IRC logs for #openttd on OFTC at 2015-03-04
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08:23:29 <Dennis_> Hi there! Is there a way to set the game speed? Im hosting a server that keeps alive 24/7 but when the night comes almost 50years past by.
08:25:47 <planetmaker> Dennis_, you can pause the game when no client (or too few) are connected. Look for min_active_clients
08:25:53 <planetmaker> but you cannot set game speed
08:26:23 <Flygon> Dynamic game speed would be quite neatg
08:26:30 <Dennis_> Thanks a lot. @planetmaker
08:26:37 <Flygon> The slower the years go by
08:31:15 <Celestar> write a patch, or adjust one of the many daylength patches :P
08:31:40 <planetmaker> well. First make daylength work with less rough edges. Then adjust it for time-varying daylength ;)
08:35:28 <V453000> I would have expected slow motion mode in some action games but openttd? :D
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09:19:27 <Pikkaphone> that got rid of *him*!
09:21:42 <planetmaker> I notice that pikka didn't vote for a titlegame :P
09:47:39 <Pikkaphone> well I always use nightlies so I haven't seen a new one in years anyway. ;)
09:49:16 <V453000> the nightly one is best, though on larger screens the bottom right is a bit boring :)
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11:35:18 <V453000> fuck, making a model of steamer is really a lot of shit to do :D
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11:40:51 <__johannes> hello, can someone plz help with a sound problem on linux?
11:41:08 <__johannes> during to some linux update, music is not playing anymore (sound is)
11:41:57 <__johannes> it worked, but why isn't it working without that?
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14:56:48 <chillcore> it helps if you understand them ;)
14:57:02 <chillcore> but yeah tastes and colours ...
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15:04:31 <V453000> MY TASTE IS BIGGER THAN YOURS
15:25:09 <V453000> THOU SHALT NOT SMILETH
15:26:31 <Ketsuban> "Thou shalt not smile".
15:26:43 <V453000> I FUCKETH CARETH NOTH
15:27:06 <chillcore> I see there is no STR_JUST_UINT in the lang files ... how much pixels do I reserve for negative signs to prevent '...' cutoffs in number strings? <- GetStringBoundingBox returns size is in pixels
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15:29:14 <chillcore> V453000: I can not help but smileth ... me and my cookiemunching wild bird are building a nest since a day or three
15:32:09 <chillcore> for real ... this bird goes nuts when it sees me and it has decided to build a nest on top of an old ladder
15:33:17 <chillcore> I'll take some pics and post 'em somewhere ;)
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15:38:51 <chillcore> and as if that is not enough to make me smile ... I had my way with this public computer ... again (deleting spyware and locking it down somewhat). friday I get to demonstrate the advantages of giving each user his own USB with own OS on it instead off letting everyone use the same account and infecting eachother without them realising it.
15:41:38 <planetmaker> chillcore, yes, GetStringBoundingBox should return the (maximum) size a string can have. If you calculate that for varying numbers, feed it with like -9999 or whatever
15:41:46 <planetmaker> is the maximum you need to display
15:44:22 <chillcore> ye that is the prob planetmaker, I can not find a string that has just a minus sign to add to the maxsize
15:45:21 <planetmaker> I don't understand. Maybe GetStringBoundingBox is wrong as it does not consider a sign?
15:45:28 <chillcore> but I should rephrase my question and make it a bugreport? STR_JUST_INT does not take into account the possibility of having a negative sign in the string
15:46:22 <planetmaker> Make it a patch instead of bug report :P
15:47:16 <chillcore> hmm I can not add it to STR_JUST_INT ... and I has me three 'bugs' already
15:48:19 <chillcore> three bugs that have me scratching my head that is. I really should focus on getting terrainengeration acceptable for trunk
15:49:45 <chillcore> otherwise I'd be happy to; maybe I can solve it while doing the rest of my tgen patch
15:50:03 <V453000> yeah, crowds wants terragen
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16:18:05 <Samu> i can't create patch, i get inconsistent new lines
16:18:18 <Samu> because of those html files
16:23:38 <Samu> screw them, i put them apart
16:25:48 <Samu> i get unhandled exception when i build a canal on scenario editor when I don't have a town yet
16:26:29 <Alberth> don't allow building a canal
16:27:28 <Samu> i could place canals before
16:28:16 <Samu> i'd like to apply the exception rule for GetTileOwner
16:29:37 <Alberth> change all code that does something with the owner of a tile then
16:29:43 <Samu> store as OWNER_TOWN, but retrieve, behave, etc... as OWNER_NONE
16:30:00 <Alberth> as the guarantee that the assert gives, doesn't apply then
16:30:44 <Alberth> you ever have a real OWNER_TOWN?
16:30:59 <Alberth> if yes, how do you know the difference?
16:31:06 <Samu> i don't think towns can ever have canals
16:31:15 <Samu> at least, I've never seen any with one
16:31:23 <Alberth> so why do you even store OWNER_TOWN then?
16:31:50 <Samu> because i want to use 4 bits only for owners, instead of 5
16:32:03 <Alberth> "I've never seen" doesn't count, the code must make it impossible
16:32:36 <Alberth> unless you have checked every possible openttd map that may exist
16:32:51 <Alberth> but that would take more time than you live
16:34:42 <chillcore> V45300: did you not ask for a windoze binary to test the tgen patch a few days back? moki posted one that you could use to help me tune values ... hint hint :)
16:36:18 <chillcore> you may want to tune large maps ( bigger than 512) and small maps seperatly, I'll most likely introduce two arrays to make things simpler
16:38:15 <Samu> Owner: Brealey... this is wrong, that's the name of a town
16:38:42 <Samu> m1 = 0x2f - this part here is correct however
16:39:59 <Samu> can towns own tiles of type object?
16:40:08 <Samu> if they can, I'm screwed
16:41:34 <Alberth> look in the landscape.html file, it's documented there
16:42:49 <Samu> ◾bits 4..0 : owner of the object (for lighthouses and transmitters normally 10)
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16:44:59 <SpComb> if you look at it cross-eyed in the right way you can kinda make out the image
16:45:51 <Samu> all I see is question marks
16:46:32 <juzza1> is some of the text blinking for anyone else?
16:46:38 <juzza1> didn't know that was even possible
16:49:56 <Leander_> if you're in a terminal and your client didn't escape that thing properly, maybe
16:50:34 <Samu> "I've never seen" doesn't count, the code must make it impossible. hmm, how do i make canals never owned by towns
16:51:37 <Samu> assert(o != OWNER_TOWN);?
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16:55:54 <planetmaker> one really should not paste PNG files as text in IRC ;)
16:57:16 <Samu> i don't get the heck out of asserts
16:57:24 <Samu> unhandled exception again
16:57:43 <planetmaker> they're simple: they're wards against doing stupid things.
16:58:12 <planetmaker> they're lines of code which say "if you encounter this condition here, something is seriously wrong. I abort now before worse happens"
16:58:40 <planetmaker> and you need to check why you encounter the assert, thus which placed called that function with wrong assumptions
16:59:11 <Alberth> in terms of a developer it means "you messed up, fix your code so you don't get here at this moment"
16:59:33 <Alberth> and yep, it happens to me too every now and then :)
17:00:00 <Samu> but gave me unhandled exception
17:00:28 <Eddi|zuHause> <juzza1> is some of the text blinking for anyone else? <-- i suppose "blinking" doesn't fall under "no colour codes (+C)" mode
17:00:29 <Alberth> segmentation fault or bus error or so?
17:01:00 <Eddi|zuHause> but the terminal-emulator (or client) must implement that
17:01:23 <Samu> Unhandled exception at 0x00FEAB4B in openttd.exe: 0xC0000005: Access violation reading location 0x00000000.
17:01:30 <__ln___> i do see many colors despite +c
17:01:39 <Samu> i was querying a tile with owner_town in scenario editor
17:01:47 <Samu> and no town in existance
17:02:30 <Samu> i built a canal tile, then query it, boom unhandled exception
17:02:51 <Alberth> querying a town under that circumstance will probably give you a NULL value, which you cannot use to get a tile owner
17:03:06 <Alberth> since NULL means "nothing"
17:03:43 <Samu> if i built a town first, then place canal, then it comes up with canal being owned by town, it's also wrong, should be owned by none
17:03:46 <Alberth> and 'nothing' has no tile owner
17:07:51 <Samu> void GetNameOfOwner(Owner owner, TileIndex tile)
17:08:49 <Samu> i didn't edit company_cmd.cpp, but the error was here?
17:11:06 <Leander_> the game probably assumes that everything "built" belongs to a town or a player?
17:11:20 <Samu> + t 0x00000000 <NULL> const Town *
17:11:33 <Samu> owner MAX_COMPANIES (15) Owner
17:12:31 <Alberth> a large amount of code accesses the map, so yeah, it's likely you didn't edit all map accesses
17:12:43 <Samu> ah, I see, the game is treating it as being part of a town, this is wrong, it should not do that
17:13:35 <Alberth> no, GetNameOfOwner suggests it wants the name of the owner
17:13:52 <Samu> it's trying to get the name of the closest town
17:13:56 <Alberth> ie for a station tile that would be the owning company
17:14:14 <Samu> shouldn't even be doing this
17:15:44 <Samu> when i built a canal tile, this happens: if (o == OWNER_NONE) o = OWNER_TOWN;
17:15:57 <Samu> then MakeWater does something, let me see
17:16:29 <Samu> this is what's ruining everything
17:17:59 <Samu> canal on scenario editor is by OWNER_NONE
17:18:18 <Samu> i want to store it as 4 bits only
17:18:28 <Samu> but still treat it as OWNER_NONE
17:18:55 <Eddi|zuHause> Samu: when you convert OWNER_NONE to OWNER_TOWN on writing, you must obviously make the reverse conversion on reading
17:20:42 <Eddi|zuHause> you probably put the conversion in the wrong place
17:21:30 <Eddi|zuHause> you don't want to change the owner for the generic SetTileOwner
17:21:41 <Eddi|zuHause> you only want to change it in SetCanalOwner
17:23:20 <Samu> i have to store owners twice when making a canal tile
17:24:25 <Eddi|zuHause> but you need to store the unchanged owner in the place that stores the tile owner
17:24:38 <Eddi|zuHause> and store the changed owner only in the place that stores the canal owner
17:26:09 <Samu> must store the unchanged owner
17:26:49 <Samu> it must be 4 on both owners :(
17:27:25 <Eddi|zuHause> you need to pass the unchanged 5 bits to any function that stores or reads an owner, and then fudge the storage to store only 4 of these 5 bits
17:27:43 <Eddi|zuHause> so any piece in the code THINKS it's storing all 5 bits
17:27:53 <Eddi|zuHause> even if it doesn't
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17:29:32 <Eddi|zuHause> so, the conversion must happen at the place that sets or reads m6 (or m1)
17:29:57 <Samu> GetCanalOwner and GetTileOwner
17:30:13 <Samu> SetCanalOwner and SetTileOwner
17:30:37 <Eddi|zuHause> exaclty. those are the ONLY places where such a conversion may happen
17:31:53 <Samu> this is where GetTileOwner is located
17:32:21 <Eddi|zuHause> yes. because owner is supposed to be handled the same in all types of tiles
17:32:34 <Eddi|zuHause> now you want to make an exception for water tiles
17:33:21 <Samu> not all water tiles, just water tiles with waterclass canal
17:33:35 <Eddi|zuHause> so you must either put an exception in GetTileOwner. or you must make a new function ("GetWaterOwner" or so), and make all places that call GetTileOwner check for IsWater first
17:33:41 <Samu> and it's not only for water, but also object and station
17:37:44 <Samu> tiles of type station, water, object, if of waterclass canal - GetTileOwner at m1
17:38:08 <Samu> tiles of type station, water, object, industry, if of waterclass canal - GetCanalOwner at m6
17:39:32 <Samu> tiles of type station, water, object, if waterclass not canal - GetTileOwner at m1 as 5 bits
17:40:15 <Samu> tiles of type station, water, object, industry, if waterclass not canal - nothing to do about m6
17:40:59 <Eddi|zuHause> yes, so that should be a simple condition to check
17:42:20 <Eddi|zuHause> (there is probably potential for optimization here, but let's not worry about that for now)
17:42:32 * chillcore builds canals in scenario editor before a town exists with owner N/A ...
17:43:02 <Samu> that is the behaviour I am trying to achieve, even though i'm to store them as 4 bits
17:43:54 <chillcore> I was just saying ... I still think you are trying to fix things that are not broken while creating broken stuffs
17:45:00 <Samu> i have to break it to get one extra bit out of it
17:45:12 <Samu> it will have a meaning later on
17:53:45 <Samu> if (IsTileType(tile, (MP_STATION || MP_WATER || MP_OBJECT)) && IsWaterTile(tile) && owner == OWNER_TOWN) SB(_m[tile].m1, 0, 4, OWNER_TOWN);
17:54:08 <Samu> oops, water class missing
17:58:47 <Samu> error, identifier IsCanal is undefined
18:02:23 <Samu> oh, so that was it, I had similar problem yesterday night
18:04:43 <Samu> 2900 errors, it's becoming worse with include
18:06:35 <Samu> 182 errors or 2900 errors with include
18:08:06 <glx> undefined identifier implies missing include
18:09:04 <Samu> i'm removing iscanal then
18:09:16 <glx> checking the errors and fixing them in order is the best thing to do
18:09:54 <chillcore> Alberth, there is no WWT_SLIDER yet, right? My thingy does not slide properly.
18:09:56 <glx> just trying random things usually doesn't work
18:10:30 <Alberth> chillcore: right, I didn't make such a thing, not even in freerct, and it's on my list there :)
18:10:40 <chillcore> also int32 will happily overflow while UINT16 does not ... hmm
18:10:48 <Eddi|zuHause> chillcore: peter's 32bpp colour patch had sliders
18:10:49 <Samu> without iscanal it can boot the game
18:10:59 <Samu> but then, it's not doing the right thing
18:11:44 <Eddi|zuHause> "removing the battery fixes the short circut. but then it's not powered."
18:11:57 <Alberth> yep, all code has a purpose
18:12:10 <chillcore> I already have the link I believe Alberth, I'll check to see if I can steal something
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18:12:52 <chillcore> thing is I have this one slider that does not slide but clicking in the box works ... I want to fix that before adding 9 more
18:13:01 <Eddi|zuHause> <glx> just trying random things usually doesn't work <-- well, trying a million random things might work. then you have genetic programming :p
18:13:06 <Alberth> if you can steal the code of my not implemented slider thingie, I'd like a copy :)
18:14:01 <Eddi|zuHause> well, a slider is basically a horizontal scroll bar?
18:14:44 <Eddi|zuHause> just without an associated panel/list that gets scrolled
18:15:18 <chillcore> Alberth: ofcourse you get a copy ... me works on GPL v2 not later project ... I meant I should have the link of peterns colour patch
18:15:32 <planetmaker> chillcore, we have scrollbars
18:15:52 <planetmaker> chillcore, dunno what you plan, but they might double as what you want. See e.g. station and object selection windows
18:16:24 <chillcore> ye but I do not want the gui to start scrolling ... :P
18:17:35 <chillcore> I am adding sliders for the perlin noise params ... I could post what I have so far, it has been a few days and some things are added already, working but buggy still kinda
18:18:43 <chillcore> I used the slider from music gui ... volume and effect volume
18:19:13 <Eddi|zuHause> but those are vertical?
18:19:16 <Eddi|zuHause> seems impractical
18:19:38 <Alberth> rotate the monitor :p
18:20:15 <chillcore> just that my slider is stuck-ish on one side because I did not yet convert the SetVolume code ... which I can not find
18:20:21 <Eddi|zuHause> i mean, most of the ingame guis extend more easy horizontally than vertically
18:20:32 <planetmaker> chillcore, misc_gui?
18:20:46 <chillcore> yes indeed and no I am having horizontal sliders
18:20:58 <chillcore> music_gui planetmaker
18:22:22 <chillcore> I'll post the pacth then you can see what I did so far ... zippedy-zipping
18:23:07 <chillcore> patch* ...darned dyslectic fingers of mine
18:23:37 <Alberth> nah, your brain is too fast :)
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18:25:07 <chillcore> hmm could that be the cause? I'd like to think so. ;)
18:31:24 <Alberth> add a "rainbow" slider too
18:31:41 <Eddi|zuHause> that's what i think causes stuttering, the brain is moving faster than the mouth reacts
18:32:15 <Eddi|zuHause> so when the mouth is speaking word X, the brain is already thinking word Y, and that confuses the mouth
18:33:42 <Eddi|zuHause> what i never really figured out. if RGB is caused by our eyes/brains, then how is there a "colour circle", when the rainbow/visible light spectrum is linear?
18:35:50 <Eddi|zuHause> mixing red+green, and green+blue causes colours that are on the rainbow/spectrum inbetween, but how can red+blue make a colour, that can't be on the spectrum (because that would be green)
18:38:48 <Wolf01> (i have a bunch of cotton in my mouth)
18:39:14 <Eddi|zuHause> dentist forgot to take them out?
18:39:24 <Wolf01> what the pain... it's not the act of pop a tooth, it's the after
18:39:27 <frosch123> Eddi|zuHause: how can e^iπ be the same as e^-iπ
18:40:00 <Eddi|zuHause> frosch123: because complex numbers are not a linear spectrum
18:40:10 <frosch123> how can you smoothly transform a line into a circle? :p
18:40:24 <Eddi|zuHause> because you can't
18:40:40 <Eddi|zuHause> you can transform a line into a circle, but you loose the "smooth" part
18:40:53 <Eddi|zuHause> or you get a gap in the circle
18:42:00 <frosch123> Eddi|zuHause: they are holomorphic almost everywhere, how can it be more smooth?
18:42:12 <planetmaker> Eddi|zuHause, depends on the nature of the origin. If it's a significant root, integration e^i\pi won't end in the same place but further up or down :)
18:42:53 <Eddi|zuHause> frosch123: the fun part about "almost" everywhere, is the points where it's not (singularities)
18:42:58 <chillcore> I want to steal your sliders peter ... after you fixed 'em. :P
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18:44:01 <frosch123> Eddi|zuHause: ah, well, the colour circle does not matter. green is the best colour anyway
18:44:09 <chillcore> not that I have tested if they are broken or not ... I was told they may still have some bugsies ;)
18:44:22 <Eddi|zuHause> frosch123: so the dress is green?
18:44:37 <planetmaker> kermit-green, of course :P
18:44:53 <planetmaker> similar to chillcore's colour actually ;)
18:45:14 <frosch123> Eddi|zuHause: that was the first time spon gave me a hint to understand xkcd
18:45:30 <Eddi|zuHause> frosch123: haha :p
18:45:41 <chillcore> for me dress is ligt blue and brown golden (in that overlighted picture)... and ye colourblindness is greatly underestimated
18:46:04 <Eddi|zuHause> chillcore: except it's not about colour blindness at all
18:46:40 <chillcore> it is kinda related ... but yeah I get your point
18:46:44 <Eddi|zuHause> chillcore: it's like the optical illusions about "these squares are the same colour", or "these figures are the same size"
18:47:19 <Eddi|zuHause> your brain does internal colour correction
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18:47:43 <Eddi|zuHause> and depending on how your brain is conditioned, it interpretes the dress in different colours
18:48:04 <chillcore> <planetmaker> similar to chillcore's colour actually ;) ... here we say "still wet behind the ears"
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18:48:34 <Eddi|zuHause> chillcore: "Grünschnabel"
18:49:00 <planetmaker> chillcore, I was more referencing the colour you have in my IRC client. But there's "grün hinter den Ohren" oder "Grünschnabel" ;)
18:49:32 <frosch123> are greenhorns close relatives to unicorns?
18:50:03 <chillcore> ah ok ... the only coloour I have is yellow when someone mentions me ... horrible unreadable yellow
18:50:14 <Eddi|zuHause> frosch123: i imagine they have two green horns.
18:50:33 <Eddi|zuHause> frosch123: unicorns exist. only they are fat and live in africa.
18:52:09 <frosch123> Eddi|zuHause: the "last unicorn" is a silly term. there is only a "unique unicorn", which travels time and space, so you can see it multiple times
18:52:32 <Eddi|zuHause> frosch123: also, if "being mammals" means "closely related", then probably yes
18:53:26 <Eddi|zuHause> except if you think it's an alien. then it's probably not related at all
18:56:34 <Wolf01> but there is a song which tells of a "last winged unicorn", so?
18:57:20 <Eddi|zuHause> frosch123: but that's just a semantical thing if the only thing could also be the last?
18:58:06 <Eddi|zuHause> frosch123: is there a last doctor?
18:58:31 <Eddi|zuHause> frosch123: is the doctor a unicorn?
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19:03:07 <Eddi|zuHause> i was just thinking "there is cat"
19:03:50 <Wolf01> I sometimes find the cat but not his human
19:05:07 <Samu> i managed to get the game booting and to query a tile
19:05:10 <andythenorth> cat owner always returns None
19:05:37 <Eddi|zuHause> i suppose there are some towns that employ cats
19:07:44 <Samu> Warning 6 warning C4353: nonstandard extension used: constant 0 as function expression. Use '__noop' function intrinsic instead (..\src\bridge_gui.cpp) c:\openttd\trunk\src\tile_map.h 177 1 openttd
19:07:56 * andythenorth should do something useful
19:08:40 <Eddi|zuHause> Samu: that probably means you did something very wrong
19:08:47 <Samu> Owner co = (Owner)(0(GB(_m[tile].m1, 0, 4)));
19:09:15 <Eddi|zuHause> yes. that looks very wrong.
19:09:35 <Samu> how do i put the 5th bit as 0 in there?
19:10:12 <Samu> 0xxxx, xxxx won't get over 1111
19:10:17 <Eddi|zuHause> Samu: bits are always 0 unless you set them
19:10:41 <Samu> but it needs to behave like it's 01111
19:10:44 <Eddi|zuHause> GB always returns 32 bit, with most of them as 0
19:10:49 <Samu> that 0 however, isn't there
19:11:16 <Eddi|zuHause> Samu: but "0(x)" is a function called "0" that gets parameter "x"
19:11:28 <Eddi|zuHause> Samu: which is probably not what you meant to write
19:11:56 <Eddi|zuHause> Samu: see, and that's why the compiler warns you
19:12:28 <Samu> Owner: someone, at least it not unhandled exception
19:14:10 <Eddi|zuHause> Samu: well, the return value of the function "0" is probably of type "void"
19:14:22 <Eddi|zuHause> which you then cast into "Owner"
19:14:31 <Eddi|zuHause> which means it's either 0 or garbage
19:15:02 <Eddi|zuHause> where in C(++) it usually tends towards garbage
19:15:46 <Eddi|zuHause> of course it's wrong
19:16:19 <Samu> that "0" turned to "1" :(
19:17:19 <Eddi|zuHause> Samu: say, you want to buy bananas. but instead of a store, you went to a dumping site
19:17:29 <Eddi|zuHause> Samu: how can you expect to return with a banana?
19:18:43 <Eddi|zuHause> even if you went to aisle 3, row 4, and grabbed the yellow object there, assuming it's yellow.
19:19:09 <Eddi|zuHause> because that's where the bananas are in the shop where you usually go
19:20:06 <Wolf01> really? never noticed that
19:20:19 <Samu> trying Owner co = (Owner)(_m[tile].m1 &= GB(_m[tile].m1, 0, 4));
19:21:05 <Eddi|zuHause> so you destroy whatever else is written in m1, just to read it?
19:21:53 <Eddi|zuHause> Samu: so you throw away the chocolate in the kinder egg, to get to the toy?
19:26:28 <TrueBrain> hmmm ... BaNaNaS ....
19:27:29 <Xaroth|Work> BaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNas
19:27:58 <TrueBrain> no more yellow furry small living silly thingies for you Xar
19:28:58 <TrueBrain> ITS SO FLUFFY IM GONNA DIE
19:31:33 <TrueBrain> now you are just being silly andythenorth
19:34:45 <Wolf01> mmmh, it's starting the headache...
19:36:18 <Eddi|zuHause> # la la lala la la la la lala
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19:41:16 <andythenorth> suggestions forum is dissapointing
19:42:37 <andythenorth> or disappointing
19:44:32 <Samu> Owner co = (Owner)(SB(co,_m[tile].m1, 0, 4));
19:45:40 <Samu> Error 1 error C2678: binary '&=' : no operator found which takes a left-hand operand of type 'Owner' (or there is no acceptable conversion) (..\src\animated_tile.cpp) c:\openttd\trunk\src\core\bitmath_func.hpp 62 1 openttd
19:46:36 <Eddi|zuHause> because you don't listen to anything we say
19:48:21 <planetmaker> we had that very same message yesterday or the day before from you. Quite literally.
19:48:33 <planetmaker> Also your preceeding and trailing lines to that error
19:49:33 <Samu> i got this on the other Owner co = (Owner)(GB(_me[t].m6, 0, 2) || GB(_me[t].m6, 6, 2));
19:50:36 <Eddi|zuHause> "we put 10 differences in these two lines, can you spot them all?"
19:52:52 <Eddi|zuHause> i mean, independently of whether that last line is wrong or not. can you name some differences beteween the two lines?
19:52:59 <Alberth> c++ doesn't mind if you want to shoot yourself in the foot
19:53:56 <Alberth> it will happily allow you to do so
19:54:30 <Eddi|zuHause> i've never seen anyone shoot himself in the foot so much, and keep going...
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19:59:15 <Eddi|zuHause> is there an elevenacity?
19:59:26 <andythenorth> is it louder than tenacity?
20:00:18 <Samu> Owner co = (Owner)GB(_m[tile].m1, 0, 4);
20:00:43 <Eddi|zuHause> Samu: is that an answer to my question?
20:00:59 <Samu> i get assertion with that
20:02:16 <chillcore> samu then it is not that
20:05:01 <chillcore> may I suggest you read logs for the past week or two?
20:05:08 <chillcore> no offense intended
20:06:23 <Eddi|zuHause> no online internet
20:09:17 <chillcore> I swear if my old ISP sends me a new invoice end of april before offering me free internet for seven months at least, 4G or not, the online internet will be too small.
20:09:45 * chillcore refuses to send back modem as that would mean I have cancelled subscription myself
20:11:59 <Samu> line 113 of pool_type.hpp
20:14:29 <chillcore> pretty sure the assert sais more than that samu ...
20:15:01 <Samu> cannot load savegame etc... I wasn't loading any save
20:15:23 <Wolf01> which loads the title screen, which is a savegame
20:17:14 <Samu> assert(index < this->first_unused);
20:17:27 <Samu> expression: assert(index < this->first_unused);
20:17:56 <Alberth> sounds useful to enforce
20:18:07 <Eddi|zuHause> that's where you use a debugger, and go "up" in the backtrace until you find a sensible line
20:18:41 <Alberth> ha, it implies ability to detect "sensible line"
20:18:55 <Eddi|zuHause> yes, i'm naive like that :p
20:20:49 <chillcore> "ik zoek iets maar ik weet niet wat"
20:21:33 <Samu> ignoring assert error and it gets unhandled exception
20:21:47 <chillcore> you're not supposed to ignore asserts
20:21:56 <Samu> if (GetWaterClass(tile) == WATER_CLASS_CANAL && !is_lock_middle) Company::Get(old_owner)->infrastructure.water--;
20:22:03 <Samu> line 1302 at water_cmd.cpp
20:22:07 <chillcore> assert means "you made booboo"
20:22:22 <Samu> i really don't know what to do
20:22:29 <Alberth> chillcore: don't bother, samu has been told so a zillion times
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20:23:02 <Eddi|zuHause> Samu: my guess is that Company::Get(old_owner) fails because old_owner has a wrong value
20:23:03 <Wolf01> assert means "you are lucky I stopped this stuff before it does something weird and I also tell you why I stopped it"
20:23:53 *** lobstar is now known as lobster
20:24:56 <Eddi|zuHause> Samu: which is to be expected, even if you did it right. because the old savegame has the owner still stored in the old way, so you cannot call "GetTileOwner" on that old savegame in AfterLoadGame anymore
20:27:11 <andythenorth> what happens if the assert is broken? o_O
20:27:50 <Eddi|zuHause> andythenorth: fixing the assert is something different than ignoring the assert
20:27:59 <chillcore> we need asserts on the asserts?
20:28:06 <andythenorth> chillcore: we should probably
20:28:14 <andythenorth> and tests for the tests
20:28:27 * andythenorth can’t debug with python multiprocessing
20:28:31 <Eddi|zuHause> chillcore: the weird thing about listening to dutch is that you understand half a sentence, and then nothing
20:28:47 <andythenorth> the Error object doesn’t pickle cleanly I think, so the error handling just blows up
20:28:56 <andythenorth> which is fun the first time
20:28:59 <andythenorth> and then very boring
20:29:08 <chillcore> ye many dialects ... belgium is worse then the dutchies in that regards
20:29:36 <Samu> Call Stack says > ntdll.dll!77bcf8d4() Unknown
20:29:37 <Eddi|zuHause> chillcore: well, i don't speak dutch at all :p
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20:30:06 <Eddi|zuHause> Samu: that is a not-useful line
20:30:06 <Samu> and I don't know what to get out of that
20:30:14 <chillcore> I don't speak german so I get that too ... understanding half and misunderstanding the other half, eddi
20:30:47 <Eddi|zuHause> Samu: you won't get anything out of that line, no matter how hard you try
20:30:58 <Samu> [Frames below may be incorrect and/or missing, no symbols loaded for user32.dll]
20:31:07 <Samu> ok, i'm stopping for now
20:32:55 <Samu> oh i had to change the Thread
20:33:13 <Samu> > openttd.exe!Pool<Company,TinyEnumT<enum Owner>,1,15,1,0,1>::Get(unsigned int index=1) Line 113 C++
20:35:18 <Eddi|zuHause> that seems to want the 2nd company
20:35:36 <Eddi|zuHause> where probably only one company (with index 0) exists most of the time
20:37:07 <Samu> > openttd.exe!Pool<Company,TinyEnumT<enum Owner>,1,15,1,0,1>::PoolItem<&_company_pool>::Get(unsigned int index=1) Line 249 C++
20:37:50 <Samu> > openttd.exe!ChangeTileOwner_Water(unsigned int tile=257, Owner old_owner=1, Owner new_owner=INVALID_OWNER) Line 1302 C++
20:37:53 <Eddi|zuHause> that is basically the same as above. still says index=1. nothing interesting
20:38:13 <Samu> this one is where it gets unhandled exception
20:38:32 <Eddi|zuHause> but the question is WHY old_owner=1 there
20:38:51 <Samu> > openttd.exe!ChangeTileOwner(unsigned int tile=257, Owner old_owner=1, Owner new_owner=INVALID_OWNER) Line 521 C++
20:39:26 <Samu> > openttd.exe!AfterLoadGame() Line 1799 C++
20:39:29 <chillcore> titlegame only has 1 company which is 0, no matter how many times you post the same error
20:39:55 <Eddi|zuHause> Samu: that finally seems like an interesting line.
20:39:58 <Wolf01> help us obi wan kenoby, you are our only hope
20:40:22 <Eddi|zuHause> Samu: and points us back to what i initially said
20:40:43 <chillcore> *waves hand* this is not the company you are looking for
20:40:48 <Eddi|zuHause> Samu: you read an old savegame (which likely has stored 10001 for invalid owner), and read only 4 bits of that (which is 0001)
20:41:31 <Eddi|zuHause> Samu: you must convert the owner from the old format to the new format BEFORE this is done
20:41:43 <Eddi|zuHause> (this needs a savegame bump)
20:42:00 <Eddi|zuHause> (you can't get away with fudging this like last time)
20:44:45 <Samu> so that's what assertions do
20:45:34 <Samu> that savegame must be really really old
20:46:19 <chillcore> you'd get the same prob with a new one ...
20:48:29 <Eddi|zuHause> but yes, we intentionally kept this really really old savegame to catch all sorts of errors
20:48:50 <Wolf01> at least it seem he visualized his flux capacitor
20:49:57 <chillcore> hmm pete*rns fuzzle dir ask for a password ...
20:51:18 <chillcore> and alb*erths code is hosted on google+ which I have blocked ...
20:51:31 <chillcore> so much for stealing sliders :P
20:51:40 <Alberth> /me whispers about a GH mirror
20:51:41 <Eddi|zuHause> so why intentionally not highlight him, when he's the only one who could possibly have a sane response?
20:52:20 <chillcore> ah ye ... me checks to see if I have a checkout on this HDD
20:52:34 <Alberth> but no worries, it's not there either, other than a few sprites
20:52:46 <chillcore> because I do not expect peeps to change their stuffs for me eddi
20:55:02 <Alberth> not tonight, but if you give me a few pointers to the problem, I can have a look
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20:57:15 <chillcore> the patch in my last posted patch works but the code is ugly (no WWT_SLIDER) and the slider does not slide properly yet, most likely because I do not call a redraw properly after changing the value
20:58:01 <chillcore> read: slider wiggles but keeps jumping back to the side
20:58:38 <Eddi|zuHause> chillcore: seems like you reset the value somewhere
20:58:56 <chillcore> Also I do not think I should copy the same code 9 times neither
20:59:27 <chillcore> hmm that is possible eddi, I'll have a looksie for that
20:59:56 <chillcore> thing is that the number reads/changes correctly on the button
21:00:07 <chillcore> so I did not think of that yet
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21:00:52 <Eddi|zuHause> so that interfering code only sets the slider position, not the slider's associated value
21:01:18 <chillcore> something like that yes
21:03:13 <chillcore> however the same code works for music gui volume
21:04:01 <Eddi|zuHause> maybe you forgot to customize something in your 9 copies
21:04:15 <Eddi|zuHause> and that part accesses all 9 things simultaneously
21:04:40 <chillcore> I have just one for the moment untill I get this fixed
21:05:18 <chillcore> then I will remove the magic nrs and make it a funtion with parameters
21:05:42 <chillcore> before aplying to the other 9 values ;)
21:06:33 <chillcore> I'll take a screenshot of the current gui that will make it easier to see without having to compile
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21:12:18 <chillcore> eddi, second attachment of my last post, ideally I want to make the label a button and have the slider contain the value
21:13:22 <chillcore> as you can see the slider is not slightly past the middle
21:14:25 <Eddi|zuHause> i won't try (or read) that
21:17:40 <chillcore> hmm? not reading the code is fine really ... it is fuggly
21:26:47 <chillcore> also, if I do not get things properly working and cleaned up by sunday next week will be spent tweaking values for trunk as it is now
21:26:59 <chillcore> I can still do a gui afterwards
21:30:05 <Samu> the first GetTileOwner is at line 433, omg...
21:32:56 <chillcore> cool now find the other 130 occurances ...
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21:33:21 <Samu> line 525 bool AfterLoadGame()
21:34:02 <Samu> there's GetTileOwner before line 525
21:34:16 <chillcore> samu GetTileOwner is about 130 times in the code ... please do not list em all
21:35:05 <chillcore> in afterload cpp you need to convert from the olds avegameformat to the new
21:35:16 <chillcore> there are plenty of examples
21:35:38 <chillcore> but only changing it there will not solve your prob
21:40:55 <Samu> I need some sort of GetTileOwnerOldBehaviour
21:41:00 <chillcore> you need to change it there yes but you also need to make sure you do not violate asserts
21:42:57 <Eddi|zuHause> Samu: you only need to change from the old format to the new format once, before the first GetTileOwner is called. then you should be fine
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22:21:14 <Samu> pff, i have a problem somewhere else
22:21:59 <Samu> tile owner is 0x3f, that happens at the brother
22:28:25 <Eddi|zuHause> you don't set bit 4 anymore, so it retains whatever value was in there. but you also don't care about that anymore, because you don't read it
22:35:42 <Samu> that 1 shouldn't be there either
22:35:52 <Samu> i'm doing a bad conversion
22:38:18 <Samu> SB(_m[tile].m1, 0, 4, OWNER_TOWN);
22:38:33 <Samu> why is that the first value is 1?
22:38:56 <Samu> what happens when i build a canal?
22:39:05 <Samu> that 1 is coming from something else
22:39:28 <Eddi|zuHause> when you build a canal, you need to convert from the old format to the new
22:40:06 <Eddi|zuHause> but you set the owner anyway when building a canal
22:40:13 <Eddi|zuHause> so it will automatically get the new format
22:40:30 <Eddi|zuHause> assuming you set the canal bit before calling SetTileOwner
22:41:13 <Eddi|zuHause> <Samu> SB(_m[tile].m1, 0, 4, OWNER_TOWN); <-- this writes 4 bits. the 5th bit is unchanged
22:41:36 <Eddi|zuHause> (as are the 6ths, 7th or 8th)
22:42:09 <Samu> hmm, must be landscape clear again
22:43:13 <Eddi|zuHause> that's because you're changing something which works better if left unchanged
22:43:42 <Eddi|zuHause> but also, because you don't understand bitstuffing
22:45:23 <Eddi|zuHause> anyway, you must set bit 4 separately, because when you add meaning to it, you also have to add a map accessor function for it.
22:45:57 <Eddi|zuHause> and before you add that map accessor, the value of the bit is irrelevant
22:48:47 <Samu> ret = DoCommand(tile, 0, 0, flags | DC_FORCE_CLEAR_TILE, CMD_LANDSCAPE_CLEAR);
22:49:29 <Samu> i wish i could understand what you're trying to tell me, it not that I don't listen
22:49:47 <Samu> i listen, but i'm as clueless as before
22:52:08 <Eddi|zuHause> Samu: again, clear tile probably sets owner to 10001. then you turn it into a canal. then you set the tile owner to 1111
22:52:19 <Eddi|zuHause> but not to 01111 like it used to
22:52:24 <Eddi|zuHause> so the 1 stays in place
22:52:55 <Eddi|zuHause> you then need to overwrite this 1 with "tile_was_river_before" or somesuch
22:53:40 <Eddi|zuHause> in MakeCanal or so
22:53:59 <glx> clear tile does exactly what it have to
22:53:59 <Eddi|zuHause> before calling the clear command
22:54:07 <Eddi|zuHause> you read what the tile was
22:54:17 <Eddi|zuHause> if the tile was a river, you remember that for later
22:54:22 <Samu> ah, like i did for the industry
22:54:35 <Eddi|zuHause> and after clear command, turn into canal, set owner, you set the other bit for river
22:55:44 <Samu> i see that i need something that identifies that bit 4 as meaning something else first
22:56:12 <Samu> at the so called map accessor
22:59:17 <Samu> Map accessors for 'clear' tiles
23:00:00 <Samu> okay nevermind, I better not
23:01:11 <Samu> let me see which files i have to edit
23:03:40 <Eddi|zuHause> Samu: you only need one map accessor (as long as all the tiles access the bit in the same place)
23:04:00 <Eddi|zuHause> Samu: but you need to call this accessor from anything that creates canals (like build industry on river)
23:04:10 <George> How to test if vehicle with specified ID is available on the market in CB?
23:04:46 <Eddi|zuHause> George: i don't think NewGRF has access to that information
23:05:06 <Eddi|zuHause> George: but the availability is a bitmask that has one bit per company
23:05:28 <George> It has accest for vehicle_is_available for the current vehicle
23:05:54 <George> Also vehicle_is_offered and vehicle_is_testing are available
23:06:05 <George> But for current vehicle too
23:06:38 <Eddi|zuHause> i don't think there is a way to access other vehicles
23:06:45 <George> Eddi|zuHause: in my case it would be ok if I get this information for the current player only
23:06:56 <Pikka> I don't think so as well also, Eddi|zuHause
23:08:27 <Eddi|zuHause> George: what exactly is your use case?
23:10:01 <George> For the DR1A_H I want to change additional text to "Can attach DR1A_N" when DR1_N appears on the market
23:10:47 <Samu> something is telling me it's a mixture of tile_map.h and water_map.h
23:11:12 <Samu> all others access tile_map.h though
23:11:16 <Bobix> is there a way to disable the ship is lost warning without disabling it for the other vehicle types?
23:12:52 <Eddi|zuHause> George: what's the harm in writing that before it's available? a player might not check the text again later
23:13:42 <George> I would do it in case there is no other solution
23:13:56 <Eddi|zuHause> Bobix: try YAPF for ships instead of original pathfinder, it should get "lost" messages way less
23:14:30 <Eddi|zuHause> George: the closest you can do is check the date for when the vehicle is usually available
23:14:37 <George> Eddi|zuHause: Because DR1A_H appears 15 years before DR1A_N
23:14:50 <Bobix> ty i'll try that Eddi|zuHause
23:15:01 <Eddi|zuHause> the intro date is randomized by 512 days (about 2 years)
23:15:16 <Eddi|zuHause> plus potentially the 1 year trial period
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23:16:12 <cypher_> Hi. Is anybody here? I'd like to ask someone about a compiling error I get while trying to compile OpenTTD.
23:16:31 <Pikka> there's nobody here but us chickens
23:16:33 <Bobix> already had YAPF enabled
23:16:45 <Pikka> build more bouys, Bobix
23:17:06 <Eddi|zuHause> Hi. Is there anybody here? I'd like to ask someone about a meta question i get"
23:17:37 <Bobix> it happens when they are at dock but maybe some bouys just outside of my neatly build harbours will help
23:17:38 <cypher_> Pikka, well do you chickens know what might be causing this? error: 'fdatasync' was not declared in this scope
23:17:48 <Samu> it's at water_map.h right?
23:17:55 <Samu> i have to create some enumerator?
23:17:58 <Eddi|zuHause> Bobix: that probably means they have not enough space to turn around
23:18:39 <cypher_> (building in mingw32)
23:18:42 <Eddi|zuHause> Samu: well, you don't HAVE to, but it makes the code way more readable
23:19:29 <Samu> ok, i prefer to get the code more readable
23:19:38 <Eddi|zuHause> Bobix: that may actually be something better fixed in the game logic. ships turning around when leaving the dock, like trains do
23:20:06 <Bobix> it would be more realistic
23:20:55 <Eddi|zuHause> Bobix: in that case, make a feature request at the bugtracker. maybe someone will do it
23:21:09 <Eddi|zuHause> Bobix: also, adding a savegame might help your case
23:30:26 <Samu> this looks so simple but when i start doing it, i get to messed up
23:33:09 <chillcore> cypher: you are trying to compile clean trunk on windows right? just asking ... not sure if I will be able to help you
23:35:07 <cypher_> chillcore, yes. In fact, I managed to "figure it out" temporarily - just commented out the (conditional) code that relied on fdatasync, however now I get some problem with icu.
23:35:34 <cypher_> chillcore, c:/dev/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: c:/dev
23:35:34 <cypher_> t$_ZNK6icu_4615ParagraphLayout4Line17getDynamicClassIDEv[__ZNK6icu_4615Paragraph
23:35:34 <cypher_> Layout4Line17getDynamicClassIDEv]'
23:35:34 <cypher_> c:/dev/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: final
23:35:35 <cypher_> link failed: Invalid operation
23:35:40 <chillcore> well I was going to suggest to look in ini.cpp ye
23:35:55 <chillcore> seems you found that part already ;)
23:36:03 <cypher_> I did, and it helped. However I'm not sure how to deal with this...
23:38:18 <chillcore> well since the include is excluded from the windoze part there must be a reason for it ... I wish I knew which
23:39:52 <chillcore> are you sure your compiler is sert up correctly? the configure part that is
23:40:37 <chillcore> it has been ages I used mingw/msys
23:40:46 <Eddi|zuHause> cypher_: people have been reporting problems with icu on mingw. the usual answer is just disabling it
23:41:15 <chillcore> I had a tough time getting the libs in the correct dir
23:41:41 <chillcore> in the end I moved stuffs manually
23:42:02 <cypher_> Eddi|zuHause, riddiculous question perhaps, but how do I disable it?
23:42:14 <Eddi|zuHause> ./configure --without-icu or so
23:42:43 <glx> icu is a pain to build on windows
23:43:21 <chillcore> ye but also msys ... it has some "same name" folders as mingw
23:43:37 <chillcore> I just provided libs in both
23:44:05 <Eddi|zuHause> chillcore: that *shouldn't* be a problem
23:44:32 <Eddi|zuHause> as long as both are in the search path
23:44:47 <chillcore> I guess so ... but it was for me at the time
23:45:02 <chillcore> maybe search paths is what was wrong for me yeah
23:45:42 <Eddi|zuHause> that can be a pain to figure out if you're not familiar with the system, and it doesn't do The Right Thing(tm)
23:46:26 <cypher_> Damn I hope it compiles now :-D
23:46:41 <chillcore> I have set it up twice ... not planning on doing it again any time soon :P
23:49:40 <chillcore> hmm you hope ... missed that little detail somehow :P
23:53:09 <Eddi|zuHause> never seen that before
23:53:29 <Eddi|zuHause> maybe an incompletely installed library?
23:54:03 <cypher_> Really? I just followed the manual :/
23:55:56 <Eddi|zuHause> nothing new there.
23:55:59 <chillcore> I did see '__errno' before I did what I discribed above
23:56:34 <chillcore> I am sure that having the same libs in two folders is not the best solution
23:57:19 <chillcore> did you follow the manual to the letter? cypher
23:58:02 <Eddi|zuHause> did you read the manual? [yes] [no]
23:58:14 <Eddi|zuHause> did you really read the manual? [maybe] [no]
23:58:23 <Eddi|zuHause> seriously, did you read the manual? [no]
continue to next day ⏵