IRC logs for #openttd on OFTC at 2017-03-06
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02:13:12 <supermop> seems the graphics block of my road doesn't recognize the name of my switch
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10:38:51 <Samu> anyone familiar with visual studio 2015?
10:40:10 <Samu> how do I make visual studio to convert line endings from LF to CR LF globally
10:40:55 <Samu> it does ask me if I access a file with inconsistent line endings though, but since I changed 56 lines... it sucks to access them 1 by 1
10:41:06 <Samu> it does ask me when* typo
10:41:37 <Samu> it does ask me when I access a file with inconsistent line endings though, but since I changed 56 files... it sucks to access them 1 by 1
10:42:19 <__ln__> you are trying to use visual studio for something that is much more easily doable using a bash script.
10:47:02 <Samu> advanced save options is not as advanced as one would hope
10:50:33 <__ln__> how did you manage to make the line endings inconsistent anyway?
10:54:17 <Samu> with visual studio regex
10:54:27 <Samu> find and replace using regular expression
10:55:17 <Samu> i changed the 56 language files
10:55:43 <Samu> some of the replaces removed CR, only kept LF
10:56:32 <Samu> i could have avoided it, perhaps if i knew how to use regex better
10:58:21 <__ln__> strange, but as i said, you can fix them with a bash script
10:59:30 <Samu> i'm looking at tortoisesvn, see what it can do
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11:10:36 <Samu> svn doesn't let me change it?
11:14:01 <__ln__> let's say you have two glass jars, one filled with sugar, one filled with 50% sugar and 50% salt.
11:14:33 <__ln__> now you attach labels to each jar, describing the contents: 'sugar', and 'salt'.
11:15:04 <__ln__> question: does the contents of the latter jar change from sugar/salt mix into pure salt just by you attaching the label on its side?
11:16:41 <__ln__> this question was meant for Samu
11:20:05 <Samu> i wanted svn:eol-style to force inconsistent end of style into CRLF when patching
11:43:37 <Samu> well... i patched the lang files in some unorthodox method, I wonder if it is acceptable, let me upload it, brb
11:46:54 <Samu> __ln__: i'm still confused about this whole EOL deal
11:47:14 <Samu> can you take a look at the patch?
11:47:50 <Samu> especially the way I patched strings in the different languages?
11:51:55 <__ln__> are you sure your patch is supposed to touch the lang files at all
11:52:36 <Samu> yes, there was a request from Alberth
11:52:53 <Samu> maybe i should talk to him when he comes online
11:53:07 <Samu> it was to avoid translator work
11:53:15 <Samu> should the patch go into trunk
11:53:52 <Samu> commit or whatever, I'm not sure how the process works
11:55:28 <Samu> we talked about it yesterday, let me get the chat log
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12:47:38 <Samu> - reuses already translated parts of some strings from all languages and combines them with the missing "aircraft type" in english.
12:49:27 <Samu> renames some String IDs.
12:50:33 <Samu> waiting for Alberth seal of aproval or reproval, I wonder if this was what he requested
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13:05:57 <drac_boy> and look at the drawing too .. seem like the tail car has an odd axle arrangement compared to the rest too
13:06:39 * drac_boy notes this probably wouldn't be too bad for a small grf modification too :p
13:16:43 <drac_boy> anyway need to afk for a while sorry :-s
14:07:01 <Wolf01> "Mankind" -> "humanity" / "manpower" -> "human resources"... fail, human still has "man"
14:16:48 <Samu> 16 MB L3 cache, where only 8 MB is fast, the other 8 MB is slow
14:16:56 <Samu> i recall gtx 970 doing something similar
14:18:49 <Samu> hence the terrible performance of ryzen on games
14:20:25 <Wolf01> I bet AMD didn't make ryzen for gaming, but gamers "8 cores, 3GHz, low price... fap fap fap"... L3 cache shit "oh crap"
14:23:41 <crem> Samu is very enthusiastic! :) (judging by his recent activity on this channel)
14:28:20 <Samu> well, one thing i can predict for the 4 core ryzen... it will not suffer from this problem
14:28:34 <Wolf01> But then you can buy an i3
14:28:55 <Samu> will most likely be better than the ryzen 6 core and 8 core in games
14:29:11 <Samu> that is, if AMD actually limits it to 8 MB l3 cache
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14:33:35 <Samu> AMD's Data Fabric interconnect... 22 GB/s, which is much lower than the L3 cache's 175 GB/s
14:33:48 <Samu> connecting 8 MB cache to the other 8 MB cache
14:34:21 <Samu> AMD pulled a gtx 970 :/(
14:39:06 <Samu> no wonder there were talks about Zen+
14:41:19 <Samu> they knew they were going to release a sub-par product
14:46:06 <Samu> i'm getting broken "savegame invalid chunk size" errors with the latest trunk
14:47:01 <Wolf01> Are you trying to load a savegame made with a patched ottd?
14:47:19 <Samu> nop, im loading 1.6.1 saves i think
14:49:44 <Samu> yep, they're 1.6.1 saves
14:51:02 <Samu> here's some examples of what i'm loading
14:53:07 <Wolf01> Does it works before r27765?
14:55:26 <Wolf01> I hope r27757 didn't break something
14:58:38 <Wolf01> Nothing related to saveload, only stuff from grfs
14:59:28 <Samu> -Fix [FS#6540]: Initialize variables in station_sl.cpp (JGR)
14:59:40 <Samu> /trunk/src/saveload/station_sl.cpp
15:02:23 <Wolf01> Didn't noticed 1.6.1 was so old
15:03:53 <ST2> it's not old... it's more experienced :P
15:07:40 <crem> Hm.. Usually if something happened for a person long time ago, the event is "old" (rather than "new"), but the person at that time is "young" (and now he is "old"). But openttd 1.6.1 is neither new nor young. :-\
15:08:55 <Samu> dang it, i forgot how to compile an old trunk
15:14:21 <Wolf01> Bah, no will to work today
15:16:19 <Samu> what the heck is wrong with the compiler, did I suddenly became noob?
15:16:42 <Wolf01> I thought you never left that stage XD
15:17:53 <crem> When something doesn't compile, it's indeed most often a bug in the compiler.
15:17:57 <Samu> visual studio is not compiling, 215 errors, clean trunk, grrrr
15:20:05 <Samu> does the folder really have to be called "trunk"
15:20:20 <Samu> i named it something else, but meh
15:21:44 <crem> trunk is a gorgeous name, why not keep it like that? I would even name my cat trunk.
15:21:56 <crem> Maybe not anymore. Too similar with "trump".
15:24:15 <Samu> visual studio does not want to compile
15:25:00 <Samu> Severity Code Description Project File Line Suppression State Error MSB3073 The command "..\objs\strgen\strgen.exe -s ..\src\lang -d ..\objs\langs\table :VCEnd" exited with code 9009. langs C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.CppCommon.targets 123
15:25:22 <Wolf01> If you have modified your project to add the libraries I think you should check that, also you might want to clean && rebuild
15:25:34 <Samu> Severity Code Description Project File Line Suppression State Error C2065 'TAB_COUNT': undeclared identifier strgen D:\OpenTTD\trunk\src\strgen\strgen.cpp 528
15:25:50 <Samu> no, it's r27757, no changes
15:25:59 <Samu> clean trunk, on revision 27757
15:26:26 <Wolf01> And also, why do you try to build a revision which has a compile error fixed 2 revision later?
15:26:46 <Samu> because... meh, r27757 was for testing
15:26:56 <Samu> to see if i could load save or not
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15:33:38 <Wolf01> What is the problem, 27770 works, so?
15:33:57 <Wolf01> Do you have any valid reason to use older revisions?
15:34:30 <Samu> just curious to see which version broke it
15:35:29 <crem> Did you try submitting shattered-1.pdf and shattered-2.pdf into the repo? svn is known to behave funnily with them!
15:38:02 <Samu> this is odd, dont tell me 27765 is gonna load now
15:39:07 <Samu> why u do this to me... i really don't get it
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15:41:04 <Samu> let's see... now applying my patch on 27765
15:44:32 <Samu> i did nothing wrong, but now it works
15:45:20 <crem> All science (including computer science (why is it science at all?)) is based on magic, religion and esotherics.
15:54:02 <Samu> hmm i see what could be wrong, but got no time now
15:54:17 <Samu> i added a setting that is stored in savegame files
15:54:25 <Samu> but no time, be back later
15:54:34 <supermop__> afaict unspooled is working more or less as i want now
15:55:17 <Samu> erm, nop, it loads, grrr i fail to identify the problem
15:55:31 <supermop__> Wolf01: want to try new version?
15:56:14 <Wolf01> Just throw it somewhere and I'll grab it when I'll get less lazy
16:03:22 <supermop__> in graphics development section
16:11:32 <supermop__> need to improve tunnel sprites
16:29:59 <supermop__> hmm unspooled+docklands+road hog =fatal newgrf error
16:34:10 <supermop__> need to remove some roads
16:35:35 <supermop__> or let haul use gravel or something
16:35:54 <supermop__> docklands really doesn't need so many
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17:26:22 <supermop__> not sure if i want to make parameters for docklands to choose between chips and isr style, or parameters to turn each roadtype on and off
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17:27:50 <supermop__> or parameters to enable/disable all roads/elroads/rails/elrails separately
17:36:11 <Wolf01> supermop__, the grf error seem to be caused by conflicting names O_o
17:43:52 <Wolf01> Ok, too many roadtypes
17:45:05 <Alberth> in a minute Samu, having dinner currently
17:46:08 <Wolf01> Didn't know that NL had different timezone than IT :P
17:46:38 <Alberth> perhaps different dinner cultures ? :)
17:47:11 <Alberth> and a different time of getting up / going to bed :)
17:47:54 <Wolf01> AFAIR I always had dinner past 19:00 when I came to visit my parents there
17:50:11 <Wolf01> Mmmh, I think we should add a more explicative error for not being able to load some grfs
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18:01:40 <Wolf01> Mmmh, I think we fucked up values in the enum
18:03:11 <Wolf01> I need a grf with exactly 15 roadtypes
18:07:20 <Alberth> Samu: since when do all 50-something languages have "Aircraft type" in their language?
18:14:36 <Samu> what's the string name exactly?
18:17:55 <Alberth> STR_SORT_BY_AIRCRAFT_TYPE <-- string name
18:17:55 <Alberth> Aircraft type <-- string text
18:20:09 <Samu> i added it to english.txt only
18:20:34 <Samu> the other languages should not have that one
18:22:00 <Alberth> that worked ok, but it was only to point out what "string name" is, and what "string text" is
18:23:15 <Alberth> that doesn't answer my question
18:23:51 <Samu> what would be the answer
18:23:57 <Samu> since never? this patch adds it
18:24:43 <Samu> that string is the one that goes into the sorter type
18:27:33 <Alberth> This looks like proper portugese to you?
18:27:33 <Alberth> STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_RUNCOST_TYPE :{BLACK}Custo: {CURRENCY_LONG} Máx. Velocidade: {VELOCITY}{}Capacidade: {CARGO_LONG}{}Custo de circulação: {CURRENCY_LONG}/ano{}Aircraft Type: {STRING}
18:28:27 <Samu> nop, the string name was renamed, the string text was altered, to re-use what it had already, but added what was missing
18:29:00 <Samu> added it in english, but translators should have less work on it
18:29:15 <Samu> wasn't this what you requested?
18:29:53 <Alberth> I asked for a change in the string name
18:30:12 <Alberth> to reduce the length of the string name
18:32:27 <Alberth> unless you speak the language fluently, you generally can't change the string text
18:35:05 <Samu> i thought I was doing the right thing, it would save translators some time
18:37:26 <Alberth> STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_CAPACITY_RUNCOST <-- why do you delete that?
18:37:44 <Alberth> some engines may not have a aircraft type
18:38:20 <Alberth> or are they using other strings?
18:38:20 <Samu> all aircraft have aircraft type
18:38:28 <Samu> unless i missed something
18:38:41 <Samu> i was under the impression all aircraft have a type
18:38:57 <Alberth> yes, the question is, are these string only used for aircraft, or also for other vehicle types?
18:39:35 <Samu> there is one that might confuse, it's reused for ships and road vehicles
18:42:08 <Samu> STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_CAPACITY_RUNCOST - renamed to STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_CAPACITY_RUNCOST_TYPE
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18:43:22 <Samu> STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_RUNCOST this one was renamed, but also kept, not deleted, it's the one that is used for ships, at least
18:43:59 <Samu> STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_RUNCOST_TYPE
18:44:12 <Alberth> yeah, too long name :p
18:44:44 <Alberth> no good idea how to reduce length though
18:45:09 <Samu> these strings are those for the newspaper and engine preview offering windowses
18:45:28 <Wolf01> "feature, numprops, engine, numinfo", I don't know exactly how grfs work, but numinfo for NRT seem always to be "1"
18:45:50 <Wolf01> Shouldn't it be the number of defined roadtypes?
18:46:03 <Samu> so, 4 renamed, 3 deletes, because 1 is still being used
18:46:12 <Samu> else it would be 4 renamed, 4 deleted
18:47:03 <Samu> then there's 2 other strings, that go into vehicle details
18:47:41 <Alberth> english should be changed completely, as that is the starting point for translations
18:48:18 <Alberth> all other translations, delete strings if not used any more, possibly change the string name, and nothing else
18:49:00 <Alberth> where "delete strings" and "change the string name" must always follow english changes
18:49:32 <Alberth> you don't add new strings in other languages
18:50:13 <Samu> what if it is a renamed string?
18:50:35 <Alberth> renaming the string name is fine
18:50:49 <Alberth> I don't see that as a new string
18:51:15 <Samu> but i had to complement it with an extra {STRING}
18:51:16 <Alberth> but you still don't change the meaning of the string, and you don't change the text
18:51:32 <Samu> the {STRING} code thingy
18:51:46 <Alberth> an added {STRING} means you changed the meaning of the string
18:51:58 <Alberth> it says something else than before
18:52:22 <Alberth> you can't assume you can just append it, eg that breaks for all right -> left languages
18:52:41 <Alberth> you can't assume existing words are still valid
18:53:05 <Alberth> don't change meaning of the string
18:53:24 <Alberth> if you must, it's delete the old one, add a new one in english
18:54:13 <Alberth> all languages have their own rules, which nobody knows, for all languages
18:55:08 <Alberth> let the translators figure it out for their own language
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18:56:59 <Samu> i see, in that case, it's not even a rename
19:05:47 <Samu> alright thx Alberth, i know what I have to do
19:06:01 <Samu> give translators more work :p
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19:36:51 <Wolf01> But then I get an error in the for trying to access a roadtype with subtype = 15
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19:39:41 <frosch123> Wolf01: those are grf-local ids, not global ids
19:40:11 <frosch123> there are always two limits for each feature, maximum items per grf, and maximum items in total
19:40:27 <Wolf01> The maximum items in total doesn't work
19:40:35 <frosch123> for rail and roadtypes both have the same value, that's why the constants do not distinguish them properly
19:40:59 <frosch123> but houses for example check different constants
19:41:13 <Wolf01> If you load dockland+unspooled+road hog you get an error
19:42:02 <frosch123> "you get an error" means "it does work"?
19:42:16 <frosch123> what else should it result in than with an error?
19:42:47 <Wolf01> It should work, but no way to tell why it threw an error
19:42:49 <frosch123> it shoudl trigger "attempt to use invalid id" or something
19:43:07 <frosch123> CIR_INVALID_ID in RoadTypeChangeInfo
19:43:23 <Wolf01> Or better, it should throw it when reserving and not when changing info
19:43:40 <frosch123> a grf can check whether the reservation succeeded
19:44:23 <frosch123> (i don't blame them, i would not care either)
19:44:58 <Wolf01> if (!rtid.IsValid()) return CIR_INVALID_ID; <- shouldn't there be some logging too?
19:45:36 <Wolf01> Maybe the same one as the check above
19:45:49 <frosch123> add it in HandleChangeInfoResult, if you care
19:46:19 <frosch123> but i wouldn't know what to log :)
19:46:43 <Wolf01> It could be invalid for different reasons
19:47:36 <frosch123> then split CIR_INVALID_ID into two values
19:47:41 <frosch123> but do it for all features then
19:50:12 <supermop_> talking about too many roadtypes?
19:51:24 <supermop_> i can load spool+hog, or spool+docklands, just not all three
19:53:55 <supermop_> but what is the conflicting name problem?
19:54:30 <Wolf01> None, it was just the 16th roadtype
19:56:20 <Wolf01> I thought HWAY was conflicting with HAUL, but it's just because you can't load 16 roadtypes
19:57:13 <supermop_> well easy solution, just allow 256 roadtypes
19:57:30 <Wolf01> With virtual map array space?
19:58:04 <frosch123> 128 road types, 2 tram types :p
20:00:15 <frosch123> for some reason roadtypes are used differently than railtypes
20:00:34 <frosch123> roadtypes seem to be more about eyecandy
20:00:42 <frosch123> while railtypes were about speed limits or so
20:00:54 <supermop_> frosch123: i tried to do both
20:01:56 <supermop_> im adding params to docklands
20:03:03 <Wolf01> Oh, regarding your question, I think dockland should have a param to switch betwen 2 types, while unspooled should have switches to disable roadtypes
20:05:01 <supermop_> have to finish learning how to use param first
20:06:14 <supermop_> can i just have the param control a switch that switches betweeen roadtype lists?
20:06:34 <supermop_> so i dont have to turn each roadtype on/off?
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20:12:06 <frosch123> did anyone already check the crash.dmp?
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20:13:40 <Wolf01> frosch123, do you have any suggestion about the CanBuildVehicleInfrastructure branch? It seem to work, but not right as it should
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20:14:51 <supermop_> i didn't, i looked through the log that popped up but didn't know what to look for
20:16:56 <supermop_> japan tracks are still in NFO.....
20:17:13 <supermop_> so much for stealing their switches
20:21:37 <frosch123> hmm, i cannot load that save
20:21:47 <frosch123> i have a trolleybi.grf, but apparently there is some other
20:22:16 <supermop_> frosch123: only should be one version of it i think
20:24:42 <supermop_> im not at home so i am unsure if the version i have at home is some how different from the one on the server
20:25:21 <frosch123> also my roadhog does not match
20:27:16 <Wolf01> Roadhog should be the version with HAUL
20:28:02 <frosch123> well my ottd does not accept neither the Trolleybi nor the roadhog as compatible grfs
20:28:51 <frosch123> so, i can't help :)
20:28:58 <frosch123> i cannot check the dmp
20:29:08 <frosch123> and i also cannot load the save to possibly reproduce it
20:29:55 <supermop_> when i get home i can pm the exact versions that are on my computer, in the mean time i will keep playing with nrt to find the next crash
20:30:22 <andythenorth> weird that RH isn’t compatible :)
20:30:27 <andythenorth> that sounds…like a bug
20:31:11 <supermop_> can i put some kind of boolean thing at the start of a roadtype block that turns the whole thing off?
20:31:41 <frosch123> andythenorth: can you load the crash.sav?
20:32:31 <planetmaker> might that I confuse that with gcc pre-processor stuff
20:32:35 <supermop_> if 0 { <the whole roadtype block> } ?
20:34:07 <frosch123> you need parentheses between if and { though
20:34:30 <planetmaker> if (0) { ... } :)
20:36:03 <supermop_> if i 'if the/else' two different roadtype tables, will the road types not in the table selected not get defined?
20:39:00 <andythenorth> I can load the save with missing grfs :P
20:39:05 <andythenorth> RH is substituted
20:39:12 <andythenorth> the others I’ll have to go look for
20:39:31 <frosch123> i have some nrt roadhog, but it does not accept it as compatible
20:39:51 <frosch123> i guess linear grf versions do not work for that :)
20:39:58 <andythenorth> bundles can’t build the branch, so I’ll post one
20:40:52 <andythenorth> related: nml needs to change often, but we have no way to use nml forks on bundles (afaik)
20:41:04 <andythenorth> I considered shipping an nml in the repo, but that’s awful :)
20:42:53 <frosch123> + if (any_date && e->company_avail != (CompanyMask)-1) continue; <- Wolf01: that line looks incorrect
20:43:14 <frosch123> in general, ExistingRoadSubTypesForRoadType should either get some assertions, or handle all cases
20:43:38 <frosch123> currently it checks a few thing, and if they do not trigger, it does some random other thing
20:56:47 <Wolf01> Mmmh, this evening I can't think
20:58:57 <planetmaker> supermop, whatever is in the if block, will not happen and not be defined, if the definition is inside it
20:59:20 <planetmaker> But there are some things which cannot be put inside an if block in NML. Not sure whether a definition is such thing. I don't htink so, though
21:09:13 <Wolf01> Also if (0) means "never"
21:09:59 <Wolf01> Maybe it should be more right
21:20:22 <planetmaker> use proper indentation and the missing {} will become apparent. But yes, that should work like that
21:20:33 <planetmaker> I think I do a similar magic in swedishrails. Have a look there
21:21:03 <Wolf01> You could do something like:
21:21:05 <planetmaker> oh, that's the topic? Yeah... that's right
21:22:13 <Wolf01> Uhm, nml supports && in conditions?
21:22:55 <planetmaker> wolf: actually supermop's code regarding param is absolutely correct
21:22:58 <Alberth> all magically expanded into lots of nfo sprites :)
21:23:04 <planetmaker> it's the grf header and it's correct syntax he uses
21:23:36 <planetmaker> so, supermop, except the closing } in the end, it should do the job
21:23:47 <Wolf01> Ok, I never understood nml, and never I'll do
21:24:28 <planetmaker> it's not an assignment. It's a block definition for param 0 at the top of that code
21:24:49 <Wolf01> I was talking about the "if"
21:24:52 <planetmaker> the definition of what param 0 can be
21:25:23 <planetmaker> supermop, you want the if to depend on the param?
21:25:30 <planetmaker> THEN, Wolf01 is absolutely right :)
21:25:46 <planetmaker> if (param[0]) { ... } else { ... }
21:26:06 <andythenorth> if (0) {} just evaluates to false Wolf01 :) Or is that not your puzzle
21:26:09 <supermop_> and what if i want to choose between 3 instead of a boolean
21:26:20 <planetmaker> or more explicitly if (param[0] == 1) { ... } else { ... }
21:26:40 <planetmaker> if (param[0] == 0) { ... }
21:26:47 <planetmaker> if (param[0] == 1) { ... }
21:28:38 <planetmaker> easier to read than many if else if else blocks chained
21:29:03 <Wolf01> <Wolf01> Uhm, nml supports && in conditions? <-
21:30:10 <Wolf01> Then he can even do A, B, A+B with just 2 if
21:30:39 <planetmaker> clever isn't always best
21:31:25 <planetmaker> oh, you mean & (bitwise) not && (logical)
21:32:37 <Wolf01> Btw, I think I should place myself on a bed, or drink another liter of coffee
21:56:46 <supermop_> doesn't work: "A grf may contain only one road type table."
21:58:53 <supermop_> so that isn't going to work
22:17:46 <andythenorth> what are you trying to achieve? o_O
22:20:32 <supermop_> parameter to choose between chips or isr or both styles for docklands, so one doesn't run out of roadtypes
22:21:05 <supermop_> and then later to choose between a full or reduced set of types in spool
22:21:22 <andythenorth> I could read nml src :P
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22:22:45 * andythenorth wondering what happens if you just extend the roadtype table, as per cargotables
22:22:59 <andythenorth> then ‘if’ block the type definition
22:24:04 <andythenorth> for cargo tables, there’s no limit to the length
22:25:08 <andythenorth> nml does not appear to check the length
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22:25:13 <andythenorth> for roadtypetable
22:25:23 <andythenorth> so you do one big table
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22:26:45 <andythenorth_> dunno how ottd resolves the roadtypetable from each grf to the list of installed roadtypes
22:27:36 <supermop_> well people still might want to play with fewer roadtypes per parameter
22:30:19 <andythenorth_> supermop: nml compiled a roadtypetable with 17 entries, and ottd loaded it
22:30:35 <andythenorth_> I didn’t try the if-block for a type though
22:31:21 <supermop_> i just am not sure how else to turn off some types
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22:33:39 <andythenorth> supermop: I missed the start of this, but what happens if you “if (foo) item(FEAT_ROADTYPES, name, 0) { stuff }”
22:33:43 <planetmaker> supermop, maybe we can look at swedischr4ails
22:33:45 <andythenorth> or whatever the right syntax is
22:33:57 <planetmaker> which iirc does something like ^^
22:34:22 <planetmaker> if (LABEL_ERAIL_NORMAL) {
22:34:22 <planetmaker> item(FEAT_RAILTYPES, elrail) { property { label: "ELRL"; } }
22:34:22 <planetmaker> if (LABEL_ERAIL_E040) {
22:34:23 <andythenorth> it’s roughly how cargos are handled in FIRS
22:34:43 <supermop_> that would need to go in front of each roadtype block?
22:34:56 <andythenorth> in front of the item block for the roadtype
22:35:32 <supermop_> and can it be true for two different parameter values?
22:35:37 <andythenorth> you don’t need to if-block the sprites, spritelayouts, switches etc
22:35:48 <andythenorth> if (param_1 || param_2)
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22:39:51 * andythenorth enjoys not being the one with all the design questions :) :P
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22:53:29 <supermop_> if (param_1 == 0 || param_1 == 2)
22:54:01 <supermop_> if i can buy fake and real passports, why would i buy the fake one?
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22:55:12 <planetmaker> looks good @ supermop
22:58:00 <supermop_> ok ill try compiling
22:59:21 <andythenorth> it should compile
22:59:30 <andythenorth> I’m 50:50 on whether it will work though :)
22:59:33 <supermop_> and see if it works
22:59:42 <andythenorth> I don’t know how ottd handles the roadtype allocation
23:12:36 <supermop_> "unexpected end of file
23:12:55 <supermop_> odd since i didnt touch any code at the end of the file
23:17:53 <supermop_> still doesn't work hm
23:23:04 <supermop_> what causes that kind of error?
23:23:18 <supermop_> does the param need something else?
23:26:19 <andythenorth> usually unexpected EOF is missing “ char
23:26:22 <andythenorth> but can be other things
23:27:25 <andythenorth> supermop: does nml tell you the line numbers that causes the EOF?
23:28:46 <andythenorth> make a copy, remove stuff until it compiles :P
23:30:49 <supermop_> the sally ride bums me out
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23:46:07 <Wolf01> __ln__, not many thoughts, I won't purchase it as commemorative/non-playable things aren't my kind of idea for lego
23:51:58 <supermop_> now i need to put an isr looking depot in for the isr style
continue to next day ⏵