IRC logs for #openttd on OFTC at 2018-11-19
            
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11:07:41 <planetmaker> maybe let's have Eddi join again ;)
11:08:56 <SpComb> does Eddi know that we keep removing -R just to let him back in?
11:09:03 <planetmaker> probably
11:09:13 <planetmaker> but dunno :)
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17:26:57 <blockingthesky> ⧸!⧵ АΤTN: Tһis ϲhanᥒeⅼ hɑѕ ⅿοᴠeⅾ to irc.frеeᥒode.net ﹟/joіᥒ /!⧹
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18:21:09 <Byteflux> ⁄ǃ﹨ ATTN᛬ Tһis chɑᥒᥒᥱl hɑs ⅿovеԁ to irc.frᥱenоԁe.net #⧸join /!\
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18:51:20 <andythenorth> yo
18:54:00 <nielsm> elloh
18:54:21 <andythenorth> that's valid
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18:56:12 <lugo> hi andythenorth, when using a townset like TaI and firs 3.0 economy steeltown, should houses accept fuel?
18:57:00 <andythenorth> errrrrr
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18:57:27 <andythenorth> that's up to Pikka
18:57:36 <andythenorth> I have that exact combo in current game
18:57:43 <andythenorth> looks like petrol stations accept petroleum fuel
18:59:51 <lugo> like petrol stations created by TaI?
19:00:00 <andythenorth> yes
19:00:55 <lugo> oh ok i haven't seen one of those yet
19:01:42 <andythenorth> FIRS won't do anything to town sets, except add/remove cargos from the game
19:01:44 <andythenorth> :)
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19:28:23 <Wolf01> o/
19:28:37 <Wolf01> ADSL works? No.
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19:35:27 <argoneus> good evening train friends
19:36:57 <Wolf01> Look who's here
19:40:56 <andythenorth> what now?
19:44:19 <argoneus> w-what
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20:25:37 <planetmaker> g'evening
20:28:47 <andythenorth> hello pm
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20:34:07 <frosch123> cppcon says, if we have cmake, we do not need project or solution files for msvc
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20:36:32 <LordAro> indeed
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20:38:06 <LordAro> well technically they're not needed now, they're pre generated
20:38:12 <LordAro> i think?
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20:52:08 <frosch123> planetmaker: i think devzone #8578 and #8606 are both bots.
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20:54:18 <andythenorth> is everything a bot now?
20:54:36 <planetmaker> hm, probably
20:54:43 <frosch123> hmm, people at cppcon make the same jokes we do at work. i guess there is some hidden physical constant
20:54:43 <andythenorth> are we bots?
20:54:51 <Wolf01> Uhm
20:54:55 <andythenorth> too much Androids Dreaming of Electric Sheep
20:54:58 <Wolf01> Maybe I am one
20:55:05 <andythenorth> you wouldn't know
20:55:07 <LordAro> beep boop
20:55:24 <andythenorth> my keyboard doesn't work
20:55:28 <frosch123> you are too lazy for bots :p
20:57:05 <frosch123> wait whut...
20:57:21 <frosch123> the cppcon talk on visual studio takes ottd code as example
20:57:29 <frosch123> https://www.youtube.com/watch?v=6NAAuxWNhk4 <- minute 36
20:57:35 <LordAro> :o
20:57:48 <Wolf01> As example of what to do or what to not do?
20:57:51 <planetmaker> you mean #8587?
20:57:57 <frosch123> still watching
20:58:52 <LordAro> frosch123: i think you missed a number
20:59:18 <nielsm> odd he's using the vs140 project files and not vs141 ones
20:59:20 <frosch123> in the linke or in the time?
20:59:21 <nielsm> for that demo
20:59:31 <LordAro> the time
20:59:35 <LordAro> oh
20:59:43 <LordAro> i assumed you meant "1:36"
20:59:46 <LordAro> not "36:00"
21:01:30 <andythenorth> so they're fixing our bugs :P
21:01:38 <LordAro> nope, inventing them :p
21:01:47 <andythenorth> no really :)
21:01:54 <andythenorth> it doesn't sound faked at all
21:02:07 <LordAro> the loop they're using as an example doesn't exist in the code :p
21:02:43 <andythenorth> it's nice though
21:02:49 <andythenorth> to be one of the best open source projects
21:02:50 <frosch123> anyway, if the team leader for vs studio development is a ottd fan does that get use some free msvc cloud farm?
21:02:55 <nielsm> GOODS_NUM would be a const uint if it wasn't invented
21:02:59 <andythenorth> imagine how bad most projects must be :P
21:03:11 <andythenorth> so the website is done
21:03:13 <frosch123> LordAro: maybe its jgrpp :p
21:03:14 <andythenorth> what next?
21:03:24 <andythenorth> frosch123: jgrpp is openttd now, right?
21:03:35 <LordAro> nielsm: well, it *should* be :p
21:04:28 <LordAro> ooh, they've renamed M to ADJUST_BY_STNAME though
21:04:35 <LordAro> that's probably better :p
21:06:03 <frosch123> ok, it's neither jgrpp nor cirdan nor spring
21:06:07 <frosch123> so, maybe indeed made up
21:06:12 <andythenorth> maybe there's an MS port?
21:06:17 <andythenorth> private fork?
21:06:35 <andythenorth> new map array :P
21:06:36 <frosch123> there is also some "auto" in teh code
21:06:45 <LordAro> 95% certain they've invented most of these for demo porpoises
21:07:03 <nielsm> multi-caret editing... kinda exists already and other editors have had it for years
21:07:30 <andythenorth> poipoises?
21:07:36 <andythenorth> are they like zellepins?
21:07:53 <andythenorth> also why don't these frigging pantograph sprites work :(
21:08:00 <andythenorth> I have reach peak complexity in Horse
21:08:03 <LordAro> hmm, the stuff from 42:00 onwards is a little more.. complex though
21:08:15 <LordAro> STL & lambda usage
21:08:17 <LordAro> shocking
21:08:28 <andythenorth> I am mixing python-generated graphics with sprite layers, and both are conditional :(
21:08:30 <andythenorth> oof
21:08:36 <andythenorth> debugging is a disaster now
21:08:55 <glx> wow the std:: thing is magic
21:09:31 * andythenorth wonders if we should extend in-game newgrf debug
21:10:23 <LordAro> glx: ?
21:10:46 <nielsm> vs 2015 can do (basic) multi-cursor editing already
21:10:57 <nielsm> I use that often
21:11:36 <nielsm> sublimetext 6+ years ago was the first time I used full-featured multicursor
21:11:41 <frosch123> ok, i have never seen a pp touching strgen, this is fake :p
21:11:59 <LordAro> :p
21:12:26 <LordAro> i wonder if he even realises he's not running ottd
21:12:31 <andythenorth> hmm
21:12:37 <LordAro> i'd guess probably
21:12:39 <andythenorth> sprite layers, they do work with articulated consists?
21:12:45 <andythenorth> specifically, consist repeating same ID
21:13:17 <frosch123> watch points is new for msvc?
21:13:25 <nielsm> frosch123 no
21:13:27 <LordAro> i didn't think so...
21:13:30 <nielsm> they just improved the ui
21:13:49 <frosch123> sounds more likely :)
21:16:25 <andythenorth> that's interesting
21:16:37 <andythenorth> articulated consist IDs do appear to affect sprite layers
21:17:07 <frosch123> they should be orthogonal features
21:17:21 <andythenorth> one would think
21:17:27 <andythenorth> the error might be in Horse
21:17:31 <andythenorth> quite plausibly
21:18:50 <andythenorth> this one (same IDs repeating) doesn't show pantograph layer at all https://paste.openttdcoop.org/pp8dla3tt/qyvuwd/raw
21:19:08 <andythenorth> this one (two IDs) shows pantograph on second unit https://paste.openttdcoop.org/pmvv7kwdo/wuqefh/raw
21:19:15 <andythenorth> all non-articulated consists work
21:20:37 <andythenorth> e.g. this one works as expected https://paste.openttdcoop.org/pd3akpu8o/ffs3qx/raw
21:20:54 <andythenorth> switches etc eyeball the same
21:23:16 <andythenorth> interestingly
21:23:31 <andythenorth> the sprite aligner only finds one layer in the non-working case, and finds both in the working case
21:27:10 <andythenorth> https://dev.openttdcoop.org/attachments/download/9202/iron-horse-r2670M.tar
21:48:08 <andythenorth> have I scoped temp storage wrong or something?
21:48:11 <andythenorth> is that even possible?
21:53:08 * andythenorth wonders about special flags
21:53:48 <andythenorth> disappointingly, they're correct :(
21:53:59 * andythenorth wonders what nml is doing with the special flags
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21:54:48 <nielsm> correct solution is obviously to build a full newgrf IDE and debugger with register and memory inspection
21:58:19 <andythenorth> can we build it inside OpenTTD? :P
21:58:27 <andythenorth> then we just pickle the memory state into a file
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22:00:52 <frosch123> http://devs.openttd.org/~frosch/inspect_backtrace.png <- would that help?
22:01:20 <frosch123> i think it's too complicated :p
22:03:39 <nielsm> it probably has some actual performance impact too, having logging calls all over
22:04:15 <nielsm> (meaning it might be necessary to have special builds with the tooling enabled, similar to windows checked builds)
22:04:30 <frosch123> it's mostly a bool check
22:04:40 <frosch123> the expensive stuff is only if it is actually enabled
22:05:34 <andythenorth> frosch123: it would help me because I can just about read action 2
22:05:38 <andythenorth> but eh
22:06:15 <andythenorth> it's not essential
22:06:41 <andythenorth> for this sprite layers bug, I can see that the layer is simply not there
22:07:23 <andythenorth> it would be useful to see the special flags
22:07:41 <andythenorth> I can see vars for vehicles, but not props
22:08:02 <andythenorth> hmm, maybe I should decompile with grfcodec, then wade through raw nfo
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22:13:10 <ST2> here we go again :|
22:13:30 <ST2> evening people o/
22:13:32 <frosch123> at some point we could use a filter for non.ascii :p
22:21:11 <andythenorth> so what prop is special flags :P
22:21:23 <andythenorth> where even is an action 0 :P
22:22:23 <andythenorth> 27 92: 2cc, autorefit, sprite stack?
22:22:36 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/Action0/Vehicles/Trains#Miscellaneous_flags_.2827.29
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22:34:06 <LordAro> ST2: i'm not sure it's ever stopped
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22:54:19 <peter1138> hi
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23:28:09 <andythenorth> lo
23:28:12 <andythenorth> also bye
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