IRC logs for #openttd on OFTC at 2016-11-01
            
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10:43:25 <Wolf01> o/
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10:49:32 <Wolf01> Quak
10:50:02 <frosch123> moi
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11:11:23 <frosch123> what? is it april 1st?
11:11:46 <Wolf01> Maybe
11:12:22 <frosch123> there is a headline about an agreement between yt and gema, ... after 10 years?
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11:12:38 <Wolf01> o/
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11:23:49 <Eddi|zuHause> i didn't expect that to happen in my lifetime
11:24:18 <andythenorth> lo Wolf01
11:24:28 <andythenorth> Wolf01 seen the combine harvester? o_O
11:24:36 <andythenorth> it’s not my taste, but it’s pretty epic
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11:24:42 <Wolf01> Which one?
11:24:58 <andythenorth> on Eurobricks
11:25:10 <andythenorth> Claas Lexion
11:25:28 <andythenorth> http://www.eurobricks.com/forum/index.php?/forums/topic/142491-moc-claas-lexion-760/
11:25:49 <Wolf01> Oh, yes :)
11:27:04 <andythenorth> impressive
11:27:12 <andythenorth> I prefer toys to super-detailed models these days
11:27:19 <andythenorth> but if I was 15 I would have been drooling over that
11:27:30 <andythenorth> meanwhile http://dev.openttdcoop.org/attachments/download/8131/NRT-sprites.png
11:27:37 <Wolf01> :o
11:27:52 <andythenorth> I have the road underlays about 50% done in test grf
11:28:00 <andythenorth> it’s not hard, just yak-shaving
11:28:19 <andythenorth> Wolf01 or Eddi|zuHause, there is one curve that is showing straight road
11:28:23 <andythenorth> I don’t understand why
11:28:43 <andythenorth> follow the most LH side road to the second corer
11:29:00 <andythenorth> might be a bug in the newgrf, but not sure how to diagnose
11:29:20 <andythenorth> AIUI, it needs to be just one big spriteset, in a specific order
11:29:22 <Wolf01> Nice
11:31:46 <Wolf01> I'm trying to merge the gui branch in master, but I think it's better if I'll rewrite it from scratch
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11:32:00 <Wolf01> I'll need to change too many things and deduplicate a lot of code
11:32:17 <andythenorth> yeah
11:32:22 <andythenorth> build one to throw away :)
11:32:46 <Wolf01> Maybe I'll do common_road_gui.cpp
11:33:49 <V453000> anus
11:33:53 <Wolf01> Also I can't understand why it explodes roadtypes... I get 6 roads and 6 trams, with 3 roads repeated and 3 trams repeated
11:34:01 * V453000 has strong opinions today
11:34:03 <Wolf01> Hi V
11:34:08 <V453000> heyo
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11:35:52 <Wolf01> Is the FOR_ALL_SORTED_ROADTYPES which should filter only the basetype I set... but it returns the road subtypes twice
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11:37:42 <Wolf01> Or maybe it's the inner for that's wrong
11:38:28 <Wolf01> Nah... even worse
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11:39:54 <Wolf01> It's wrong because I don't even need the for...
11:40:28 <andythenorth> http://dev.openttdcoop.org/attachments/download/8132/NRT-sprites-2.png
11:40:31 <andythenorth> just the half-tiles needed...
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11:40:37 <andythenorth> for underlays
11:40:39 <andythenorth> then overlays
11:40:49 <andythenorth> bridges, tunnels, depots
11:41:00 <V453000> my brain commits suicided when reading that
11:41:05 <V453000> -d
11:41:28 <V453000> getting RAWR/BRIX flashbacks XD
11:41:46 <Wolf01> Aren't the T pieces wrong?
11:43:09 <andythenorth> they are being shown where they shouldn’t be
11:43:10 <andythenorth> yes
11:43:23 <andythenorth> should be half-tiles in some places
11:43:27 <Wolf01> We need a proper roadbit map
11:43:41 <Wolf01> Roadbit-to-sprite
11:45:55 <Wolf01> It's easy to work out, with pen and paper
11:46:08 <andythenorth> http://dev.openttdcoop.org/attachments/download/8133/NRT-sprites-3.png
11:46:24 * andythenorth took a day off work
11:46:41 <andythenorth> much easier to do ottd stuff if not worked 8-12 hours already
11:46:49 <Wolf01> :)
11:46:53 <V453000> XD I know that
11:49:38 <V453000> me is big wannabe python programmer
11:49:40 <V453000> :D
11:50:00 <V453000> making a script which takes an image, filters some specific colours, and saves those specific image pieces in some places
11:50:03 <V453000> shit's wild
11:55:28 <andythenorth> is PIL?
11:55:36 <andythenorth> or ImageMagick?
11:55:42 <andythenorth> or in some other app?
11:57:13 <andythenorth> Wolf01: wondering if the patch from frosch added bridges and tunnels?
11:57:23 * andythenorth should probably read it :P
11:57:24 <andythenorth> https://github.com/andythenorth/NotRoadTypes/commit/42586cd856bda94785fcf7d603d15868091fba5b
11:57:29 <frosch123> no, just plain track
11:57:33 <Eddi|zuHause> Wolf01: so something similar to the image that shows the mapping from height bits to slopes?
11:57:40 <andythenorth> ho quak
11:57:42 <frosch123> no catenary, no bridges, no tunnels, no level crossing
11:57:44 <andythenorth> unusual daytime frosch
11:58:10 <Wolf01> Eddi, sort of, I think I already found it somewhere, maybe in the forum or in some newgrf tutorial
11:58:18 <V453000> PIL
11:58:25 <andythenorth> lawks
11:58:38 <andythenorth> PIL is not the friendliest python module ever :)
11:58:50 <andythenorth> sometimes it rather sharply teaches you about the distinctions between copy() and deepcopy()
11:59:14 <andythenorth> it’s a bit of a crapshoot about what modifies the Image you’re operating on, and what returns a copy
11:59:19 <frosch123> andythenorth: it's an usual day in an unusual state
11:59:36 <andythenorth> frosch123: cryptic?
11:59:53 <Eddi|zuHause> andythenorth: half of germany has a holiday on 31.10, and the other day on 1.11
11:59:59 <andythenorth> ah
12:00:06 <Eddi|zuHause> protestant/catholic nonsense
12:00:39 <V453000> didn't get to that yet andythenorth :)
12:00:55 <andythenorth> V453000: it only comes up when you’re looking at the results, and asking ‘wtf'
12:00:58 <V453000> also I have some programmer helpers to warn me shit :D
12:01:02 <V453000> XD right
12:01:06 <andythenorth> also Image.show() is a useful tool when debugging
12:01:16 <V453000> I'm creating copies atm to work with
12:01:20 <V453000> and only read from the sources
12:01:26 <V453000> & save copies upon output
12:02:20 <andythenorth> Wolf01: how about equivalent of sprite aligner tool, just show the bits in-game? o_O
12:02:26 <andythenorth> in-game docs are leet :P
12:03:27 <Wolf01> Oh, just a html table with the correct order of sprites to use should be enough
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12:04:24 * andythenorth needs to do overlay sprites next
12:04:32 <andythenorth> or tramz
12:04:45 <frosch123> can you also remove the walkways from the underlay?
12:05:12 <V453000> not having to figure out correct order of sprites = heaven
12:05:31 <peter1138> I never have to do that.
12:05:50 <Wolf01> Mmmmh, I get an assert on base roadtype: 33554690... a bit too high, the limit is 2
12:06:13 <Eddi|zuHause> i don't know how that is difficult, just look at opengfx or another base set
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12:06:55 <Eddi|zuHause> @base 10 2 33554690
12:06:55 <DorpsGek> Eddi|zuHause: 10000000000000000100000010
12:07:30 <Eddi|zuHause> my guess is some bitstuffing that you didn't undo properly
12:07:56 <Eddi|zuHause> @base 10 16 33554690
12:07:56 <DorpsGek> Eddi|zuHause: 2000102
12:09:06 <Wolf01> Really strange
12:09:41 <Wolf01> I have 2 for loops which creates the identifiers
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12:13:00 <Wolf01> Ok, thats the RoadTypeIdentifier "invalid"
12:13:37 <Eddi|zuHause> why is invalid not 0xFFFF...?
12:14:01 <Wolf01> Because it's a structure
12:14:08 <Wolf01> And not an enum
12:14:37 <Wolf01> I needed to represent 0xffff... + 0xffff... in a different way
12:14:47 <Wolf01> if (!_sorted_roadtypes[ROADTYPE_ROAD][rst].IsValid()) continue; <- should be enough
12:15:19 <Wolf01> Nope...
12:15:51 <Wolf01> Initialized with the wrong values, basetype invalid + 0 subtype
12:16:23 <Wolf01> I hate that structure :(
12:18:37 <Eddi|zuHause> i really don't know what you're doing there, but it sounds a few layers too complicated
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12:19:41 <Wolf01> I need to have both roadtype (road or tram) and subtype (one of the defined roads/trams) in the same variable, so I made a structure which could be packed to int
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12:26:42 <Wolf01> http://imgur.com/a/8kOd5 <-
12:27:01 <Wolf01> 4+ are wrong, should be all like 3
12:27:06 <andythenorth> frosch123: http://dev.openttdcoop.org/attachments/download/8134/NRT-sprites-4.png
12:27:29 <peter1138> have we got bridge and underground layers yet?
12:28:10 <andythenorth> only in a patch on your computer
12:28:28 <peter1138> wasn't it smatz who played with it?
12:28:32 <Eddi|zuHause> wasn't that smatz's patch?
12:28:39 <peter1138> heh
12:30:00 <frosch123> andythenorth: \o/
12:30:06 * andythenorth making blue ones now
12:30:08 <andythenorth> for POC
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12:31:54 <peter1138> When I first started on OpenTTD, 256MB was a decent amount of RAM...
12:32:27 <frosch123> are you sure?
12:32:42 <frosch123> ottd started in 2004, in 2005 1GB was the standard amount
12:32:53 <peter1138> Well, enough for general use.
12:33:11 <Eddi|zuHause> i think i had 1GB when i found openttd
12:33:47 <Eddi|zuHause> but i upgraded that computer from 512 at some point
12:34:03 <Wolf01> I had 1GB, later 3GB cause XP x86
12:34:03 <andythenorth> we need a convert tool :P
12:35:18 <andythenorth> http://dev.openttdcoop.org/attachments/download/8135/NRT-sprites-5.png
12:35:30 <Wolf01> FOR_ALL_SORTED_ROADTYPES... 0, 1, 1350
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12:36:05 <andythenorth> frosch123: FWIW, your patches are merged here https://github.com/andythenorth/NotRoadTypes/tree/road-and-tram-types
12:36:14 <andythenorth> along with this morning’s ottd trunk
12:36:18 * andythenorth learnt about git remotes
12:36:28 <Eddi|zuHause> Wolf01: encapsualate your operations on this data type better, and then make sure every operation checks for invalid first
12:36:50 <Eddi|zuHause> can't be more specific
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12:37:22 <Wolf01> I can't even understand how it manages to read uninitalized ones... there's a hard limit
12:40:11 <Wolf01> I managed to swap the variables and double convert the structure in the macro -.-'''
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12:42:46 <Wolf01> C++ types are too loose, you won't get errors until runtime
12:44:38 <Wolf01> ROADTYPE_ROAD, RoadTypeIdentifier, uint8... 3 different things, sometimes it tells about invalid cast, sometimes it happily accepts everything you put there
12:46:26 <andythenorth> hmm
12:46:30 <andythenorth> catenary for road? o_O
12:46:45 <Eddi|zuHause> you either use too little or too much object orientation, but i still think you're making it more complicated than it needs to be
12:48:09 <frosch123> in the 90's there was some program which people put into their login script to print some clever note on every login
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12:49:12 <Wolf01> I would put a todo list on the login screen
12:49:17 <Eddi|zuHause> was that better than the windows loging screen where if you didn't know the password, you just press escape and it just logs you in anyway?
12:49:38 <Eddi|zuHause> -g
12:49:58 <Wolf01> Windows 98
12:50:45 <andythenorth> Snail: does it compile yet? o_O
12:50:52 <Wolf01> That was just to enter the credentials for network, so it didn't ask for them when you needed to access the network for the first time
12:50:55 <Snail> hi andythenorth
12:50:57 <Snail> nah :(
12:55:56 * andythenorth not sure what to do next :)
12:56:37 <andythenorth> the example grf could be refactored, but that seems like busy work
12:56:40 <Wolf01> Gui sprites
12:57:06 <andythenorth> I have reset the grf to use the defaults :P
12:57:10 <andythenorth> for convenience
12:57:14 <Wolf01> +1
12:57:52 <andythenorth> Wolf01: http://dev.openttdcoop.org/attachments/download/8136/example_roadtype_and_tramtype.grf
12:57:59 <Wolf01> If you set the catenary flag on roads do you get some weird stuff?
12:58:57 * andythenorth tests
13:00:42 <Wolf01> It's strange that I get img = 0 for standard roads when I open the road construction toolbar, but not for grf roads
13:00:51 <Wolf01> Do you get that too?
13:01:41 <andythenorth> Wolf01: in stdout?
13:01:48 <Wolf01> No, assert
13:02:06 <Wolf01> assert(img != 0)
13:02:15 <andythenorth> not seeing that
13:02:22 <Wolf01> Widgets don't get the image
13:02:43 <Wolf01> I think I have a problem with RoadTypeInfo
13:03:03 <Wolf01> Strange, because the names are all there
13:06:08 <andythenorth> Wolf01: http://dev.openttdcoop.org/attachments/download/8137/example_roadtype_and_tramtype.grf
13:06:15 <andythenorth> adds catenary to one type
13:06:30 <frosch123> andythenorth: is it intentional that the original road/tram also get the red graphics?
13:06:42 <andythenorth> frosch123: it’s a side effect of the example grf
13:06:48 <andythenorth> I’ll tidy it up
13:07:35 <andythenorth> Wolf01: that last grf was lies, fixing
13:09:27 <Wolf01> It's more all roadtypes look the same
13:09:51 * andythenorth thinks there is some problem
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13:10:11 <Wolf01> I think I didn't pass the right value to road_cmd functions
13:10:12 <frosch123> default road, red road, blue road?
13:10:35 <frosch123> tram is all red though
13:11:05 <andythenorth> I am making a new grf
13:11:08 <andythenorth> or updated
13:11:13 <andythenorth> but the results are odd
13:11:26 <andythenorth> I have normal road showing catenary, but the catenary flag isn’t set
13:11:52 <andythenorth> wolf road is correctly red, but shows no catenary, despite flag is set
13:12:03 <andythenorth> north road is blue, correctly no catenary
13:12:24 <andythenorth> also the strings in the buy menu don’t match to the types
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13:12:58 <andythenorth> hmm, actually the red and blue are transposed
13:13:19 <Wolf01> Stupid tortoise svn plugin... I reverted all the changes from the entire repository instead of the branch
13:13:53 <Wolf01> It seem I'm not able to read before clicking "ok"
13:15:05 <andythenorth> frosch123 Wolf01 http://dev.openttdcoop.org/attachments/download/8138/example_roadtype_and_tramtype.grf
13:15:11 <andythenorth> should be more obvious which type is which :P
13:15:31 <Wolf01> The plugin is not project-path aware
13:16:25 <Wolf01> And since I have an all-in-one checkout, I ran into these problems
13:17:25 <Wolf01> Not so bad, I wanted to cleanup it anyway
13:17:27 <andythenorth> http://dev.openttdcoop.org/attachments/download/8139/example_roadtype_and_tramtype.grf
13:17:38 <andythenorth> un-broke gui sprites for one type
13:19:43 <Wolf01> Could you change the order too? Game builds electric roads because they are first O_o
13:21:58 <andythenorth> I can, but there’s a bug there too
13:22:21 <andythenorth> the chosen type doesn’t match the type built
13:22:26 <Wolf01> Nice
13:22:29 <andythenorth> dunno if it’s just wrong strings, or something else
13:22:31 <andythenorth> try it :)
13:22:41 <andythenorth> blue road is read
13:22:45 <andythenorth> red *
13:22:49 <andythenorth> the nml is correct
13:23:16 <Wolf01> Index to subtype bug, just make the right grf and I'll address that
13:23:30 * andythenorth looks up ordering spec
13:25:45 <Wolf01> I'm making some little fixes
13:25:52 <Wolf01> But lunch time now
13:26:14 <andythenorth> I can’t get ‘normal’ road into correct place
13:26:19 * andythenorth wonders what the default is for it
13:26:24 <andythenorth> for rails, 07 is normal
13:28:06 <andythenorth> Wolf01: http://dev.openttdcoop.org/attachments/download/8140/example_roadtype_and_tramtype.grf
13:28:26 <andythenorth> sort order 99 and 100 seemed to work :P
13:36:19 <Wolf01> /* sort order */ 0 << 4 | 7,
13:38:48 <Wolf01> I copied from railtypes, so I think that has the same rules
13:44:16 <Wolf01> andythenorth I totally want to build something like this https://thelegocarblog.com/2016/10/31/pneumatic-backhoe-picture-special/
13:46:56 <andythenorth> looks nice eh?
13:47:02 <Wolf01> Yeah
13:47:13 <andythenorth> I think it would be more playable if smaller
13:47:15 <Wolf01> Too bad we don't have electric air valves
13:47:25 <andythenorth> large models tend to be less robust
13:48:37 <Wolf01> It's really clever, 2 pumps for 2 circuits so you don't have too much pressure drop
13:49:46 <andythenorth> isolated circuits eh
13:53:11 <Wolf01> This branch is 48 commits ahead, 15 commits behind andythenorth:dev. <- looks funny
13:53:20 <andythenorth> :P
13:53:31 <andythenorth> I have stopped maintaining andythenorth/dev
13:53:37 <andythenorth> it has bits of gui in it
13:53:41 <andythenorth> will be a bad patch
13:57:36 <Wolf01> I'm going to break things running fast
13:57:55 <Wolf01> But I think code will be pleased about the change, less confusion
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14:12:09 <Wolf01> https://github.com/Wolfolo/NotRoadTypes/commit/9147b755288f6d4d760babae3c93601dfc46a37a did this
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14:15:23 <Wolf01> At least now I use only one thing and I shouldn't have again the problem of storing a RoadType directly in a RoadTypeIdentifier variable because it is declared as uint8
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14:19:27 <andythenorth> makes sense
14:23:14 <Wolf01> Next is to add IsRoad() / IsTram() methods to replace all the "_cur_roadtype_identifier.basetype == ROADTYPE_TRAM"
14:24:36 <Wolf01> _cur_roadtype_identifier.IsTram() or a static function in road_gui?
14:27:54 <Eddi|zuHause> if you already bothered to make a struct, you might as well encapsulate the functions into it
14:29:54 <andythenorth> http://dev.openttdcoop.org/attachments/download/8141/example_roadtype_and_tramtype.grf
14:30:05 <andythenorth> added a yellow road
14:30:14 <andythenorth> construction menu is now even more messed up :)
14:30:41 <Wolf01> I'm arriving at it, slowly :P
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14:34:53 * andythenorth should release this rainbow grf
14:34:55 <andythenorth> looks cool
14:35:02 <andythenorth> V453000 would like it
14:41:18 <supermop> yo
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14:43:48 <frosch123> https://devs.openttd.org/~frosch/Vtown.png <- is that how you use them?
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14:53:20 <V453000> sick
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15:10:15 <peter1138> Mega gameplay enhancement ;)
15:19:18 <andythenorth> important
15:19:23 <Wolf01> About mega gameplay enhancement, what's the status of custom bridge heads?
15:19:24 <andythenorth> should make them company coloured :P
15:19:39 <Wolf01> Hell yead andy :D
15:19:44 <Wolf01> *yeah
15:20:56 <frosch123> currently not supported :)
15:21:14 <frosch123> are railtypes cc-recolored?
15:22:06 <Wolf01> Maybe fences
15:22:37 <Wolf01> I have some memories of fences with cc-colored signs
15:25:07 <andythenorth> fences are cc
15:25:10 <andythenorth> in default
15:26:02 <frosch123> default roads use the recoloring for dirt/grass
15:26:10 <andythenorth> they do? o_O
15:26:12 <frosch123> but i disabled that for custom roads, since it is stupid
15:26:53 <frosch123> and custom roads should not include the walkways anyway, so the recoloring only surprises wrt. which colors are useable
15:27:11 <andythenorth> not sure what the benefits of recoloring would be for roads
15:27:12 <andythenorth> but eh
15:27:20 * andythenorth must go out soon, but if anyone does bridges, tunnels etc
15:27:26 <andythenorth> I’ll update the grf when I get back
15:28:44 <Wolf01> Splitting menu right now
15:29:45 <frosch123> i'll look into bridges/tunnels/levelcrossing/catenary
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15:47:00 <Wolf01> Ha! Found when it asserts for "img != 0", still looking for *why*
15:56:40 <peter1138> It asserts because img != 0
15:57:02 <Wolf01> Yeah, but I should figure out why is 0
15:57:14 <Wolf01> I'm thinking, is it too late to trash our fork and work directly on andy's repo? Maybe creating various branches and then merge all into andy's master?
16:01:02 <Wolf01> ottd->fork->fork... cross fork-branch merges... it will explode soon or later
16:04:50 <Wolf01> Ha! Found it, index to road subtype... index is 0, 1, 2, 3, 4, 5, road subtype in 0, 1, 2; 0, 1, 2
16:09:35 <Wolf01> Is index 0 or 1 based?
16:16:20 <Wolf01> Ok, seem solved
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16:18:22 <Wolf01> o/
16:18:33 <crem> o/
16:18:56 <frosch123> o/
16:19:26 <Alberth> o/
16:19:47 <Eddi|zuHause> Wolf01: so what's the difference between a fork and a branch in that scenario?
16:20:09 <Wolf01> That I have 3 branches in my fork
16:20:15 <frosch123> Wolf01: why is there a catenary bit in the map array?
16:21:07 <Wolf01> frosch123, I think it was there before
16:21:33 <frosch123> nope
16:21:45 <frosch123> if you don't know, i'll ignore/remove it :)
16:21:50 <Wolf01> Or maybe it was added when I and andy were working cluelessly to add features without newgrf
16:22:17 <Wolf01> Remove it, it could be retrieved from RoadTypeInfo in any moment
16:27:19 <andythenorth> Wolf01: I would much rather you worked out of ‘my’ repo :)
16:27:35 <andythenorth> we aren’t strangers, the whole github ‘fork’ thing just doesn’t apply
16:28:07 <andythenorth> just make feature branches, then merge them into a candidate build when ready
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16:56:29 <frosch123> someone seems to like function overloading a lot :p
16:56:55 <Alberth> reduces the number of used identifiers :p
16:57:37 <frosch123> what to call variables of type RoadTypeInfo and RoadTypeIdentifier?
16:57:47 <frosch123> some places use rti for for either of them
16:57:50 <frosch123> but i need both
16:57:53 <Wolf01> Does the same thing with different input, why not use the same name? :D
16:58:06 <Alberth> rt_info rt_iden ?
16:58:10 <frosch123> Wolf01: HasCatenary exists for RailType, RoadType and Tile
16:58:21 <frosch123> at least one of them is bonkers :)
16:58:29 <Wolf01> rti should be RoadTypeInfo, rtid for RoadTypeIdentifier
16:58:55 <Wolf01> I would remove the tile one
16:59:03 <frosch123> yup, already done
17:00:40 <Wolf01> I missed one point to add the new toolbar button for trams... and I can't find where, I'm following all the road button places and seem it's ok
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17:00:56 <frosch123> oh, for levelcrossing there is also rti for RailTypeInfo :)
17:01:19 <Wolf01> Eh, use roti then :P
17:01:34 <Wolf01> As it's done in enums
17:03:30 <Wolf01> Oh, now it's appeared
17:04:49 <Wolf01> No code duplication ad all
17:05:22 <Wolf01> But I would need to duplicate the roadstops gui part to hide the 4 bays for trams
17:05:29 <Wolf01> Or I'll leave them there?
17:05:43 <andythenorth> long-term they need to be hidden
17:05:46 <andythenorth> but that’s optimisation
17:08:02 <Wolf01> Trams button uses the rail sprite, we'll need a new one in opengfx or such
17:08:17 <andythenorth> there’s the one I made...
17:08:46 <Wolf01> And I noticed the weird behaviour about ordering as andy said before
17:08:54 <Wolf01> I'll need to look at it
17:10:20 <Wolf01> https://github.com/Wolfolo/NotRoadTypes/commit/40bc20899540b6771b32c39bf84b8be043a6427c <- andy for your amusement
17:11:03 <Wolf01> It took less time to rewrite from scratch without code duplication than trying to merge the old branch
17:11:07 <andythenorth> should I merge that into road-and-tram-types
17:11:08 <andythenorth> ?
17:11:18 <andythenorth> or are we keeping the gui branch separate?
17:11:29 <Wolf01> It's in my dev branch
17:11:34 <Wolf01> I made some fixes today
17:11:52 <Wolf01> If you want to merge it, I think it's ready
17:11:58 <andythenorth> ok
17:12:07 <Wolf01> Needs that ordering fix
17:12:35 <Wolf01> Which I don't know if it's because all roadtypes have the same order or what
17:13:38 <Wolf01> Also I defined the trams button only for full toolbar, if you can't see it get a bigger screen :P
17:13:49 <andythenorth> :P
17:14:10 <Wolf01> Just kidding, we should think about how to rearrange buttons
17:15:47 <andythenorth> Wolf01: is the button split in your dev branch?
17:15:52 <andythenorth> I merged, but no button :)
17:16:02 <andythenorth> https://github.com/andythenorth/NotRoadTypes/pull/9
17:16:16 <andythenorth> that just splits the toolbar? o_O
17:22:23 <crem> Sorry for (kind of) offtopic. I played openttd ~5 years ago last time, and the very annoying thing was "local authorities" which disallowed to build around the city. Was it improved since then? Especially as I hear about trams, which I believe means more building around cities.
17:22:59 <crem> I know about "lots of trees" trick, but it doesn't help much, and kind of unrealistic.
17:23:16 <Alberth> off-topic???? :)
17:24:29 <crem> kind of :)
17:24:58 <crem> It's mostly about development here as far as I can see :)
17:25:13 <andythenorth> bbl
17:28:23 <Wolf01> You merged from my master, andy, I made changes in dev
17:28:48 <Wolf01> Which was already in sync with your road-and-trams XD
17:30:07 <Wolf01> I don't know how to handle this now... maybe merging from dev works and ignores the last duplicated merge
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17:39:46 <supermop> crem: you are probably more on topic than andythenorth is 90% of the time
17:40:28 <Wolf01> frosch123, did you add or remove the BridgeHasCatenary?
17:40:43 <frosch123> i removed it
17:40:58 <Wolf01> Because if andy merges it will be readded...
17:41:03 <ElleKitty> Gaby_ Hello, you =3
17:41:18 <ElleKitty> Welcomes to Gaby, first time on IRC
17:41:39 <frosch123> ElleKitty: you already brought in some stranger yesterday :p
17:41:45 <Gaby_> :D
17:42:25 <Wolf01> It's like when you find stray cats
17:42:30 <ElleKitty> frosch123 The stranger from yesterday is my decades-long friend! Gaby, however, is a total stranger =3
17:42:36 <supermop> crem: it hard to say "improved" as one of the objectives of the game is to replicate the gameplay of TTO/TTD, and stubborn local authorities are very much part of that original experience
17:42:54 <ElleKitty> I picked Gaby up earlier today, someone left him
17:43:32 <supermop> people have done work to make things more friendly, but the core gameplay is the same
17:43:43 <ElleKitty> Gaby_ When you type a few letters of someone's name, then press TAB, their name will be completed. And when you send such a message, it pings them so they hear it
17:43:50 <Wolf01> Better if I stop developing on my fork now and create a branch in andy's repo before doing more damage. I don't have any more things to commit from mine
17:44:50 <ElleKitty> Gaby_ Give it a try?
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17:46:51 <Gaby_> First, Can I change the language ?
17:47:10 <Wolf01> :D
17:47:31 <ElleKitty> Gaby_ is totally a stray cat...
17:47:51 <Gaby_> Me ? :D
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17:47:59 <ElleKitty> Gaby_ Yes, you can change to french, just go to settings
17:48:12 <ElleKitty> But your english is good, I dont know why you'd need to change
17:48:27 <Wolf01> Chat will still be in english though
17:48:50 <ElleKitty> Wolf01 It didnt even cross my mind to tell him that. Surely everyone knows this?
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17:49:25 <Gaby__> Woaw :D
17:50:15 <Wolf01> I don't know, in some chats with predefined messages you can compose your message in your tongue and others will see it in theirs
17:50:41 <Wolf01> Some Nintendo games have that
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17:52:24 <ElleKitty> Pfshh. Modern AAA "accessibility"
17:52:40 <ElleKitty> This "accessibility" of theirs is what made for lazy gamers
17:53:32 <supermop> surely some method of machine translation could try to translate messages in real time
17:53:33 <ElleKitty> This is one of the main reasons why AAA sucks now. Indy is where all the fun is
17:53:46 <Wolf01> It's mainly to put in comunication kids from the entire world, so you don't have bad language and everyone talks in his tongue
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17:55:35 <ElleKitty> I'm divided on whether this is a good idea, or a really really bad one in a long run
17:56:42 <Wolf01> You have some limitations but at least you shouldn't be able to say weird things, flame etc
17:58:58 <ElleKitty> Seems a bit big-brotherish to me.
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17:59:57 <Wolf01> Better than leaving kids completely unattended
18:00:59 <ElleKitty> I was unattended as far as my computer is concerned... I got a few C&D's and an FBI notice, but I turned out just fine in the end
18:01:47 <ElleKitty> Anyway. My problem with this is that it's not just videogame chatrooms. Everything is more and more under surveilance.
18:02:29 <ElleKitty> You had Xbox 360 with optional Kinect, which can track your motions in the room. Then you got Xbox One with MANDATORY intenet and MANDATORY Kinect. Whoaaa, hold back right there
18:02:40 <Wolf01> Oh, when you can talk only about ingame things or if you like more cats than dogs I don't think is a problem
18:03:12 <ElleKitty> Then there are now those voice-command TVs so that you could "throw away that old remote that keeps getting lost", but it monitors everything you say in the room unless it's unplugged from the wall
18:03:22 <Wolf01> Just unplug the x-one when not in use
18:03:50 <ElleKitty> I shouldnt have to have to UNPLUG ITS POWER. Thats what the Power button should be doing
18:04:10 <Wolf01> Smart TVs are so 1984, I don't think I'll buy one... I don't even watch TV programmes
18:04:11 <ElleKitty> I expect that, when I press Power button on the box, that it powers down
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18:05:09 <Wolf01> Think about it as another way to not waste electricity when "powered off"
18:05:19 <ElleKitty> TV is entertainment for people with medium and mediocre intelligence. They serve you a show, and you eat it up. Internet serves you what you ask of it
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18:17:26 <ElleKitty> Wolf01 No Man's Sky wallpaper: http://178.222.78.76:256/1gX93fW.jpg
18:17:58 <Wolf01> I don't trust anonymous IP addresses with strange names in jpgs
18:18:37 <Wolf01> Put a screen in imgur :D
18:19:13 <ElleKitty> Funny thing is, this is already from Imgur. I dont change their names when I save them to disk, this makes them easily searchable later
18:20:01 <ElleKitty> Wolf01 Here you go... https://imgur.com/1gX93fW
18:20:28 <Wolf01> :)
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18:49:54 <Wolf01> http://imgur.com/gallery/DX09L XD
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19:06:23 <Alberth> dangerous site, wastes lots of time :)
19:07:06 <Wolf01> Nah, a friend linked it, I waste my life on 9gag
19:07:22 <Wolf01> Or tvtropes
19:07:30 <Wolf01> Or here
19:10:07 <Wolf01> BBL
19:18:19 <ElleKitty> Wolf01 https://imgur.com/UPPq9UM
19:19:26 <andythenorth> Wolf01: I will revert the merge from your master
19:19:40 <andythenorth> I hate that bitbucket UI for pull requests, it’s failure prone
19:19:55 <andythenorth> it rebuilds the menu options with js so your choices change :P
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19:25:09 * andythenorth wonders if github forks are just git remote
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19:51:02 <Alberth> it's mostly just git with a nice set of web pages :p
19:52:16 <andythenorth> ‘nice’ :)
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20:05:05 <Alberth> the latter gets extended continuously, lately they added a 'review' option
20:05:37 <Alberth> not sure what the added value is wrt just being able to add comment to a line of code, what was already possible :)
20:05:56 <Alberth> but progress is in small steps :)
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20:12:37 <Alberth> new squid too!
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20:15:37 <andythenorth> translations
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20:23:46 <Alberth> new inktvis too :)
20:27:39 <argoneus> good evening train friends
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21:03:16 * andythenorth might play a game
21:03:25 <andythenorth> need some GS or something
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