IRC logs for #openttd on OFTC at 2016-04-11
            
00:00:00 <supermop> ok
00:00:06 <Eddi|zuHause> (i.e. the code that uses the sprites)
00:00:54 <supermop> any sensible reason to have pantograph up/down sprites
00:01:35 <supermop> or better to just say every unit runs with every pantograph up?
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00:27:09 <Samu> hey, i figured it out.
00:27:25 <Samu> it closes the window now, not exactly optimal, but...
00:27:35 <Samu> tomorrow i'll improve this
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01:23:47 <Samu> gah, i need a GS that crashes
01:23:51 <Samu> must test something
01:24:38 <Samu> time to destroy BusyBee
01:27:32 <Samu> is there a reason why crashed GS can't restart?
01:28:28 <Samu> I need to know what I can do about crashed GS parameters
01:54:21 <Samu> okay, new version out -> http://www.tt-forums.net/viewtopic.php?f=33&t=74694&p=1166831#p1166831
01:59:29 <Samu> editing main post
02:15:51 <Eddi|zuHause> ha. they're showing a rerun of the moon landing on tv. and they did stage it in a studio :p
02:17:20 <Eddi|zuHause> (they do not have footage from the moon lander before armstrong hits the ground, so they hired some actors to play that part out)
02:22:18 <Wolf01> 'night
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03:11:42 <Samu> main post edited, finally, sorry I took this long -> http://www.tt-forums.net/viewtopic.php?f=33&t=74694
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03:14:20 <Samu> is it permitable or permissible
03:14:25 <Samu> bah my english :8
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03:22:44 <Samu> cyas goodnight
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10:32:15 <Wolf01> o/
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11:48:39 <Samu> hi
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12:08:05 <Samu> moving configuration slots up or down is now bugged, have to deal with this :(
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12:39:28 <Samu> my coding is becoming chaotic
12:39:39 <Samu> i'm gonna need help soon
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14:21:04 <Samu> I need help now! https://paste.openttdcoop.org/pi7dgzowb
14:21:13 <Samu> this is the checks that I have to deal with
14:21:35 <Samu> to make sure slots can move up and down
14:22:21 <Samu> what could you suggest me to make this a bit simpler in code?
14:26:26 <Samu> in essence, only orange and red slots can move
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14:38:22 <Wolf01> you could use flags instead of variables, declare an enum and then use if (GB(SLOT_EDITABLE, flags)) or "flags, SLOT_EDITABLE" (I don't remember it now) or even IF (flags & (SLOT_EDITABLE | SLOT_VALID_AI))
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14:44:15 <supermop> good morning
14:45:06 <Wolf01> o/
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14:53:17 <Samu> oh i see, i'm not familiar with the enum
14:53:29 <Samu> must check it out
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15:05:40 <Wolf01> V453000, I started to find behemoth spitters, what's next, shai-hulud?
15:12:12 <Samu> made some bools: https://paste.openttdcoop.org/pwldz1rs3
15:12:33 <Samu> but i guess i got to do what you told me
15:13:15 <Samu> oops, the last bool is wrong, brb
15:14:01 <Samu> https://paste.openttdcoop.org/pqfngbwiy
15:14:04 <Samu> fixed
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15:28:07 <Samu> final code, from line 1 to 10: https://paste.openttdcoop.org/pmsvkvyjl
15:28:19 <Samu> i suppose this will work
15:28:34 <Samu> i only need the cases which are unmovable
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15:34:33 <Gooch> Wassup
15:34:33 <Gooch> I've got a problem I can't get my head around
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15:37:14 <Wolf01> ¯\o_o/¯
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15:48:52 <Samu> YAY IT WORKS!!!
15:49:01 <Samu> :)
15:49:13 <Samu> just tested
15:54:17 <Samu> ok, i got a new question
15:55:34 <Samu> when an AI dies, the config window doesn't reflect what just happened, which is turning the green into red
15:55:51 <Samu> the variables aren't current
15:56:21 <Samu> how can i have it aware of that?
15:57:38 <Samu> it only reflects what happened if i interact with the window
15:57:51 <Samu> select another slot, or scroll up or down
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16:21:51 <Alberth> moin
16:25:33 <supermop_> hi
16:26:23 <Samu> i need help alb
16:26:26 <Samu> Alberth:
16:27:03 <Samu> first, I detected a bug in the original code
16:27:41 <Samu> second, that bug is very similar to the issue I am having now with my code
16:28:31 <Samu> let me start with the first point
16:28:44 <Alberth> that looks like a good idea :)
16:29:29 <Samu> reproducing it is quite difficult, give me some time to get to it, testing brb
16:32:42 <Samu> ok, this is for open ttd 1.6.0: configure an AI in the slot right after the human player, in main menu, configure it with some delay, i'd say 30 days is enough if you're fast at doing the next steps
16:33:05 <Samu> start a single player game
16:33:26 <Samu> open the AI / game script window
16:33:52 <Samu> select the ai that you configured, which has not started yet, then click configure
16:33:57 <Samu> now wait for it to start
16:34:36 <Samu> when it starts, the bug is here: the reset button on the script parameters window
16:34:46 <Samu> it should have turned to disabled
16:35:42 <Alberth> sounds like unwanted behavior indeed
16:37:04 <Samu> how do I fix this? if I know how to fix this bug, I can likely solve the issue I am having with my code as well, it's very similar
16:37:16 <planetmaker> o/
16:37:21 <Alberth> \o
16:37:57 <Alberth> if you press the button the AI does get changed?
16:38:17 <Samu> nop, as far as I could see, it doesn't reset to defaults
16:38:28 <Samu> it's just clicks and nothing changes
16:38:31 <Alberth> ok, so it's purely a visual problem
16:39:03 <Alberth> in that case, the underlying AI code must detect it cannot do reset, and ignore your click
16:39:25 <Wolf01> MakeWindowDirty() or something like that?
16:39:46 <Alberth> that condition must be lifted to the Ai window
16:40:05 <Alberth> InvalidateData I would hope
16:40:18 <Alberth> but good point Wolf01
16:40:36 <Alberth> if you close and open the window again, is the button still enabled>
16:40:38 <Alberth> ?
16:40:43 <Samu> no, it's disabled
16:40:46 <Wolf01> maybe a combination of dirty and invalidate data
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16:41:14 <Samu> you may only open that window again through the AI Debug window
16:42:01 <Alberth> AI debug is not for normal game play, so that window can do anything it wants
16:42:22 <Alberth> so you cannot open the configure window with a running AI normally?
16:42:57 <Samu> yes, that's how it works in 1.6.0
16:43:14 <Samu> once it starts, you can't select that slot
16:44:25 <Alberth> ok, then on starting the AI, the configure window of the AI should be closed, imho
16:45:00 <Wolf01> maybe with an alert popup which tells you the AI started
16:45:40 <Alberth> tricky
16:46:06 <Alberth> underlying command structure doesn't really do gui, due to MP
16:46:51 <Alberth> if you want a popup, invalidate the window, which then opens an alert
16:47:02 <Alberth> and closes itself :)
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16:50:29 <Samu> uhm.. that was the kind of fix I wasn't looking for :8
16:51:09 <Alberth> alert is nice, but not required, imho
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16:52:37 <Samu> if the fix it to close the window, then I'd like some help for my own code
16:53:48 <Samu> for my code case, the issue is similar, but the window that is to be refreshed is the AI config window itself
16:54:52 <Alberth> InvalidateData is available to give a signal to an open window, which arrives in that window as OnInvalidate, or so.
16:55:19 <Alberth> you can give it a number to let it know what signal you give
16:55:28 <supermop_> https://upload.wikimedia.org/wikipedia/commons/9/94/TamaToshiMonorail6061.jpg
16:55:58 <supermop_> the "skirt" part of that, below the passenger floor, is almost as tall as the part above
17:00:28 <Samu> hmm, let me think. InvalidateData should be somewhere in ai_core.cpp
17:01:02 <Samu> i want to send a signal when an AI dies.
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17:01:18 <supermop_> but a train nearly twice as tall as normal seems like it would mess up templates
17:01:21 <Samu> AI dies -> send signal to turn slot red if the window is open - something like this in english
17:01:40 <supermop_> how do AIs die?
17:02:01 <Samu> the script crashes
17:02:13 <Samu> dies unexpectedly, like that
17:03:15 <peter1138> fix the AI to not die :p
17:03:49 <Wolf01> :)
17:06:56 <supermop_> sooo, out of the box, a new install of openttd has music and sounds on by default
17:07:35 <supermop_> sort of awkward at work
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17:17:18 <Samu> OnPaint?
17:17:31 <Alberth> OnPaint draws the window
17:17:43 <Alberth> OnInvalidate iirc
17:30:20 <Samu> hmm, how do I actually send the signal? what is the window named
17:30:34 <Samu> it's a nestedwindow thing
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17:33:03 <Samu> struct AIConfigWindow : public Window {
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17:35:01 <Alberth> InvalidateDat
17:35:12 <Alberth> InvalidateData() does that
17:35:35 <Alberth> it takes the type and unique number of the window you want to send the signal to
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17:37:13 <Alberth> InvalidateWindowData to be precise
17:37:40 <Alberth> InvalidateWindowData(WC_MAIN_TOOLBAR, 0); this kind of calls
17:38:11 <Alberth> except you need a different window class than WC_MAIN_TOOLBAR, and probably a different number than 0
17:38:46 <Alberth> I would expect that each AI has its own unique window number, this is given to the window when it is created
17:39:58 <Alberth> WindowClass window_class; <-- that gets the window class
17:40:14 <Alberth> WindowNumber window_number; <-- that gets the window numbers
17:40:51 <Alberth> these are set during creation of the window
17:41:17 <Alberth> you need to use the same values in the InvalidateWindowData call
17:45:06 <supermop_> is TE not shown for all trains?
17:45:44 <supermop_> i assumed it was something the game calculated
17:46:30 <supermop_> oh have to turn on realistic accel.
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17:51:35 <Samu> WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI
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17:55:20 <Alberth> the former looks like the general game options window, isn't it?
17:58:32 <Samu> it's not AISettingsWindow, it's not AIListWindow
17:59:24 <Samu> it's the AIConfigWindow
18:00:28 <Samu> WC_GAME_OPTIONS, WN_NONE ?
18:00:35 <Samu> oops nop
18:00:51 <Samu> AIConfigWindow() : Window(&_ai_config_desc)
18:01:34 <Samu> this->InitNested(WN_GAME_OPTIONS_AI); // Initializes 'this->line_height' as a side effect.
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18:06:53 <Samu> window class is WC_GAME_OPTIONS, then the number is... :( no idea
18:08:41 <Samu> window number is WN_GAME_OPTIONS_AI
18:09:40 <Samu> this that it? InvalidateWindowData(WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI);
18:11:28 <Alberth> looks like that is correct
18:11:36 <Samu> invalidatewindowdata needs a 3rd parameter, i tihnk
18:13:19 <Samu> ok, let's see what the hell happens
18:15:21 <supermop_> I feel like even with busy bee, i keep connecting other things
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18:16:04 <supermop_> because if i run a line past a town, i feel the need to build a passenger station there
18:16:36 <Samu> waiting for rocketAI to die
18:17:43 <Samu> bah i failed
18:18:33 <Samu> window didn't turn rocketAI from green to red :8
18:19:02 <Samu> nor did it update the move up/down button
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18:23:03 <Samu> it's strange that it works when a company starts, but not when a company dies
18:23:51 <Samu> or maybe only part of it works
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18:27:40 <Samu> nop, it's just when a company dies that doesn't work
18:27:51 <Samu> it works when a company starts
18:28:16 <Samu> so, who emits the signal?
18:28:25 <Samu> where is it emited from?
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18:30:20 <Alberth> supermop_: BB has no problems with that
18:34:14 <Samu> I think the signal must be emited from here: /* static */ void AI::Stop(CompanyID company)
18:34:37 <Samu> but i tried that, and it didn't work
18:34:55 <Samu> in ai_core.cpp file
18:36:36 <Samu> maybe ai_instance.cpp? im confused now
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18:37:43 <Samu> void AIInstance::Died()
18:37:49 <Alberth> I never looked at AI handling code closely, I wouldn't know either
18:39:01 <Samu> :o
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18:51:26 <Samu> it works!
18:51:32 <Samu> it was on ai_instance.cpp
18:51:47 <Samu> apparently it works, let me see about the rest
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18:53:49 <Wolf01> quak
18:57:31 <frosch123> hoi
18:57:34 <Samu> do u guys know of a GS script that crashes early, but not immediately? I must do the same code for GS script
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18:57:48 <Samu> something like rocketAI in terms of longevity
18:59:15 <frosch123> write your own :)
18:59:28 <Samu> bah :(
19:02:04 <Samu> it would be so handy now
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19:08:26 <Alberth> hola
19:16:58 <Samu> where do i usually put these lines: #include "../window_func.h"
19:17:28 <Samu> at the start of the files i see many #include
19:17:54 <Samu> i never asked before, i'm wondering
19:19:14 <Samu> ai_instance.cpp needs this #include "../window_func.h" because it complains that InvalidateWindowData is not defined
19:22:33 <Samu> * Note: this line is a marker in squirrel_export.sh. Do not change! */
19:22:54 <Samu> what am i supposed to do?
19:24:02 <Samu> https://git.openttd.org/?p=trunk.git;a=blob;f=src/ai/ai_instance.cpp;h=c03e74599230c79ee47a32f0e6daadb66766e461;hb=6ed602fab23e19e0e23762e25727741e80d53876
19:24:16 <Samu> line 30
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19:24:48 <Samu> I have to place the #include "../window_func.h" somewhere, - but that warning is scaring me
19:24:56 <Samu> i may be breaking something without knowing
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19:27:18 <frosch123> put it next to company_func.h
19:27:25 <frosch123> don't toucht the "/api/" lines
19:27:57 <Samu> oki, thx
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19:35:45 <Samu> uh frosch, sorry for bothering u again
19:35:48 <Samu> https://git.openttd.org/?p=trunk.git;a=blob;f=src/game/game_instance.cpp;h=c5e5c7f05a2be739ed6ff92bc4bbf327d1c8b706;hb=6ed602fab23e19e0e23762e25727741e80d53876
19:35:55 <Samu> for this one, where do i put it?
19:36:03 <Samu> frosch123:
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19:50:40 <frosch123> just don't touch the "/api/" lines :)
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20:12:34 <Samu> ok, thx
20:14:03 <Samu> i guess i'm finished for today, gonna create patch and upload
20:29:21 <Wolf01> uhm, nice, I know I'm not able to work with async functions, but moving the initialisation of a variable some lines below does weird things
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20:42:52 <Samu> topic updaded, new version 7 uploaded keks http://www.tt-forums.net/viewtopic.php?f=33&t=74694
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21:00:08 <andythenorth> o/
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21:00:30 <Alberth> hihi
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21:17:34 <supermop_> yo
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21:50:37 <andythenorth> Monday cat
21:50:54 <Wolf01> shhh you'll scare him
21:56:16 * andythenorth should fix FIRS and play a game
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22:20:16 <supermop_> im playing in a hot country in an office
22:25:51 <andythenorth> I can’t play it
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22:26:02 <andythenorth> until I’ve replaced the manganese mine :P
22:26:09 <andythenorth> maybe I should play it anyway
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22:33:32 <andythenorth> “It's Log, Log, it's big, it's heavy, it's wood.”
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22:38:13 * andythenorth tries Villages is Villages GS
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22:38:52 <andythenorth> supermop_: which landscape are you using?
22:39:10 <supermop_> arctic
22:39:31 <supermop_> should rename to "boreal" or generc northern
22:39:49 <andythenorth> interesting combination of eonomy and landscape
22:39:53 <andythenorth> cassava in the snow?
22:40:22 <supermop_> snow line too high for this map so never see it
22:40:31 <supermop_> is quite hilly though
22:40:58 <supermop_> lots of little pony NG tank engines chasing busy bee goals
22:41:45 <andythenorth> ViV GS does not have goals :(
22:41:48 * andythenorth is now lost
22:41:53 <andythenorth> dunno what to do without goals
22:42:34 <supermop_> try to make the villages cities in spite of the script
22:42:40 <andythenorth> fair point
22:42:55 <supermop_> i have a arctic basic JR set with ViV going at home
22:43:03 <supermop_> starting in 1970
22:43:24 <Alkel_U3> Hm, didn't there use to be an option to set amount of water with the original generator? It's grayed out when I switch from TerraGenesis now.
22:45:40 <Alkel_U3> coincidentaly, can somene recommend a good more-heightlevel-ready heihtmap, best suitable for tropical?
22:45:58 <andythenorth> apparently goal orientation is bad :P
22:46:00 * andythenorth wonders
22:47:47 <Alberth> original generator has no water level setting afaik
22:49:32 <supermop_> andythenorth: what became of your improved tropic?
22:49:47 <supermop_> also i wish deserts and rainforests were decoupled
22:50:20 <supermop_> most places i've been with rainforests do not have proximal deserts, and vis versa
22:50:43 <andythenorth> supermop_: I reverted the patch locally
22:50:53 <andythenorth> because I was working on NotRoadTypes
22:51:01 <andythenorth> and it made a spurious diff :P
22:53:30 <supermop_> i see
22:53:57 <supermop_> but yeah, i generally find the tropic maps unsatisfactory, so i don't use them
22:54:43 <supermop_> i played an old heart of darkness map on a tropic japan and china map once
22:54:56 <supermop_> with like 30 height levels
22:55:11 <supermop_> and most of the map rainforest
22:55:17 <Alkel_U3> I had to check. There was a 'Quantity of lakes' setting since TT. http://i.imgur.com/EQCawbR.png Maybe it disappeared with the merger of difficuity settings into general settings?
22:55:21 <andythenorth> tropic generator is more of a ‘not generator’
22:55:34 <andythenorth> it should be binned and replaced
22:55:41 <supermop_> (also i accidentally typed "heart of dankness" there...)
22:56:02 <supermop_> idea for mexico/ northern California economy
22:56:10 <andythenorth> there is nothing in current tropic generator that couldn’t be replicated by setting ‘flat’ :P
22:56:17 <andythenorth> it’s crap
22:56:55 <supermop_> the type of climate should be separated out from topography generator anyway
22:58:20 <supermop_> next goal is to deliver clay to a cement plant on top of a mountain
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23:05:43 * andythenorth bed :)
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23:29:52 <Samu> noob question, how do i create openttd.exe as standalone? i don't want to have visual studio trailed to it
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23:33:35 <Samu> Severity Code Description Project File Line Suppression State
23:34:35 <Samu> uh, wait
23:34:45 <Samu> Error C1001 An internal error has occurred in the compiler. openttd c:\program files (x86)\microsoft visual studio 14.0\vc\include\xtree 2061
23:36:24 <Samu> i can only create a debug x64 build :(
23:36:37 <Samu> can't create a release x64 build, it does that error
23:48:10 <Wolf01> do x86 not x64
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