IRC logs for #openttd on OFTC at 2016-05-07
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00:57:37 <Samu> is there a better way to do the same as max(1, max(2, 3))
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01:38:13 <argoneus> how would you want to do it better
01:43:35 <Samu> max (1, max(2, max (3, max(.......)))))
01:48:11 <Wolf01> iterators, but don't ask me :)
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07:45:53 <peter1138> this bluuetooth keyyboardd is sshite
07:46:33 <andythenorth> does it lack teeth?
07:46:37 <peter1138> ggot it foor £5 from a pc worldd 300 milles awaay,so noot wwortth returrning it
07:46:42 <andythenorth> or not blue enough?
07:46:59 <andythenorth> ittt’s quittee freeeee withhh charsss
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08:24:39 <SpComb> Eddi|zuHause: hmm, not yet I hope
08:26:36 <SpComb> OFTC died, but the irssi didn't reconnect
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09:00:01 <andythenorth> I’ve applied NWidget(WWT_SHADEBOX, COLOUR_DARK_GREEN) to the ‘rail station selection’ window
09:00:23 <andythenorth> which works fine, except that it leaves some text drawn when shading
09:00:36 <andythenorth> do I have to mark something dirty for a redraw?
09:02:28 <andythenorth> specifically the ‘accepts’ and ‘supplies’ texts remain, and these are dynamic, so eh
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09:02:54 <Alberth> those are drawn in OnPaint ?
09:03:35 <Alberth> you need to explicitly avoid painting them, in that case
09:03:48 <andythenorth> is there a bool I can check for shade?
09:04:14 <Alberth> I would expect so, other windows have it too, the problem is mostly which one
09:06:03 <Alberth> sounds like a good one
09:06:10 <andythenorth> UI coding, usually so simple
09:06:21 <andythenorth> very little state, very little logic
09:06:33 <Alberth> euhm, an entire widget tree? :)
09:06:54 <andythenorth> ‘someone else does that'
09:07:00 <andythenorth> I’m just implementing :P
09:07:15 <andythenorth> writing UI framework is hard
09:07:19 * andythenorth has done that too
09:07:33 <Alberth> but yeah, building a window is relatively simple
09:09:08 <andythenorth> ^ case is that with 2x UI zoom, building stations is a PITA, the selection window fills most of my viewport and can’t be made smaller
09:12:13 <Alberth> yeah, I somewhat wonder to just add it to trunk :p
09:12:28 <andythenorth> when did we last have a feature? o_O
09:12:53 <Alberth> shading was originally for long-opened windows though, so this doesn't really qualify
09:12:54 <andythenorth> 6 days ago: Mexican Spanish
09:13:13 <andythenorth> I wondered if there was a better solution, by redoing station UI layout
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09:15:18 <Alberth> could move d&d next to the platform and number of platofrms
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09:15:43 <Alberth> (09:15:18) Alberth: could move d&d next to the platform and number of platofrms
09:15:54 <Alberth> not sure if that helps much
09:16:11 <andythenorth> could show fewer tile choices
09:16:29 <andythenorth> or reset the UI zoom here
09:16:31 <Alberth> can't make it a single column?
09:16:51 <Alberth> height seems the bigger problem here
09:17:33 <Alberth> could move the button rows next to the dropdown ,and make the sprite selection horizontal
09:18:43 <andythenorth> height is the bigger problem
09:23:03 * andythenorth wonders who builds fixed-size stations
09:23:35 <andythenorth> and why ‘coverage area highlight’ needs to be a UI control available directly in the station window
09:26:03 <andythenorth> Alberth: if you’re interested in prior case, I copied the shade widget line from the tree-building UI :)
09:26:47 <Alberth> I build fixed-size stations :p
09:27:18 <Alberth> perhaps due to old TTD, but I find it easier than having to count the number of tiles every time
09:27:52 * andythenorth thinks use the shade
09:28:04 <andythenorth> adjusting station layout is hard to do without consequences
09:28:27 <Alberth> coverage area highlight could move to settings, I think, at least I never change it
09:29:06 <Alberth> but it doesn't save a lot of space
09:29:49 <andythenorth> this is a complex window
09:30:08 <andythenorth> it’s the most complex construction window I think
09:31:25 <Alberth> all those random station sprites :p
09:31:44 <Alberth> would almost better be newobjects
09:32:00 <andythenorth> if only they’d accept cargo :P
09:32:19 <Alberth> yeah, that's probably the only reason why that fails
09:32:54 <Alberth> one thing I never liked is that the entire station just shows a single cargo type
09:33:14 <Alberth> even if there is only a little, or there are multiple cargos stacked at the station
09:36:28 <andythenorth> and they can flicker and alternate, depending on cargo amounts
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09:37:47 <andythenorth> that can be avoided if the newgrf has tiles that are single-cargo only
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13:19:49 <andythenorth> Alberth: the station select window could just open at left of screen? o_O
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13:23:14 <Alberth> it does for me, as my titlebar is at the left :)
13:26:36 <andythenorth> the main toolbar?
13:27:44 <andythenorth> but the rail toolbar opens locked to right
13:28:01 <Alberth> my titlebar takes less then 1/2 of the width at the top
13:28:13 <andythenorth> mine fills the viewport, barely fits
13:28:26 <andythenorth> if we add one more button (light rail maybe), it’s not going to git
13:29:50 <Alberth> would that help much, your station window seem to be more than 1/2 width of the screen ?
13:30:17 <Alberth> maybe it's just sufficient
13:30:37 <Alberth> in a way, maybe 2x ui zoom is too much
13:31:53 <andythenorth> 1.5x would probably be optimum :)
13:32:03 <andythenorth> but I doubt that is as easy to implement
13:32:25 <andythenorth> also I can play at 2x without glasses :)
13:32:26 <Alberth> needs a lot of new pixels
13:33:14 <Alberth> ie make a 1.5 zoomy ui newgrf
13:33:31 <andythenorth> wow, so painful at 1x
13:34:36 <Alberth> bigger screen would also work, costs a lot of coins though
13:35:27 <Alberth> hmm, true, you want to play openttd everywhere
13:35:28 <andythenorth> if I could fit photoshop on a 12” screen I’d downgrade :P
13:36:20 <Alberth> we need ambient display units, instead of ambient computing
13:36:38 <andythenorth> retina projection
13:38:24 <Alberth> trying to shuffle the elements to make window less high may be easier
13:39:45 <Alberth> horizontal scrollbar vs vertical scrollbar may cause some minor issues
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13:48:40 <andythenorth> not convinced by that one
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13:49:59 <andythenorth> orientation could be removed, and just double the length of the tiles list (show both orientations)
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13:54:18 <Alberth> I was thinking to have a bar of sprites at the bottom
13:54:39 <Alberth> with a horizontal scrollbar
13:55:18 <andythenorth> that would make sense
13:56:03 <Alberth> or as 3rd column, but that would become very wide
13:56:42 <andythenorth> so shade works, but it’s an extra click every time
13:57:38 <andythenorth> yup, still faff though :)
14:25:46 <argoneus> good morning train friends
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17:00:11 <andythenorth> CHIPS needs vehicles cargo(s)
17:00:23 <andythenorth> separate tile, or magic cargo like the others?
17:00:53 <Alberth> I'd keep it simple, tbh
17:01:16 <andythenorth> I don’t like adding cargo-specific tiles, generally
17:03:50 <Alberth> yeah, station-wide cargoes seems better for chips, to me
17:04:11 <Alberth> it already has that, so makes sense to extend it
17:05:38 <Alberth> I read the code to find the persisting string somewhere, but can't find that atm
17:06:12 <Alberth> does sneaky things like opening the source file :p
17:06:42 <Alberth> ignore last 2 lines :p
17:17:29 <andythenorth> wrong channel? :P
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17:17:45 * andythenorth has done much worse
17:17:56 <andythenorth> ‘never paste passwords into any irc ever’ is a good rule
17:20:30 <supermop_> cute magnanese train andythenorth
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17:29:38 <supermop_> so have to spend my saturday waiting foor a box from shapeways
17:30:42 <supermop_> not sure if should play some newer firs or ruin my eyes painting pixels
17:32:48 <andythenorth> play new FIRS In A Hot Country, with Iron Horse antelope roster
17:32:53 <andythenorth> and the CHIPS I’m about to release
17:33:15 * Wolf01 should learn voxels with unity
17:33:33 <andythenorth> I wanted copper to be round coils, but IRL it’s flat plates
17:34:57 <supermop_> only time i've seen rolls of copper is either spools of wire or fancy roofing material
17:35:17 <andythenorth> cba to draw stacks
17:36:08 <supermop_> just say that in firs copper is used only for roofing and making pots and pans
17:39:15 <supermop_> can termite use base grf monorail or should i draw something different
17:39:48 <andythenorth> base grf monorail might be ok
17:39:59 <andythenorth> less work eh? o_O
17:40:29 <supermop_> yeah easier to get something out the door
17:41:32 <supermop_> termite NG for japanese narrow gauge, termite SG for shinkansen? or do people need shinkansen to be grey and shiny
17:43:59 <andythenorth> they can lump it
17:46:10 <supermop_> i'll probably draw a nicer 8bpp alweg track at some point in the future
17:47:31 <andythenorth> probably 70% complete or so
17:47:40 <andythenorth> although most of sprites need re-worked
17:50:09 <supermop_> ok going to fire up a game of all this
17:50:29 <andythenorth> I started around 1880
17:50:53 *** Flygon_ is now known as Flygon
17:50:57 <andythenorth> I think it’s the most well balanced FIRS economy so far
17:51:29 <Flygon> I would totally love a version of OpenTTD where you can start from 1AD, and it's all basically Triremes and Humans/Horses through to the Industrial era
17:51:37 <Flygon> But that'll need a hell of an Industry set
17:51:40 <Flygon> And a Timelength patch
17:51:55 <Flygon> As in, make the early years go faster, then slow down as you hit closer to modern era :U
17:52:37 <Flygon> On the other hand it means coding Mongorian invasion as a natural disaster...
17:54:11 <Alberth> 1AD won't work, there was no money then :)
17:58:21 <supermop_> ok, started 1890, temperate mountainous
17:58:30 * andythenorth ponders NotRoadTypes
17:59:22 <andythenorth> supermop_: did you actually get any mountains? o_O
17:59:26 <andythenorth> broken landscape gen :P
17:59:38 <supermop_> temperate not tropic
17:59:57 <supermop_> S.A. pretty temperate anyway
18:00:10 <supermop_> finnish town names though
18:00:43 <supermop_> do have a quarry on top of a mountain though
18:02:58 <supermop_> no trains available in 1890 with antelope....
18:05:55 <supermop_> started new map, but now no mountains
18:07:37 <Alberth> better than no quarries :p
18:10:53 <andythenorth> where did I get to?
18:12:32 <supermop_> starting uk town set in 1890 mean small towns are full of parks
18:15:43 <Alberth> always nice if you apparently did something and don't even remember doing it :p
18:16:06 <Alberth> the "???" seems fine, it's only missing "profit!"
18:19:08 <andythenorth> it’s an awkward all-or-nothing patch
18:19:23 <andythenorth> not even sure I can compile it until I’ve patched a lot of things :P
18:26:00 <supermop_> hmm should i run fruit in mail cars, or run passengers at 56kmh?
18:26:50 <supermop_> they share the same track
18:27:21 <Alberth> andy, likely you started at the wrong end, but it's difficult to know how to do things until you're done at least one time
18:27:43 <andythenorth> supermop_: mail cars
18:27:49 <Alberth> how is "same track" a problem?
18:28:00 <andythenorth> I wondered about starting by splitting Road to Road / Light Rail as proposed by frosch
18:28:23 <andythenorth> but seems I’d copy and paste toolbars and building functions that would later need edited in 2 places
18:28:26 <supermop_> Alberth: 88kmh passenger train stuck behind 56kmh fruit train
18:30:49 <Alberth> meh, I hate wagon speed limits
18:32:03 <Alberth> I'd probably not do pax :p
18:34:33 <Alkel_U3> I like daylength patches for that - freight doesn't have to run so often, so with some timetabling doesn't do much havoc among pax trains. Although I feel it's more of a model railroad than playing a game when I play it that way
18:39:24 <supermop_> well it is 1890, none of these people have to be in any particular hurry anyway
18:54:20 <Eddi|zuHause> UFO idea: instead of picking the first rail tile, pick a random number of rail tiles to skip
18:56:08 <TrueBrain> Alberth: because of the lack of frosch, you any clue why es_MX doesn't show up in eints? I did everything you guys told me to do to add language .. :D
18:57:39 <TrueBrain> hmm, havent tried 'force' yet ..
18:58:03 <TrueBrain> needs 3 steps to get a language added .. cool ;)
18:58:31 <glx> how many were needed for WT3 ?
18:58:32 <Eddi|zuHause> ... have you tried turning it off and on again?
18:59:22 <TrueBrain> but the amount of steps ar enot relevant; I just didn't know which ones were required :)
18:59:43 <Eddi|zuHause> TrueBrain: now is your chance to a) document them and b) automate them :p
18:59:59 <TrueBrain> I hope Alberth / frosch documented it, eints is not my project ;)
19:00:11 <TrueBrain> and it should have been automated, according to frosch documentation .. just my crontab failed horribly :P
19:00:28 <TrueBrain> don't you hate it .. some scripts need a valid working dir, and don't set it themself :P
19:00:41 <TrueBrain> (my #1 mistake in settings crontabs :D )
19:01:39 <Eddi|zuHause> so "cd blah; ./run.sh"?
19:01:46 <TrueBrain> instead of blah/run.sh , yes :)
19:02:40 <TrueBrain> adding cd `dirname $0` works too btw :P
19:03:44 <Eddi|zuHause> that kinda works against the idea of a working directory
19:04:08 <Eddi|zuHause> sometimes i WANT the working directory to be different than the script location
19:04:15 <TrueBrain> but if the script runs other scripts that are in its own directory ... you might wonder if it is really a working dir :)
19:04:43 <TrueBrain> owh well, it works now \o/ :D
19:05:17 <Eddi|zuHause> then it's the script's fault for relying on the working directory instead of using some library path for its modules
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19:08:57 <Alberth> I only wrote eints itself :)
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19:36:00 <supermop_> ok pretty pleased with my NG antelope network here
19:45:41 <DorpsGek> Commit by translators :: r27554 trunk/src/lang/korean.txt (2016-05-07 19:45:33 +0200 )
19:45:43 <DorpsGek> korean: 1 change by Gimel3830
20:37:11 <andythenorth> supermop_: have you got the fruit car yet?
20:37:33 <supermop_> it looks like a regular boxcar?
20:39:12 <andythenorth> needs repainting
20:43:34 <andythenorth> supermop_: fancy painting it? o_O
20:43:51 <supermop_> what do you want it to look like?
20:44:21 <andythenorth> using the box van as base, needs some gaps for vents
20:44:27 <andythenorth> and maybe a change of colour
20:44:32 *** MonkeyDrone has joined #openttd
20:44:36 <andythenorth> reefers and edibles tankers are white
20:44:45 <andythenorth> livestock trucks are grey
20:44:56 <andythenorth> could be grey and CC?
20:45:11 <andythenorth> grey with CC doors perhaps?
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21:12:15 <andythenorth> I need zellepins
21:12:19 <andythenorth> but it’s only 1899
21:18:57 <FLHerne_> andythenorth: CHIPS 1.6.0 shows up as 'CHIPS Station Set r292' in the grf menu
21:20:20 <andythenorth> does it indeed :)
21:20:38 <andythenorth> I have no idea how the names in the grf menu work
21:20:40 <FLHerne_> Oh, trying to upgrade FIRS 1.4.4 -> 2.1.0 really did not work at all well :P
21:21:04 <FLHerne_> Could've sworn I started this game after you released v2
21:24:16 <Eddi|zuHause> andythenorth: there need to be special provisions in the makefile to detect release tags
21:27:02 <andythenorth> it’s odd that previous CHIPS releases have the correct tag name in the grf list
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21:38:25 <Eddi|zuHause> then you just did it wrong.
21:46:11 <andythenorth> yeah, I probably wasn’t on the tag when I ran make
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22:30:59 * Wolf01 must play a relaxing game
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22:37:03 * peter1138 just played a relaxing game of "synths and guitars over the internet" with belugas
22:38:21 <Wolf01> oh, nice, do you two still play together :D
22:48:29 <peter1138> haven't done it for ages but managed to have time today
23:41:45 <Wolf01> I just made the tank I designed with voxels and I noticed how bad it looks :S
continue to next day ⏵