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?
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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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18:56:12 <lugo> hi andythenorth, when using a townset like TaI and firs 3.0 economy steeltown, should houses accept fuel?
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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?
19:00:55 <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
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19:35:27 <argoneus> good evening train friends
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20:24:55 *** Wolf01 is now known as Guest3436
20:34:07 <frosch123> cppcon says, if we have cmake, we do not need project or solution files for msvc
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20:38:06 <LordAro> well technically they're not needed now, they're pre generated
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?
20:54:43 <frosch123> hmm, people at cppcon make the same jokes we do at work. i guess there is some hidden physical constant
20:54:55 <andythenorth> too much Androids Dreaming of Electric Sheep
20:55:05 <andythenorth> you wouldn't know
20:55:24 <andythenorth> my keyboard doesn't work
20:55:28 <frosch123> you are too lazy for bots :p
20:57:21 <frosch123> the cppcon talk on visual studio takes ottd code as example
20:57:48 <Wolf01> As example of what to do or what to not do?
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?
20:59:43 <LordAro> i assumed you meant "1:36"
21:01:30 <andythenorth> so they're fixing our bugs :P
21:01:38 <LordAro> nope, inventing them :p
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
21:03:24 <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?
21:06:35 <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
21:07:36 <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
21:08:28 <andythenorth> I am mixing python-generated graphics with sprite layers, and both are conditional :(
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
21:10:46 <nielsm> vs 2015 can do (basic) multi-cursor editing already
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
21:12:26 <LordAro> i wonder if he even realises he's not running ottd
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?
21:13:30 <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
21:17:27 <andythenorth> the error might be in Horse
21:19:15 <andythenorth> all non-articulated consists work
21:20:54 <andythenorth> switches etc eyeball the same
21:23:31 <andythenorth> the sprite aligner only finds one layer in the non-working case, and finds both in the working case
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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22:01:20 <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
22:06:15 <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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22:13:32 <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?
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22:34:06 <LordAro> ST2: i'm not sure it's ever stopped
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