IRC logs for #openttd on OFTC at 2018-03-20
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00:00:48 <glx> would be easier with a helpful error message ;)
00:01:44 <supermop> so it will compile, but now i dont get the 2nd sprite stacked in game
00:02:07 <supermop> and the first sprite is recolored orange instead of 1cc
00:35:52 <supermop> yeah, seems like ill need to test for that incrementing number somehow, but that just gets me back to the same error
00:39:48 <Eddi|zuHause> <supermop> love these helpful error messages: [...] <-- i think there's a flag that lets nmlc pass the actual internal error/backtrace instead of catching it and rethrowing this message
00:44:24 <supermop> tbh that doesn't mean much more to me but i guess it's a start
00:45:32 <Eddi|zuHause> next step would be to throw that into a pdb.pm()
00:45:59 <supermop> really lays out how to structure the switch in such a way that each iteration gets its own recolor
00:46:29 <Eddi|zuHause> haven't really looked at that yet
00:48:19 <supermop> now i dont even really understand how the stuff that i had working before worked
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00:57:32 <Eddi|zuHause> supermop: what i would do in the situation with the assert, is run "python -i /path/to/nmlc args", and after the assert, run "import pdb" and "pdb.pm()"
00:57:44 <Eddi|zuHause> then you can look around the state of the program at the time the assert was thrown
00:58:02 <Eddi|zuHause> like trying to find out what value it wanted to write, and where it came from
01:03:30 <Eddi|zuHause> (note that "python" should be "python3" probably, and if on windows, nmlc is wrapped in some .exe file, that won't really work)
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02:54:32 <LANJesus> emoji just to make sure encodings aren't getting hosed. woop woop.
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08:52:09 <dihedral> LANJesus, looks interesting :-)
08:57:34 <dihedral> what is that written in
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15:09:57 <LANJesus> dihedral: .NET core 2.0 (C#)
15:11:10 <LANJesus> runs the same in linux as windows without any changes. only supporting little-endian for now.
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16:24:15 <nielsm> just need to work on the layout a bit more
16:36:10 <nielsm> http://0x0.st/sB-Z.png this should be fine I think? or try to make it drop leftwards instead of spilling over the side of the window?
16:37:14 <LordAro> any existing menus you can check for consistency?
16:37:37 <nielsm> I don't think there is precedent for title bar dropdowns like that
16:45:35 <peter1138> Cue bug reports that you can't change graphics or sound mid-game.
16:46:46 <nielsm> can't change to toyland halfway through my 150 year game
16:47:03 <Eddi|zuHause> the build rail/whatever toolbar could use such a menu for chosing the railtype
16:50:56 <peter1138> Heh, I meant base :p
16:51:11 <peter1138> I wonder if I lost my multistop docks patch.
16:51:17 <peter1138> I probably uploaded it somewhere.
16:55:48 <nielsm> huh it almost sounds like one of my birds is trying to teach himself to whistle "easy driver"
16:55:51 <nielsm> at least for a while it did
16:58:05 <nielsm> hmm, if the user switches from the empty music set to one with songs, should it start playback, or wait until the user clicks play?
17:01:39 <nielsm> nah it's too complicated to handle I think not doing that
17:03:18 <nielsm> (can't tell if it's not playing because user clicked Stop, or because user switched to an empty set, after the user has switched to the empty set)
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18:44:59 <peter1138> Hmm, using Windows 10, what's the nicest way to run a Linux VM, with graphical GUI?
18:46:22 <nielsm> VMWare or (on pro edition) HyperV should both be good
18:46:42 <nielsm> I think VMWare Workstation gives you better graphics performance options
18:49:12 <nielsm> or, use the WSL option on pro and run X11 programs either through a win32 X server (Xming or mobaXterm I think are options), or run a VNC/X server in the "linux" environment and connect to that with a VNC client
18:49:33 <peter1138> Heh, no I want a 'native' environment.
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19:22:47 <nielsm> it's an annoying idea because when do you cycle, how, and should there be options to exclude music sets from it, etc
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20:05:21 <andythenorth> supermop_work: you're not working right? :P
20:05:49 <supermop_work> are you asking if i am being productive?
20:05:51 <andythenorth> one doesn't entail the other :P
20:06:11 <andythenorth> I am considering adding cargo-specific liveries to covered hoppers
20:06:52 <andythenorth> I could do the whole body, or the CC stripe
20:08:53 <supermop_work> do they auto-refit?
20:09:32 <andythenorth> I don't mind the livery changing on refit
20:09:37 <andythenorth> tankers already do that
20:14:45 <supermop_work> it looks weird to me, but if there is precedent, then it makes sense to extend it
20:15:05 <nielsm> actually thinking more about rotating music sets automatically, it would probably require major reworking of the entire music cycle/playlist code
20:15:10 <supermop_work> although i might learn towards class specific liveries
20:15:40 <supermop_work> like one for all edible type stuff, one for all powdered chemical stuff
20:15:56 <nielsm> and also dumb issues like, which set do you use for main menu theme?
20:17:06 <andythenorth> supermop_work: for tankers it's a handful of interesting colours for known cargos, all else is CC
20:17:52 <andythenorth> the idea is to be able to identify trains quickly when the wagon doesn't have visible cargo
20:18:13 <andythenorth> I am short of ideas for colours though
20:18:14 <supermop_work> i get the idea and find it compelling
20:18:20 <andythenorth> cement could be grey
20:18:31 <andythenorth> quicklime could e white, but conflates with food
20:18:35 <andythenorth> rubber is dark red
20:18:46 <Wolf01> andythenorth: there's a folder with tanks and ships
20:18:47 <supermop_work> its hard to represent all in just a few pix
20:18:52 <andythenorth> salt could be white, but conflates
20:19:01 <andythenorth> soda ash...also white :P
20:19:08 <andythenorth> clay...also white :P
20:19:17 <supermop_work> railfreight icons are good but too small
20:19:48 <andythenorth> and very different blocky liveries are technically possible
20:19:52 <andythenorth> but won't look good
20:21:58 <supermop_work> well railfreight used only like 3-4 colors but in different arrangements
20:22:21 <supermop_work> you could use combinations of 1cc, 2cc, white, stripes
20:22:45 <supermop_work> plus a stripe in a 'cargo' color
20:23:32 <supermop_work> and some stripes horizontal, others vertical
20:23:41 <supermop_work> or a 'dipped' end
20:23:51 <nielsm> Wolf01: mind if I share that lego album with a friend?
20:23:59 <supermop_work> where just one end is colored
20:24:27 <supermop_work> thereby same color could be a few different colors by arangement
20:25:48 <andythenorth> that's a lot of lego Wolf01
20:29:04 <Wolf01> I'm still loading pictures, 1.7GB S_S
20:30:10 <supermop_work> frosch123: how do i specify a different recolor for each sprite layer
20:30:30 <supermop_work> sorry to bug you
20:31:11 <frosch123> you put it into the STORE_TEMP
20:35:27 <supermop_work> when i did this: switch(FEAT_ROADVEHS, SELF, switch_pickup, [ STORE_TEMP(CB_FLAG_MORE_SPRITES | PALETTE_USE_DEFAULT, 0x100), STORE_TEMP( PALETTE_CC_BROWN, 0x100), getbits(extra_callback_info1, 8, 8) ]) { 0: spriteset_truck; 1: spritegroup_box; }
20:35:39 <supermop_work> it only uses the last one
20:37:51 <frosch123> replace the PALETTE_USE_DEFAULT with the brown one
20:39:58 <frosch123> switch(FEAT_ROADVEHS, SELF, switch_pickup, [ STORE_TEMP(CB_FLAG_MORE_SPRITES | PALETTE_CC_BROWN, 0x100), getbits(extra_callback_info1, 8, 8) ]) { 0: spriteset_truck; 1: spritegroup_box; }
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20:50:01 <andythenorth> I don't recolour boxcars per cargo
21:10:47 <supermop_work> frosch123: the way i wrote it, spriteset_truck gets drawn brown and spritegroup_box doesn't get drawn at all
21:11:38 <supermop_work> i want spriteset_truck to be 1st cc, and the box to be brown
21:18:15 <supermop_work> no idea i could do that
21:18:46 <supermop_work> the stack can be multiple switches?
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21:19:28 <frosch123> the stack is just one switch of many
21:19:58 <frosch123> there is no difference between checking for a stack layer and checking for a cargotype
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21:32:42 <frosch123> you need CB_FLAG_MORE_SPRITES for all but the last one
21:33:14 <frosch123> anyway, no idea why you would recolor statically
21:33:50 <supermop_work> well i want the PALETTE_CC_BROWN etc to be reference to a switch
21:34:38 <supermop_work> for two cases: 1) a cargo that recolors as it ages
21:35:37 <supermop_work> and 2) cargo that gets a random color on load (like cars that might be assorted colors)
21:39:26 <frosch123> the stack does not need to be the last switch in the chain
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21:56:38 <Eddi|zuHause> does gunpowder have the "hazardous" cargo class or something?
21:57:27 <andythenorth> CC_EXPRESS, CC_PIECE_GOODS
22:33:10 <nielsm> hmm, there isn't any existing system for getting temporary files in the game, is there?
22:34:15 <nielsm> the idea being to offer a way to write decoded dos music to a standard midi file, so music drivers that require using their own midi loader can also play from that as source
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