/src/railtypes.pnml#L510
19:24:57 <__ln__> https://farm9.staticflickr.com/8260/10171989844_b77c879748_o.jpg
19:26:02 <planetmaker> photoshopped?
19:27:16 <__ln__> doesn't look like it imho
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19:30:09 <V453000> YAY it works XD
19:30:17 <V453000> thanks yet again pm :)
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19:38:36 <MNIM> hahaha, the V250
19:38:39 <MNIM> probably real
19:39:46 <MNIM> those things still go every once in a while for maintenance/testing reasons or something like that, but no passengers. :P
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19:44:23 <Supercheese> Testing place-objects-at-map-gen patch
19:46:34 <planetmaker> hm... is there a point for the restrictions that lighthouses are only placed at the map border?
19:46:42 <planetmaker> Or should I simply change that to 'near coast'?
19:46:57 <Eddi|zuHause> __ln__: looks like they didn't finish
19:46:58 <planetmaker> without additionally requiring map border vicinity
19:46:59 <Supercheese> Near coast + body of water at least X size
19:47:01 <V453000> ^ nicer, same for refineries pm
19:47:08 <Supercheese> would be silly to have lighthouses for a small lake
19:47:22 <V453000> at least x side hm
19:47:29 <V453000> how much pita to code? :D
19:47:32 <planetmaker> Supercheese, that can be the case for border-lakes, too
19:47:41 <Eddi|zuHause> the refinery restriction is the most stupid one
19:47:50 <Supercheese> ^
19:48:02 <V453000> everybody prepare your eyes to witness some serious wtf reading that follows:
19:48:05 <V453000> I agree with Eddi|zuHause
19:48:14 <V453000> .
19:48:33 <Supercheese> Objects placed at map gen always seem to have view 0
19:48:36 <Supercheese> Never other views
19:48:51 <Supercheese> hmm
19:57:11 <planetmaker> might be that I didn't add that yet in the version you have, Supercheese
19:57:23 <Supercheese> have an updated patch?
19:59:15 <Supercheese> lemme compare the diff I have with the one currently online
19:59:56 <planetmaker> there's no update online
20:00:02 <Supercheese> Hmm, they're the same, perhaps I had remnants from the first bad patch
20:01:44 <Supercheese> Ah, nevermind then
20:02:13 <planetmaker> btw... currently lighthouses are near big oceans: http://imagebin.org/273829 :DDD
20:02:37 <Supercheese> well, who knows what's beyond the border
20:02:57 <Supercheese> although I understand your point
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20:03:32 <planetmaker> well. That placement rule can always be changed :-)
20:03:35 <Supercheese> perhaps treat border tile as +infinite water? Or just no water size check
20:03:43 * Supercheese shrugs
20:04:18 <planetmaker> it's just something I stumbled about and which became very obvious when I increased lighthouse count by a factor of 10 :D
20:04:52 <Supercheese> anyway, have afternoon classes shortly
20:04:56 * Supercheese should leave
20:05:23 <planetmaker> enjoy :-)
20:06:05 <planetmaker> or... gaudi habeas
20:07:40 <planetmaker> hm... gaudium habeas
20:08:52 <planetmaker> maybe I manage to upload an updated patch a bit later. So you could check after class :-)
20:09:23 <V453000> if (signals == 0) { how do I OR 1? == 0 || 1 ?
20:09:42 <V453000> I just copypasted the if for another with signals == 1 but you know .. :D
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20:10:04 <planetmaker> if ( (signals == 0) || (signals == 1) ) {
20:10:10 <V453000> yayz
20:10:11 <V453000> thanks :)
20:10:28 <peter1138> I hope signals isn't a bit :p
20:10:41 <V453000> has 0 1 2 now
20:10:42 <planetmaker> :-)
20:10:48 <V453000> soo ... no, right, :D
20:10:54 <planetmaker> only left?
20:11:30 <Tulitomaatti> what's ottd written on? (mostly? c? cpp?
20:12:56 <__ln__> keyboard
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20:28:52 <Bad_Brett> nice photo from 1910: http://www.gridenko.com/pg/h12E5FC4C#h12e5fc4c
20:31:17 <frosch123> is that guy really spelled "shmidt" ?
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20:38:43 <planetmaker> Tulitomaatti, https://www.ohloh.net/p/openttd
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20:43:12 <__ln__> but the license isn't really GPL-2.0+, is it?
20:49:06 <planetmaker> it's 2.0
20:49:46 <planetmaker> I mean... I'd consent to 2.0+. But... well, you know it :-)
20:49:49 <__ln__> so there's inaccurate information on the internet, i'm shocked
21:00:28 <V453000> fruits of your loins! :D purr 0.0.2 online
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21:01:12 <V453000> gnight
21:04:23 <frosch123> night
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21:37:41 <Wolf01> 'night
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23:31:36 <Yogi_Bear> INVITATION http://www.tatuuu.com.br
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