IRC logs for #openttd on OFTC at 2017-04-01
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00:04:53 <__ln__> which king's singers?!
00:05:02 <__ln__> it's an old video but not that old
00:05:19 <Wolf01> All of them, old, new ones
00:10:13 <Samu> _npf_aystar.max_path_cost = 0;
00:11:22 <Samu> this needs to be changed to _npf_aystar.max_path_cost = _settings_game.pf.npf.maximum_go_to_depot_penalty in the case of depot searching
00:11:49 <Samu> how do I do this, must think
00:12:47 <Samu> it's not even done for trains or road vehicles either
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00:14:59 <Samu> you have npf searching depots for road vehicles and trains, you have a game setting about max depot penalty for npf, but then it's not implemented :(
00:15:33 <Samu> in essence, that setting does nothing, no matter what u set in there
00:16:06 <Wolf01> We should really remove NPF
00:16:24 <peter1138> i would but i'm watching numberphile now
00:18:45 <Zuu> Fixed SuperLib pathfinder not timing out (patch by yorg), then fixed that it was returning "not found" status code instead of "timeout" when it does timeout. 3rd: fixed that it was using up PF loops too fast. :-)
00:19:23 <Zuu> Now CluelessPlus can again use the road bulider. :-)
00:33:28 <__ln__> a Zuu since a very long time
00:34:11 <Zuu> It is actually not that long since I was here last. A month or too.
00:34:20 <Zuu> But before that, yes indeed.
00:38:55 <peter1138> damn, you look at patches
00:39:03 <peter1138> and they do some weird things :S
00:39:28 <Wolf01> Did you trip in the ottd dev forum?
00:41:45 <peter1138> apparently i've collecting my own patches again too
00:43:39 <peter1138> jgr's patch has "minimap-screenshot-rect" and "smallmap-screenshot"
00:44:34 <Wolf01> I think I'll do bed stuff now, like reading a book and sleeping over it... before falling on numberphile again
00:44:51 <Wolf01> See you later... 'night
01:09:58 <DorpsGek> Commit by peter1138 :: r27838 trunk/src/news_gui.cpp (2017-04-01 01:09:50 +0200 )
01:09:59 <DorpsGek> -Fix: Small news window's fake caption (r19943) was not sized to fit its text.
01:18:25 <peter1138> town rating in town label patch is weird
01:18:52 <peter1138> makes the population_in_label setting not work right
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01:36:53 <Samu> woah, i went further back to r1751 and npf always had used _npf_aystar.max_path_cost = 0;
01:37:13 <Samu> nobody ever implemented it :(
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02:02:40 <Samu> lol, this was easier to implement
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07:11:51 <Sacro> Je suis nach Deautschland
07:12:03 <Sacro> I could drop by and see Eddi|zuHause
07:14:34 * Sacro considers changing to Sacro|zuFlugbahnhopf
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11:31:39 <andythenorth> I like crates, but it’s illogical :)
11:31:51 <andythenorth> I posted in the thread
11:31:59 <Wolf01> You like cardboard boxes
11:32:28 <andythenorth> crates makes drawing easy :P
11:33:13 <Wolf01> Yeah, it's difficult to draw a ton
11:38:44 <__ln__> looks good, but how shall we name the months?
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11:39:46 <Wolf01> Onember, twomber, threember... september, october, november, december stay the same
11:40:21 <__ln__> i suspect one,two,three isn't one,two,three in latin.
11:41:53 <__ln__> you know a variant of it
11:42:16 <__ln__> centuries of misspelling and bad grammar
11:43:49 <Wolf01> Yeah, still not knowing it :P
11:46:16 <Alberth> mapping of existing eg birthdays to new calendar is a puzzle :p
11:47:27 <Alberth> but afaik some use 4-week months for book keeping
11:47:39 <Wolf01> You will lose your day/month, but if you calculate it on dayOfYear it should be symple to get the new day/month
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11:56:15 <andythenorth> so many FIRS mines
11:57:19 <andythenorth> not sure how to make them look different
11:58:36 <andythenorth> I need graphics for another 6 mines
12:03:09 <Wolf01> This one maybe in 1800 ^ just to make clear the game is not about realism
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12:16:16 <Alberth> firs mines are mostly too small :p
12:16:50 <Alberth> :O turbo-C, that brings back memories :p
12:16:55 <andythenorth> they look too small when building, e.g. trains stations next too them
12:17:04 <andythenorth> but bigger doesn’t work
12:17:14 <Wolf01> Otherwise they won't fit in a 32x32 map
12:17:24 <Alberth> I agree, bigger serves no purpose, and only get in the way
12:17:58 <andythenorth> maybe I should try a drift mine
12:18:03 <andythenorth> that locates on hillsides
12:18:03 <Alberth> firs extra-deluxe version, only usable at 4092**2 :D
12:18:16 <andythenorth> requiring slopes won’t go well on flat maps though
12:19:08 <Alberth> yeah, openttd should fix that
12:19:31 <andythenorth> industry terraforming?
12:19:36 <andythenorth> or fix tropic map gen?
12:21:39 <Alberth> they're different problems :p
12:22:11 <Alberth> I was referring to the former, first problem is how to express map height requirements in newgrf
12:22:38 <Alberth> second problem is how to make openttd understand what to change on the current surface
12:23:12 <Alberth> is perhaps an A* search problem
12:25:06 <Alberth> adding JPS would be more useful though :p
12:26:29 <Alberth> but the theory doesn't entirely fit, it needs a little adaption for our kind of grid
12:32:59 <andythenorth> not many different ways to draw winding wheels
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12:34:02 <Alberth> I like the "unsidcovered ore" :p
12:34:40 <Alberth> we don't know where it is, but let's draw it here
12:35:41 <Alberth> for variation, a mine near the water would be nice
12:36:29 <Alberth> maybe have a few with bigger stock-piles?
12:38:50 <Alberth> or Z shape, for no good reason
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13:03:27 <Alberth> SLE_CONDSTR(GRFConfig, filename, SLE_STDSTRING, 0, 222, SL_MAX_VERSION), The "0" is not so nice
13:05:29 <Alberth> VAR however is quite determined to keep variable size and save size the same
13:12:20 <Zuu> I hope I didn't break more than I fixed by releasing a SuperLib and CluelessPlus update after 1-2 years since last one. :-)
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13:17:48 <frosch123> Alberth: some weird extra space in newgrf_config.h #include
13:18:28 <frosch123> Alberth: why does this affect the savegame version?
13:18:40 <frosch123> why does the format within the savegame change?
13:22:43 <frosch123> the current string storage in savegames seems the save the stringlength and then the content
13:22:52 <frosch123> i don't see why that would be different for std::string
13:25:24 <Alberth> it doesn't change the savegame, it's something I copied from a previous attempt, as saveload code tends to crash if you don't do it exactly right :p
13:26:05 <Alberth> so I did this as a small-scale separate experiment to get it running
13:26:30 <Alberth> tbh I am tempted to make the variable and file store descriptions an object :p
13:31:58 <Samu> are you loading different AI versions of the same AI? if so, i did some ugly patch which allows loading different versions, can't recall details
13:32:13 <Alberth> adding std::string save and load capabilities to the saveload code, so we can use std::string variables
13:32:41 <Samu> it's not about AI chunk saveload related?
13:33:41 <Alberth> nope, it's a level under that, ie load and save of strings as service to the chunk loaders/savers
13:34:47 <Alberth> frosch123: new game version makes that the _filename == NULL can be removed
13:35:46 <Samu> sorry, if i couldn't be of help
13:40:12 <Alberth> if (IsSavegameVersionBefore(222)) { if (_filename == NULL) { c->filename = ""; ..
13:44:31 <frosch123> but why does it need that _filename stuff?
13:44:44 <Alberth> or this would crash: std::string *s = (std::string *)ptr; if (len == 0) { *s = "";
13:44:47 <frosch123> if the savegame format does not change, it should not require the CONDSTR
13:45:18 <frosch123> + SLEG_CONDSTR(_filename, SLE_STR, 0x40, 0, 221),
13:45:20 <frosch123> + SLE_CONDSTR(GRFConfig, filename, SLE_STDSTRING, 0, 222, SL_MAX_VERSION),
13:45:27 <frosch123> ^^ this is the part that looks wrong to me
13:45:38 <frosch123> it should not require distinguishing savegame versions
13:45:47 <Alberth> but std::string s = NULL wont fly
13:47:37 <frosch123> where does the NULL come from?
13:48:02 <Alberth> from the loader, in < 222, see _filename handling
13:48:40 <frosch123> but why is there a _filename in the first place?
13:49:00 <Alberth> does a savegame store NULL ?
13:49:12 <frosch123> it's just an empty string
13:49:40 <Alberth> right, so the SLE_STR magic does that
13:49:52 <frosch123> that's what i meant before
13:49:59 <frosch123> it does not need a change in the savegame format
13:50:07 <frosch123> you can load the same format as std::string
13:50:11 <frosch123> with no change to the savegame
13:50:36 <Alberth> I was assuming that NULL and "" and "feijrg" are all different in a savegame
13:50:54 <Alberth> but apparently not :)
13:51:04 <frosch123> as i read it, it writes the length and then the content
13:51:28 <frosch123> SlString tuirns length 0 into NULL
13:51:44 <frosch123> so, technically loading a savegame never results in "", only NULL
13:52:43 <Alberth> pity about the distinction between "" and NULL, but fair enough
13:53:12 <Alberth> it will likely work for all relevant cases
13:53:15 <frosch123> i think that is just ottd coding style
13:53:28 <frosch123> many string functions we have turn "" into NULL
13:53:43 <frosch123> "" and NULL are treated equivalent
13:55:01 <Alberth> will remove the save game conversion, no worries :)
13:55:54 <Alberth> what about the additional "0" in SLE_CONDSTR(GRFConfig, filename, SLE_STDSTRING, 0, 222, SL_MAX_VERSION), ?
13:57:46 <frosch123> that's to make sure we do not load savegames with strings which are too long for stringbuffers
13:59:10 <frosch123> currently some strings are stored in memory as malloced-pointer, some are fixed arrays
13:59:16 <frosch123> the format in the savegame does not change
13:59:31 <frosch123> but in case of the fixed-size array, loading savegames has to check for buffer overruns
13:59:59 <frosch123> actually, is STRB still used?
14:00:25 <frosch123> _ai_saveload_name <- only in ai :/
14:01:04 <frosch123> i guess if those two places in ai and game sl can be changed to std::string, then we can remove STRB
14:01:36 <frosch123> which would mean we have again a "1 more possible memory-primitives" :p
14:05:12 <Alberth> I am quite tempted to make SLE_FILE_STRING and SLE_VAR_STDS objects (and also for all other kinds), and move a lot of code to such object instances
14:07:05 <frosch123> just please don't overload operator << and >> for input/output :)
14:10:39 <frosch123> Alberth: i think STRB can more or less directly be replaced with STDS
14:11:11 <frosch123> the 4 uses should directly work with std::string, and it does not required changing stuff throughout ottd
14:11:13 <Alberth> I used << and >> a while in the 90's, but have since reverted to printf or write/fwrite
14:11:56 <Alberth> likely it gets printed at a few places, but AI code is relative small
14:13:00 <Eddi|zuHause> the "cout << blah" stuff was probably one of the weirdest things i saw when learning C++
14:14:52 <Alberth> One guy coded | and - operators, so you could draw a rectangle in ascii art and it would print its area :p
14:15:21 <Alberth> He even extended it to 3d by drawing boxes with / :p
14:16:16 <Alberth> I think it's a good visual programming language
14:19:06 <Eddi|zuHause> can you overload operators to have embedded brainfuck? :p
14:22:39 <frosch123> i think c++ still has no unicode identifiers
14:22:48 <frosch123> otherwise you can likely use ideographic spaces
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15:02:40 <Wolf01> Mmmmh I don't know if I want to play Astroneer, Transport Fever, Fallout 4, Diablo 3 or just try to make another map array exercise in C# for my games :|
15:06:38 <supermop_home> Wolf01: want to play "figure out a new more attractive design for my online portfolio"?
15:07:16 <Wolf01> I'm not the right one to ask for artistic things
15:08:01 <Wolf01> I'm only good with squares, not even rounds
15:08:37 <supermop_home> forgot about this:
15:09:27 <Wolf01> Too much detail for me
15:09:52 <supermop_home> maybe I should find the old hdd with those models on it
15:11:14 <Wolf01> I want to do a voxel port of my tank game, but I'm not even sure how to begin that
15:11:31 <Wolf01> I already made the tanks btw
15:11:48 <supermop_home> voxel-y sprites, or actual voxels?
15:12:19 <supermop_home> sounds like a lot of work?
15:21:59 <Neuneu> i've got a question around Ottd, can someone help me ?
15:24:00 <DorpsGek> TrueBrain: topic [<channel>]
15:24:11 <DorpsGek> TrueBrain: topic [<channel>]
15:25:53 <Neuneu> otherwise i can still use the forum to ask my question
15:26:09 <Alberth> it's highly unlikely anyone knows anything :)
15:26:11 <Neuneu> i thought i would be faster here if anyone could answer me live
15:26:21 <TrueBrain> Neuneu: read the topic ;) "don't ask to ask, just ask"
15:26:25 <Alberth> the point is mostly, don't ask to ask
15:27:02 <DorpsGek> TrueBrain: Don't ask to ask, just ask
15:27:04 <Neuneu> month ago, there were a website for french people, openttd.fr was working fine but all of a sudden, it goes offline
15:27:09 <TrueBrain> I FOUND IT! :D (took me long enough)
15:27:24 <Neuneu> on this website we could see some french server, if they were live or not
15:27:35 <Neuneu> the year, number of player, the land
15:27:51 <Neuneu> kind a like some live intel from the server list
15:28:21 <Neuneu> my server was on this list and the webmaster asked me to use an blocked ip to keep traking
15:28:47 <Neuneu> as it's closed now, i'd like to do it for my own server on my website
15:29:10 <Neuneu> but i don't know how to add this and how recover this intel from the main ottd server
15:29:11 <Alberth> frosch123: STRB is also in ini files
15:30:11 <TrueBrain> Neuneu: see my URL; that is all we officially support
15:30:26 <TrueBrain> there are tools that do similar, but I dont know any
15:30:39 <Alberth> you don't know if your own openttd program is running, and what?
15:31:06 <Neuneu> i can see my server in the list ^^
15:31:35 <Alberth> what list? at your server there is only your program
15:32:51 <TrueBrain> Alberth: on the URL I gave
15:32:53 <TrueBrain> he can find his server there
15:32:58 <TrueBrain> like .. all public servers are :)
15:33:01 <Neuneu> i'd like to show this info on my own website
15:33:13 <Neuneu> but not for the whole list, only for mine
15:33:22 <TrueBrain> click on the server
15:33:25 <TrueBrain> it shows you more info
15:33:33 <TrueBrain> a single page for your server only
15:33:40 <Alberth> yeah, like I said, you know what's running at your machine, right?
15:33:53 <TrueBrain> Alberth: he wants to publish it on a website .. that is not weird, is it?
15:33:54 <Neuneu> yep i know but people don't
15:34:18 <Neuneu> indeed, i'm on it, now how can i extract that
15:34:40 <TrueBrain> officially we don't support that; but everything that generates that page is open source, so I am sure someone made something for it
15:34:46 <TrueBrain> I just don't know who or what ..
15:34:49 <Alberth> write a script that generates some html or so, and make it available at your site
15:35:41 <Alberth> fold that script in your "start openttd" program, so it updates the site when you start openttd
15:35:54 <Alberth> I don't see the problem, imho
15:36:04 <TrueBrain> Alberth: you are thinking too much as a programmer :)
15:36:18 <Neuneu> perhaps easy for you but i do not code at all
15:36:24 <Alberth> now why would that happen :p
15:36:53 <Alberth> ok, we don't have tools that you can download for that purpose
15:36:54 <Neuneu> i did my own website in php but i'm pretty sure it's bad coded ^^
15:37:51 <Neuneu> perhaps someone have a solution
15:38:07 <Alberth> maybe, but sounds a bit unlikely
15:38:21 <Alberth> good luck nonetheless :)
15:38:24 <TrueBrain> Alberth: I know people created tools for it, as I had to block a few IPs abusing it :P
15:39:01 <Alberth> that sounds like typical human behavior :p
15:39:34 <Neuneu> bah, i can also put a link on my server info in the main list
15:39:49 <Neuneu> if the number do not change
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15:40:18 <Neuneu> perhaps i change if i restart my server
15:40:25 <TrueBrain> the number is tied to your IP:port
15:40:48 <TrueBrain> so you should be fine
15:40:50 <Alberth> I am not sure what the point is, tbh, if people visit your site, they already know you, so why publish your server info there?
15:40:53 <Neuneu> i'm dynamic, but i have a dyndns
15:41:04 <TrueBrain> Alberth: so how many people are online etc?
15:41:16 <Neuneu> because i'm going to create video tutorial about the game
15:41:36 <Neuneu> people can know me, but for other games, i'm a World of warships streamer on Twitch
15:42:35 <TrueBrain> your server has 3 public IPs .. that is interesting :D
15:42:47 <TrueBrain> how many VPNs do you have? :P
15:42:54 <Neuneu> dyndns is inside for sure
15:43:31 <Neuneu> normaly i should have only 2, my dynamic and Dyndns
15:45:57 <Neuneu> anyway, thx for all, got to go
15:46:50 <TrueBrain> yippie, my docker-based CF is working again :)
15:47:01 <TrueBrain> I like simplicity :D
15:47:28 <Alberth> it only took forever to make it work? :p
15:47:42 <Neuneu> i forgot... is there a way to sort newgrf by date ?
15:47:42 <TrueBrain> nah; it has been working for months (jan 2016 .. lalala)
15:47:54 <Neuneu> from the newest to the oldest ?
15:47:56 <TrueBrain> but I wanted it to be more modern
15:48:12 <Neuneu> it would be fine to test new things
15:48:13 <TrueBrain> Neuneu: NewGRFs don't have a "date" as such, so no
15:48:32 <Alberth> donwload count sort of works as date :p
15:48:44 <Neuneu> hmm yes i didn't think to this
15:49:03 <TrueBrain> lot of warnings with OSX build .. hmm
15:49:29 <TrueBrain> Deprecation warnings with 10.8
15:55:06 <TrueBrain> now how to test the binary result of the CF .. hmmmmmmm
15:55:07 <frosch123> Alberth: damn, i only grepped in saveload :)
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16:06:57 <Samu> question, what is the limitation of a fucntion that calls itself, how many times can it call itself?
16:07:11 <Alberth> until it runs out of stack memory
16:07:42 <Samu> hmm how do i check that?
16:08:52 <Alberth> no idea, you have a problem with it?
16:09:20 <Samu> i'm checking TPFModeShip
16:09:35 <Alberth> running out of stack normally causes a crash
16:09:42 <Samu> it limits to 50, and was wondering if it could be higher
16:10:20 <Alberth> and if you then print the stacktrace you get a long list of the same calls
16:11:58 <Alberth> assert that you don't reach the limit, and let it run. If it breaks at the assert you know you are reaching the 50 recursions
16:14:25 <Samu> if (++tpf->rd.cur_length > 50) return;
16:15:32 <Samu> was wondering if i could change to perhaps 128 or 127, one of these
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16:28:01 <Samu> weird, opf can do 90 degrees in some places, but in others it can't, hmm must check this better, i may be wrong
16:28:42 <Alberth> increasing such a limit expands search in all directions, so you cover 4 times as much surface if you double the limit
16:28:59 <Alberth> that also means you need at least 4 times as much time (probably more)
16:29:46 <Alberth> processing a single tile doesn't get faster, and you can do 4x as many
16:32:56 <Samu> opf must be wrong, it reversed instead of following the track
16:33:17 <Samu> following it would make a 90 degree turn
16:34:09 <Samu> see exactly where it fails
16:36:22 <peter1138> can't unlock my phone because my fingers are wrinkly because i was in the bath "a while"
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16:49:58 <supermop_home> apparently I need to learn javascript now
16:50:07 <drac_boy> what sorting out at home now? :)
16:55:32 <supermop_home> want works section to be a grid of thumbnails that are in a random order and can be filtered by category
16:56:02 <drac_boy> ah...grid I would know bit about but random hmm I don't think I could help with that aspect sorry
17:00:56 <V453000> is it possible to make a newgrf which only adds alternative_sprites?
17:01:07 <V453000> specifically 32bpp for another train set
17:01:50 <supermop_home> I thought I saw someting in specs about replacing other newgrf's sprites
17:02:51 <drac_boy> nutty...hmm well I only know of actionA but probably not the same thing you had in mind tho
17:04:06 <Samu> TrackEnterdirToTrackdir is the culprit
17:04:43 <drac_boy> supermop so what are the thumbnails made of?
17:04:45 <V453000> maybe if I just define alternative_sprites without anything else it might work?
17:04:59 <V453000> but I guess I have to define the basic 8bpp ones too?
17:07:15 <peter1138> hmm, not sure it's possible
17:07:54 <V453000> and if I re-define the 8bpp as well
17:08:07 <V453000> just a grf which does nothing else but define spriteset and alternative_sprites
17:08:14 <supermop_home> I guess i need to decide what projects to show
17:08:29 <peter1138> pretty sure you can only override the base graphics
17:08:36 <V453000> well yeah that is easy
17:08:45 <V453000> I just want to distribute nuts in 8bpp, and 32bpp as addon
17:08:58 <peter1138> you can distribute 2 versions
17:09:02 <peter1138> one with 8bpp and one with 32bpp
17:09:13 <V453000> bananas will only have 1 as latest
17:09:21 <drac_boy> supermop oh so thumbnail of graphicsets or ?
17:09:23 <peter1138> oh dunno if bananas understands that
17:09:42 <V453000> afaik there is no 32bpp/8bpp implementation for bananas
17:10:07 <peter1138> maybe it was waiting for someone to make such a grf to implement it :p
17:10:17 <peter1138> s/to implement/before implementing/
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17:10:49 <V453000> there was one 32bpp trains grf which wanted to do exactly t hat
17:11:42 <V453000> supermop_home, like, defining spritesets and alternative_sprites in the 32bpp grf, and overriding just the default: ... callback?
17:11:52 <V453000> probably whole vehicle
17:12:02 <peter1138> you'd need to define all the sprite chains as well
17:12:15 <V453000> probably not impossible but a lot of pain
17:12:22 <peter1138> but openttd at least should be able to suport the split 8bpp/32bpp newgrf
17:12:27 <peter1138> if bananas doesn't then... it should :p
17:12:47 <supermop_home> would be nice if there was a way for the one person on a mp server to use a 32bpp version while others use the 8bpp
17:13:10 <V453000> there is a lot of things for 32bpp that would be very nice, like a gui switch for the blitter
17:13:31 <V453000> supermop_home: I think I will just release 2 versions with the same grfId
17:13:40 <V453000> 8bpp official on bananas
17:13:45 <V453000> 32bpp optional from devzone
17:14:29 <peter1138> the md5sum is supposed to match if the action part of the newgrf is the same
17:14:33 <peter1138> at least, that was mooted
17:14:37 <peter1138> maybe that was never implemented either :S
17:15:09 <V453000> well then I guess I just remove 32bpp and not give two fucks
17:15:16 <supermop_home> drac_boy no of design work
17:15:18 <drac_boy> supermop the problem with "one person" and "others" is sync issues?
17:15:40 <peter1138> nah, looks like it is. i've never tested it though
17:15:59 <drac_boy> ah ok..hope the work design goes well then supermop :)
17:16:09 <peter1138> V453000, so yeah, make 2 versions, as long as the action bit is the same, they will be compatible
17:16:37 <Samu> peter1138: can u do me a favour? line 34 opf_ship.cpp, rename TrackdirByte to Trackdir
17:16:44 <Samu> makes it must easier to follow the code
17:16:56 <Samu> i tested it, and it works
17:17:41 <Samu> what's the difference between a byte and a int8?
17:18:11 <drac_boy> int=integer I imagine
17:21:37 <Rubidium> Samu: you tested it on a PPC machine as well?
17:21:54 <drac_boy> another platform samu :)
17:24:48 <Samu> bah, uint8 still shows a weird number
17:25:08 <Samu> what the heck is a 0 '\0'
17:26:06 <Rubidium> uint8 is usually interpreted as character
17:26:49 <Rubidium> (for historical reasons)
17:35:27 <drac_boy> .anyway supermop I'm going for now
17:42:40 <andythenorth> V453000: giving two fucks more or less than giving three?
17:48:52 <frosch123> you need to be careful to not run out of fucks to give
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17:59:57 <michi_cc> V453000: grfcodec comes with the grfstrip utility that can remove sprites from an existing GRF. As this doesn't change the grfid, bananas will not like it :)
18:00:37 <V453000> I'm trying to save people from downloading the big 32bpp file :P
18:01:09 <michi_cc> for OpenTTD a grfstrip'ed file counts as identical for MP purposes.
18:02:03 <michi_cc> And I would definitely use that instead of hoping that NML will produce identical files for different sources.
18:04:15 <Eddi|zuHause> funnily enough, bananas was the prime reason for grfstrip to even be written, but then was never adapted for it
18:05:55 <peter1138> i knew i wasn't imagining it
18:06:03 <peter1138> but yeah, bananas needs support :(
18:06:56 <andythenorth> new bananas? o_O
18:08:39 <peter1138> managed to rebase tracerestrict
18:09:03 <Eddi|zuHause> what exactly is a tracerestrict anyway?
18:10:03 <peter1138> signals with conditional restrictions
18:10:18 <peter1138> no idea why it is called tracerestrict, i guess that is a ttdpatch name
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18:18:06 <peter1138> another patch doing weird things ;(
18:27:31 <DorpsGek> Commit by frosch :: r27839 /branches/1.7 (7 files in 4 dirs) (2017-04-01 18:27:23 +0200 )
18:27:32 <DorpsGek> [1.7] -Update: Documentation
18:28:35 <Eddi|zuHause> anyone played google maps today?
18:28:48 <Wolf01> No, I don't like pacman
18:29:36 <DorpsGek> Commit by frosch :: r27840 /tags/1.7.0 (11 files in 3 dirs) (2017-04-01 18:29:31 +0200 )
18:29:49 <Wolf01> Good, I have the announce for it
19:17:26 *** DorpsGek changes topic to "1.7.0 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | Logs: @logs | #openttd.dev if this channel is really spammy"
19:17:32 <frosch123> blathijs: heffer: new release \o/
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19:27:08 <supermop_home> home made pho ga for lunch
19:29:09 <andythenorth> no forum announce? o_O
19:31:42 <Eddi|zuHause> tbh, "yeah totally not kidding" makes it all the more credible
19:35:58 <frosch123> andythenorth: i cannot impersonate wolf on the forums
19:36:07 <andythenorth> are canals not being removed? :(
19:36:21 <andythenorth> frosch123: poste it as a quote?
19:36:28 <peter1138> we only have rivers now
19:36:49 <frosch123> maybe they are moved to the left and removed to the right
19:37:28 <peter1138> hmm, so... what can i use restricted signals for...
19:37:44 <frosch123> sort trains to platforms
19:37:53 <Eddi|zuHause> something incredibly micromanage-y i suppose
19:38:02 <frosch123> to match cargo on train with station graphics
19:38:13 <frosch123> you can also sort trains by speed onto paralell tracks
19:38:47 <frosch123> everything you can do with conditional orders but not based on a signle vehicle list, but on all vehicle passing a location
19:46:50 <V453000> how do I update newgrf on bananas? .grf or some .zip with changelog and readme?
19:48:10 <frosch123> .zip with changelog and readme
19:48:52 <frosch123> don't you have a musa.bat or something, which does all the shit?
19:49:00 <V453000> checking disk already
19:50:17 <frosch123> btw. in case you still did not figure it out: we need to remove canals to make space for a brickland climate
19:50:58 <frosch123> that's why wolf and andy are so keen on it
19:55:16 <Eddi|zuHause> that sounds way more plausible now
19:55:48 <Rubidium> well, we removed the AI as well didn't we?
19:57:07 <Rubidium> so it's cool that you announce vastly more configuration options for waterways. After all, canal/river is way too limited
19:57:21 <Eddi|zuHause> well, we didn't remove the pathfinder, that was too early, apparently :p
19:58:30 <Rubidium> lets see which bouncer is used more by people in this channel
19:59:28 <Eddi|zuHause> i don't use a bouncer
19:59:52 <frosch123> bouncers are like graveyards
20:00:15 <Eddi|zuHause> graveyards are probably great for necromancers
20:00:21 <andythenorth> “what’s a bouncer?” :P
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20:01:03 <Eddi|zuHause> big guy with turkish accent at the disco that says "you don't get in here"
20:01:10 <peter1138> hmm, could do with a bridge over this station :S
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20:02:08 <andythenorth> child #1 has abandoned the canal he was building
20:02:18 <andythenorth> he realised it needs 27 locks, and they can’t be fitted into the slopes
20:02:24 <andythenorth> he’s making funny noises about it
20:02:45 <Rubidium> andythenorth: though mostly it's for lazy people that want to not connect to the channel the whole time but still get all important information buffered when they reconnect
20:03:10 <andythenorth> isn’t it just so we always wonder why Yexo is here but never talks to us? o_O
20:03:35 <DorpsGek> LordAro: Yexo was last seen in #openttd 4 years, 17 weeks, 4 days, 4 hours, 47 minutes, and 3 seconds ago: <Yexo> <NGC3982> The station glitches are CHIPS related. I adressed it to Andy the other day, and it seems like it's b0rked in some way. <- it's still in the issue tracker for CHIPS, but I haven't had time to look at it yet
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20:08:11 <V453000> bananas might be enough
20:15:10 <V453000> I might have updated python meanwhile
20:16:09 <V453000> apparently old print didn't need print()
20:16:32 <V453000> <- super pro at python now
20:17:36 <V453000> was 2.6 before I believe
20:18:53 <V453000> ok there is apparently more problems than that
20:18:55 <frosch123> i guess we need a volunteer to port musa to python3 then :)
20:19:09 <V453000> yeah it's not just prints XD
20:19:43 <V453000> will try to run it with 2.7 I have on disk first
20:21:28 <Rubidium> what a moron it must have been to make the choice to use python2 instead of python3...
20:21:59 <frosch123> i forgot since when python3 exists
20:22:05 <frosch123> but musa is from 2012 or so
20:23:23 <frosch123> 3.2 is 2011, which i believe was the first 3.x version i saw somewhere
20:23:24 <V453000> omg it's broken anyway
20:23:33 <V453000> invalid syntax in the .bat for uploading :()
20:27:47 <frosch123> V453000: don't pass the bat to python
20:27:51 <frosch123> put python inside the bat
20:29:18 <V453000> I was running a bat in python
20:29:32 <V453000> probably need to sleep more
20:30:21 <V453000> ok so there is 'new' nuts for 5th birthday :)
20:30:46 <frosch123> so nuts is almost exact age as f?
20:31:35 <V453000> I released first version of nuts a day after kovarex did his first factorio commit
20:31:57 <frosch123> ah, so release vs. first-commit :)
20:35:09 <frosch123> i like the "what about oil rigs" :)
20:35:38 <V453000> there goes some fuel to fire
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20:41:34 * andythenorth can’t shake the such meme
20:41:41 <andythenorth> my commits are now stuff like ‘such changes'
20:42:32 <frosch123> maybe vary it a little, for bug fixes you could use "such andy"
20:50:11 <andythenorth> meh, changing newgrfs crashes ottd
20:54:50 <V453000> can someone help me? I need a python script / replace pattern in npp++ which would take this line alternative_sprites(BULLDOZED_1_0, ZOOM_LEVEL_IN_4X, BIT_DEPTH_32BPP, "gfx/LAND_OUTPUT_0000.png") { template_LANDSCAPE_x4(0,1) }
20:55:08 <V453000> duplicate the line and turn it into bit_depth_8bpp
20:55:20 <V453000> for any line with alternative_sprites and _zoom_level_in_4x
20:55:37 <V453000> oh and filename to _8bpp instead of _0000
20:56:50 <V453000> I could do it manually but it's like 6000 sprites
20:57:32 <andythenorth> you need a templater :P
20:57:44 <V453000> the template is the same
20:57:54 <V453000> just need this one line for each of this definition
20:57:56 <andythenorth> where’s the source?
20:57:58 <V453000> but yeah I get your point
20:58:56 <V453000> some of the templates (the ones which require a mask) will break
20:59:45 <frosch123> V453000: does npp++ have regular expression replace?
21:00:05 <V453000> like replace A for B/
21:00:11 <frosch123> does it have a "regular expression" or "regex" checkbox in the search/repalce dialog?
21:00:22 <V453000> but idk if I can say -something- *anything* -something-
21:00:32 <V453000> regular expression yes
21:00:46 <andythenorth> V453000: is it every ‘BIT_DEPTH_32BPP’ you need to replace?
21:01:06 <V453000> andythenorth: no, only the line with x4 zoom needs to be duplicated
21:01:15 <V453000> and in the duplicate I need to replace that bit depth to 8bpp
21:01:26 <V453000> basically I have defined 8bpp, 32bpp x1 and x4 zoom
21:01:31 <V453000> and want to add 8bpp x4 zoom
21:01:45 <V453000> if the 8bpp x4 zoom would be a separate parameter option, big bonus
21:01:58 <V453000> if the regular expressions work, I guess it's fine
21:02:08 <V453000> had no idea regular expressions means this
21:02:11 <andythenorth> I would do readlines(), check if ZOOM_LEVEL_IN_4X, then split and join on BIT_DEPTH_32BPP
21:02:20 <andythenorth> but eh, I never learnt regexp
21:02:51 <V453000> andythenorth: yeah but then there is the thing that some have _mask_ as well
21:03:13 <frosch123> if that does not work, try replacing "\1" with "$1" and so on
21:04:03 <frosch123> if that does not work try replacing the "&" with an repeat of the 32BPP STUFF
21:04:10 <frosch123> make a backup before trying :p
21:04:48 <V453000> & alternative_sprites(BULLDOZED_1_0, ZOOM_LEVEL_IN_4X, BIT_DEPTH_8BPP, "gfx/LAND_OUTPUT_8bpp.png") { template_LANDSCAPE_x4(0,1) }
21:05:27 <frosch123> ok, then replace the & with "\1BIT_DEPTH_32BPP\2_0000.png\3" :)
21:06:07 <frosch123> the \<number> refer to the (.*) in the search term
21:06:09 <V453000> ok I don't understand it but it works
21:06:25 <V453000> now I just need to go solve the bridges
21:07:33 <V453000> and how would I add if (param_8bppx4 == 1){ to front and } to end of line?
21:08:17 <frosch123> that would not work anyway
21:08:26 <frosch123> you cannot put "if" around "alternative_sprites"
21:08:38 <frosch123> just use the grfstrip too
21:09:37 <V453000> hm yeah it doesn't work :D
21:09:50 <frosch123> it's part of grfcodec
21:10:03 <frosch123> it removes all 32bpp sprites from a newgrf without changing grfid or md5sum
21:10:14 <V453000> that's not what I want
21:10:14 <frosch123> so it can be used in multiplayer while others use the 32bpp version
21:10:28 <V453000> I just wanted to make it a parameter whether the grf supplies 8bpp in x4 zoom or just in x1
21:10:58 <V453000> guess I just define 8bpp in x4 and not give shit
21:11:02 <michi_cc> V453000: It has parameters, it can strip/not strip that too.
21:11:14 <V453000> michi_cc: but it will still be 2 files?
21:11:45 <michi_cc> You start with a file that contains all sprites and selectively strip stuff out.
21:12:17 <V453000> how does it work in general and how do I use it?
21:12:26 <frosch123> V453000: a parameter would not work in multiplayer
21:12:31 <V453000> I make a newgrf, I upload it
21:12:36 <V453000> frosch123: yeah that's fine
21:12:44 <V453000> brix is a grf to be used as static anyway
21:13:01 <peter1138> if it's a parameter, the sprites will still be there
21:13:06 <peter1138> so what's the point
21:13:23 <peter1138> and maybe bananas will eventually support it
21:13:39 <V453000> do I understand it correctly that grfstrip means having 2 .grf files?
21:13:55 <V453000> good then I just make the full file for now and will see what to do later
21:13:59 <frosch123> which will be considered compatible by ottd
21:14:49 <V453000> for now, how do I alternative_sprites(BRIDGES_head_road_01, ZOOM_LEVEL_IN_4X, BIT_DEPTH_8BPP) { template_BRIDGES_heads_x4(0,0,"gfx/BRIDGES_8bpp.png","gfx/BRIDGES_mask_8bpp.png") } while removing the mask definition?
21:15:12 <V453000> I see there are some \1 \2 \3
21:15:21 <V453000> what does it mean exactly?
21:16:00 <V453000> the .* is just for "anything" ?
21:17:00 <peter1138> the fact that it may not show as refittable when it may be bugs me
21:18:08 <frosch123> V453000: "." matches any character, ".*" matches any amount of any character
21:18:24 <frosch123> "()" groups stuff, and \<number> references the n-th ()-group
21:20:21 <peter1138> don't have 1st beer when firsty
21:20:57 <V453000> frosch123: probably not for now, kind of overwhelmed
21:21:01 <V453000> I barely understand this first
21:21:09 <V453000> fixing my templates for now
21:21:09 <frosch123> your coworkers should know
21:22:11 <V453000> not with coworkers now
21:22:18 <V453000> need to finish this tonight
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21:23:19 <frosch123> Wolf01|Phone: good work, you completely fooled reedit
21:23:43 <Wolf01|Phone> The weblog is broken XD
21:24:46 <Wolf01|Phone> Also this client is broken...
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21:28:02 <Wolf01|Phone> App loses focus, app disconnects, easy
21:28:41 <Wolf01|Phone> BTW, I'm high on ginger ale
21:28:54 <frosch123> i used AndChat on my phone, works fine
21:29:23 <Wolf01|Phone> I'm on windows :P
21:30:04 <frosch123> just say it's not your phone
21:31:45 <peter1138> Ginger ale is wicked shit maaaannnn
21:31:51 <Wolf01|Phone> I'm completely stuffed, big Irish burger... I need another ginger ale
21:34:55 <V453000> frosch123: it's making a new line for me :D
21:35:01 <V453000> (.*alternative_sprites.*ZOOM_LEVEL_IN_4X.*BIT_DEPTH_8BPP.*template.*)_x4(.*),"gfx/BRIDGES_mask_8bpp.png"(.*)
21:35:07 <V453000> other than that it works
21:35:18 <V453000> but there is a new line between the old and new
21:35:23 <frosch123> V453000: "\n" means newline
21:40:01 <V453000> omg automation so sick
21:41:04 <Wolf01|Phone> I should automate my way home
21:42:45 <Wolf01|Phone> Was about to ask what hour is it...
21:43:17 <Wolf01|Phone> Then I noticed that timestamp on every line XD
21:43:42 <frosch123> now you only need to guess the timezone
21:47:31 <Wolf01|Phone> Ads on this app suggest me to download alphabet games... Am I so hopeless?
21:48:03 <frosch123> yes, almost none of your words are valid italian
21:52:01 <Wolf01|Phone> We should really make a branch with max ships to 0, hardcoded, just to bother Reddit more XD
21:53:22 <Wolf01|Phone> Maybe somebody could also replace water graphics with a desert
21:55:16 <Samu> i just implemented max_penalties for all
21:55:39 <Eddi|zuHause> ... who else would make that suggestion :p
21:56:36 <Samu> went a bit further with npf and implemented a max_penalty for road vehicles and trains when searching for a depot
21:57:02 <Samu> yapf was already doing this with trains, and I have no idea how it is on road vehicles, didn't look yet
21:57:14 <Samu> yapf now does it for ships
21:58:18 <Wolf01|Phone> Yeah, too bad it will be useless when we'll remove ships
21:58:55 <Wolf01|Phone> And replace them with MadMax vehicles
21:59:07 <TrueBrain> Stardust transportation!
21:59:43 <Eddi|zuHause> just remove canals and include wetrails instead
22:00:49 <V453000> frosch123: it worked!!! :D
22:01:05 <TrueBrain> you sound surprised
22:01:15 <Alberth> regexp magic for the win!
22:01:34 <TrueBrain> if you use regexp to solve a problem, you now have two problems
22:02:13 <V453000> oh, the 8bpp obviously is missing the recolour masks :>
22:02:25 <V453000> well, relatively easy to fix
22:02:30 <frosch123> V453000: don't forget to uncheck the "regex" checkbox, or you will be confused the next time you search for something containing "("
22:10:09 <Wolf01|Phone> Ok, time to go home
22:11:13 <Wolf01|Phone> Best I can do is filling myself with tea or ginger ale
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22:31:54 <Wolf01> "Plz dont remove canals....." tt-f XD
22:45:45 <Samu> * @todo max_distance not used by YAPF for road vehicles.
22:45:57 <Samu> max_distance aka max_penalty
22:46:28 <Samu> ok, so, i think i know how to do it, at least i have an idea
22:49:32 <Samu> case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break; yeah, the code is also sending a value already, but does nothing with it
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23:23:56 <Samu> npf is complicated to create comments, it's too abstract
23:24:12 <Samu> not really sure where to put a comment like this /* Finish if we already exceeded the maximum path cost (i.e. when * searching for the nearest depot). */
23:24:41 <Samu> it sends proc stuff to aystar, and aystar does everything
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