IRC logs for #openttd on OFTC at 2018-12-20
            
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03:51:27 <Eddi|zuHause> "Fixed people walking non-vertically" best bug fix in TF ever!
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10:05:00 <andythenorth> moin
10:28:51 <planetmaker> moin
10:31:55 <dihedral> hello
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14:01:15 * andythenorth wonders
14:01:34 <andythenorth> I have a case where something like var 41 would be useful
14:01:52 <andythenorth> but 'position in consist with same refit'
14:01:53 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Position_and_length_.2840.2C_41.29
14:02:16 <andythenorth> it's a very specific limited use case, but can't be easily achieved with existing vars
14:04:44 <planetmaker> 'position_in_vehid_chain' : {'var': 0x41, 'start': 0, 'size': 8},
14:04:44 <planetmaker> 'position_in_vehid_chain_from_end' : {'var': 0x41, 'start': 8, 'size': 8},
14:04:44 <planetmaker> 'num_vehs_in_vehid_chain' : {'var': 0x41, 'start': 16, 'size': 8}, # One-based, already sane
14:04:48 <planetmaker> or what do you mean?
14:05:45 <planetmaker> 'position_in_consist' : {'var': 0x40, 'start': 0, 'size': 8},
14:05:45 <planetmaker> 'position_in_consist_from_end' : {'var': 0x40, 'start': 8, 'size': 8},
14:05:45 <planetmaker> 'num_vehs_in_consist' : {'var': 0x40, 'start': 16, 'size': 8, 'value_function': value_add_constant(1)}, # Zero-based, add 1 to make sane
14:05:48 <planetmaker> for var 0x40
14:06:14 <andythenorth> num_vehs_in_same_refit_chain
14:06:29 <andythenorth> it's an overly detailed realism case for pax cars
14:06:34 <andythenorth> where they have different IDs
14:06:42 <andythenorth> but the first and last pax show different sprites
14:06:51 <planetmaker> ah, you basically suggest a new var... ?
14:06:54 <andythenorth> yes :)
14:07:08 <planetmaker> which targets... hm... refit chain? How does it differ from consist and vehicle?
14:07:15 <planetmaker> vehicle = everything in a train, or?
14:07:24 <planetmaker> *vehicle_chain
14:07:33 <andythenorth> consecutive vehicles with same cargo refit
14:07:33 <planetmaker> consist = ?
14:07:49 <andythenorth> so if the consist has cargos AAAAAABBBBBBB
14:08:09 <andythenorth> one could read the position in, e.g., A
14:08:42 <andythenorth> would be consecutive, so AAAAABBBBBBAAAAA has two refit chains for cargo A
14:08:47 <planetmaker> isn't that then consist... so AAAAAABBBBB = 2 consists, AAAAA and BBBB? I find it all confusing :P
14:09:02 <andythenorth> consist is a contended word :(
14:09:28 <andythenorth> I think frosch will tell me this is too detailed, unnecessary var
14:09:35 <planetmaker> hehe
14:09:43 <andythenorth> I can probably do a near approximation with a huge set of switches
14:11:19 <planetmaker> probably not a bad idea
14:11:38 <planetmaker> what's the use case you envision?
14:11:46 <planetmaker> position-dependent liveries?
14:12:17 <andythenorth> yes
14:12:27 <planetmaker> but... can't you already do that?
14:12:32 <planetmaker> with exactly these vars?
14:12:51 <andythenorth> not without additional work
14:13:01 <andythenorth> I am close, but not quite
14:13:03 <planetmaker> I don't understand
14:13:29 <planetmaker> let me be your rubber duck. Explain :P
14:14:24 * andythenorth pictures
14:15:06 <andythenorth> https://dev.openttdcoop.org/attachments/download/9216/var41_stuff.png
14:15:10 <andythenorth> train 6 works right
14:15:13 <andythenorth> train 11 works right
14:15:40 <andythenorth> train 12 combines vehicles with different IDs, and the 5th and 6th vehicles show 'wrong' sprites
14:15:52 <planetmaker> ok. And 12 doesn't ... and there's the *thing* in the middle
14:15:53 <andythenorth> option 1 is to just ignore that, mostly it won't be noticed
14:16:07 <andythenorth> option 2 is a new var checking cargo
14:16:08 <planetmaker> and the issue is different vehicle IDs there, yes?
14:16:10 <andythenorth> yes
14:16:16 <planetmaker> is it all the same cargo?
14:16:20 <andythenorth> yes
14:16:24 <andythenorth> option 3 is I think I can work around this by checking neighbouring vehicles
14:16:30 <andythenorth> it doesn't have to be perfect
14:16:35 <planetmaker> only difference is vehicle ID of the wagons, all PAX? Hm...
14:16:39 <andythenorth> yup
14:16:57 <andythenorth> but I am 100% sure I can hack around this now, if it has some random/odd cases, it's probably fine
14:17:17 <planetmaker> honestly: I'd ignore this case. It's stupid to have different-length PAX wagons in one train :)
14:17:31 <planetmaker> it's beyond-realism :)
14:17:39 <andythenorth> the var would be a nice neat solution, but is TMWFTLB
14:18:05 <planetmaker> and I'd call it a feature. It is a visual distinction between 2nd class and 1st class wagons
14:18:13 <andythenorth> 'feature' :P
14:18:18 <planetmaker> the line must be drawn clearly. Also visible from the outside at stations
14:18:32 <andythenorth> locked door between the two
14:18:48 <planetmaker> whether the door is locked or not.. that's not visible
14:18:52 <planetmaker> it's just where the loo is
14:21:47 <planetmaker> But really: I consider it a feature. If you want a train with uniform windows in the middle: use the same wagons. If you want sections: use different IDs.
14:21:54 <planetmaker> it gives the player even more choice
14:22:29 <planetmaker> tomorrow I'll reverse my argument ofc ;)
14:22:35 <andythenorth> :P
14:22:51 <andythenorth> means I don't have to devise a spec for a var and a test case \o/
14:23:28 <andythenorth> so maybe I can work on (1) NRT (2) 16 industries in nml (3) figuring out why sprite stack is broken for articulated vehicles :P
14:23:40 <andythenorth> * 16 cargos at industries
14:23:45 <planetmaker> :) \o/
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14:24:13 <planetmaker> I wonder whether I'll find some decent time to look at NML, too. I dearly hope so
14:26:20 <andythenorth> my intent is to extend the test cases for industries, and for vehicles using sprite stack
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19:01:37 <andythenorth> o/
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19:04:33 <andythenorth> Horse 84% complete
19:04:36 <andythenorth> I deleted some stuff :P
19:06:46 <planetmaker> hehe
19:07:25 <andythenorth> http://www.railpictures.net/photo/681287/
19:09:24 <nielsm> with the new transport fever patch officially being the last, what's the chance the new game they announced they're working on is Roller Coaster Fever? ;)
19:12:03 <andythenorth> so nielsm....your nml industry patches? o-O
19:12:31 <nielsm> it's kinda hard patching a piece of software you never used :/
19:22:08 <Eddi|zuHause> or maybe your advantage is that you're entering it with a clean slate? :p
19:27:20 <andythenorth> I'm sure most of it worked
19:27:48 <andythenorth> my idea is to write a test industry file and add it to the nml repo
19:28:44 <Eddi|zuHause> <andythenorth> train 12 combines vehicles with different IDs, and the 5th and 6th vehicles show 'wrong' sprites <-- i'm fairly sure we can live with that...
19:29:38 <andythenorth> I'm fairly sure I can fix it
19:29:45 <andythenorth> but it seems hardly necessary
19:29:59 <Eddi|zuHause> exactly, i wouldn't bother
19:30:03 <andythenorth> there are 36 trains still to draw :P
19:30:14 <andythenorth> priorities
19:30:24 <planetmaker> @calc 36 / 0.16
19:30:24 <DorpsGek> planetmaker: 225
19:30:32 <planetmaker> many trains in the set :P
19:30:33 <andythenorth> I removed 30 trains today
19:31:03 <andythenorth> so NML, or NRT fix?
19:31:11 <andythenorth> I can't do the NRT stuff without help
19:31:25 <andythenorth> the task is to document the bit use
19:31:26 <Eddi|zuHause> NRT would have more impact i think
19:32:01 <andythenorth> landscape_grid.html needs updating to reflect https://github.com/PeterN/OpenTTD/commit/e4f588d612c533833b836177e1d4c7b49b496ab4#diff-150bb39268d26b6ce2ccd7ad1b73a402
19:32:30 <andythenorth> which (a) isn't done and (b) needs to not conflict with https://github.com/OpenTTD/OpenTTD/pull/6868
19:34:08 <andythenorth> roadtype seems to be 6 bits in m4
19:34:14 <Eddi|zuHause> i don't undestand what the problem is with that
19:34:17 <andythenorth> and tramtype seems to be 6 bits in m8
19:34:58 <Eddi|zuHause> also, you should first update, and then fix the docs
19:35:07 <Eddi|zuHause> then the conflict problem will be solved
19:35:23 <andythenorth> I don't follow
19:35:36 <andythenorth> there might be some missing history
19:36:10 <andythenorth> peter has a branch that merges with master *except* for 6868 which it conflicts with
19:36:27 <andythenorth> there's no way to update without at least resolving that conflict
19:36:51 <andythenorth> "there's no way" => "I can't think of a way"
19:37:04 <Eddi|zuHause> yes, but it's a doc file, just use the trunk version, and then fix the docs.
19:37:17 <andythenorth> ok
19:37:36 <Eddi|zuHause> no need to try to come up with "clever" merging algorithms and whatnot
19:38:31 <andythenorth> so just take master....
19:38:32 <Eddi|zuHause> you can open the old and new files side by side for comparison to fix it afterwards
19:38:42 <andythenorth> the conflict is quite isolated and obvious
19:39:54 <andythenorth> hmm the merge is non-trivial
19:40:06 <andythenorth> that's annoying
19:40:50 <andythenorth> mergetool is suggesting picking multiple changes from the remote
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19:41:20 <andythenorth> oof all 13 will have to be manually checked
19:41:47 <Eddi|zuHause> it's a html file, how hard can that be?
19:42:16 <andythenorth> other than the html docs, is bit use documented anywhere else?
19:42:24 <planetmaker> "harder than 'git merge'" :)
19:42:40 <planetmaker> andythenorth, yes... in the code.
19:42:51 <andythenorth> I see no way to do this except reading all the map array code
19:43:18 <Eddi|zuHause> *_map.h, landscape.html and landscape_grid.html
19:43:38 <Eddi|zuHause> and possibly some eternally outdated wiki page
19:43:56 <planetmaker> wiki pages were never up2date with landscape.html
19:44:17 <Eddi|zuHause> that's what i said?
19:44:43 <andythenorth> presumably I just search all uses of m1 - m8?
19:44:48 <andythenorth> and then count bits on my fingers?
19:44:50 <planetmaker> mostly :)
19:45:00 <andythenorth> and then finger out what inherits?
19:45:13 <planetmaker> andythenorth, and me1...me?
19:45:16 <Eddi|zuHause> andythenorth: the change in *_map.h is rather self explaining to me? m4 used to be [road][tram] now m4 is [road..].. and m8 is [tram..].. ........
19:45:40 <andythenorth> yes
19:45:52 <Eddi|zuHause> m4 never seemed to be "inherited"
19:46:00 <andythenorth> so if I just take the changes from master, the previous NRT docs updates are lost
19:46:00 <Eddi|zuHause> so nothing else should be
19:46:14 <andythenorth> but master fixes errors in the road docs
19:46:25 <andythenorth> so what's canonical, without checking everything?
19:46:46 <planetmaker> get the changes NRT makes. And insert them anew in master
19:46:57 <planetmaker> to landscape.html
19:47:06 <Eddi|zuHause> andythenorth: the diff is probably just unwieldy because it's a table, it should be easy to fix by just copy-pasting stuff
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19:49:52 <andythenorth> I'm concerned about the actual content, not the structure
19:50:04 <andythenorth> if I get this wrong, other people have to fix my mess
19:50:48 <Eddi|zuHause> andythenorth: do you have a link to the 2 files you want to merge?
19:51:18 <Eddi|zuHause> i still don't understand what exactly you have trouble with
19:51:23 <andythenorth> I have a paste of the diff
19:51:23 <Eddi|zuHause> it's just a bunch of X and O
19:51:23 <andythenorth> https://paste.openttdcoop.org/p4bk34jlw/emgits/raw
19:51:30 <andythenorth> but I wonder if we can just do this in GH
19:51:32 <Eddi|zuHause> not the diff, the files
19:51:55 <Eddi|zuHause> like, open it in a browser and look at the tables
19:51:59 <Eddi|zuHause> comparing each entry
19:52:34 <andythenorth> I'm looking in GH
19:53:50 <andythenorth> urgh there's no rendered version
19:53:54 <andythenorth> https://raw.githubusercontent.com/PeterN/OpenTTD/nrt-block-rebased/docs/landscape_grid.html
19:54:23 <andythenorth> https://raw.githubusercontent.com/OpenTTD/OpenTTD/master/docs/landscape_grid.html
19:59:37 <Eddi|zuHause> so, the trunk change just replaced some --inherit-- with 00000000
19:59:51 <Eddi|zuHause> i don't see why you can't just replicate that
20:06:05 <Eddi|zuHause> btw: http://htmlpreview.github.io/?https://github.com/OpenTTD/OpenTTD/blob/master/docs/landscape_grid.html
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20:10:39 <Eddi|zuHause> trunk before: http://htmlpreview.github.io/?https://github.com/OpenTTD/OpenTTD/blob/41a620c1a7d51b0f97b243359a67955e6323f735/docs/landscape_grid.html
20:12:10 <Eddi|zuHause> andythenorth: the janjosep commit just says "-inherit-" is meaningless when the bits are free anyway
20:14:16 <Eddi|zuHause> andythenorth: since the bits are now not free anymore, the -inherit- is justified
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20:15:54 <Wolf01> Mmh
20:18:38 <Eddi|zuHause> andythenorth: in the nrt file, the -inherit-s on docks/airport/whatever are probably wrong
20:19:51 <Eddi|zuHause> andythenorth: i'd still lean towards "just use the trunk file, and redo the nrt docs from scratch
20:20:16 <Eddi|zuHause> they don't seem to be in a good/accurate enough state right now to bother with complicated merging
20:21:14 <Wolf01> Wtf keeps disconnecting me from the irc servers
20:27:59 <andythenorth> "just use the trunk file, and redo the nrt docs from scratch" works for me
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20:28:17 <Jamie> Anyone here?
20:28:50 *** Jamie is now known as Guest613
20:29:07 <LordAro> no
20:29:12 <Guest613> Uh how did I do that?
20:29:19 <Guest613> Anyway, Hi
20:30:24 <LordAro> jamie is a generic enough nick that it's owned by someone else, so you're not allowed to use it
20:30:35 <Guest613> Damn IDK how to use this, I just wanted to see if anyone could help me with making my own vehicles in the NRX or whatever its called
20:33:07 <Guest613> I downloaded a "Famous car" addon and was suprised to not find Takumi Fujiwaras Eight Six so I though about making my own
20:35:01 <Wolf01> Just say toyota AE86 :P
20:35:11 <andythenorth> so how do I complete a rebase?
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20:35:25 <Wolf01> Nobody knows
20:35:29 <andythenorth> no
20:35:56 <Guest613> Hmm
20:36:01 <andythenorth> can't quit now, while I'm so far ahead
20:36:09 <Guest613> So how did people before make the addons?
20:36:22 <Guest613> also sorry andy, but i have no clue
20:36:25 <andythenorth> I have nearly managed to rebase onto peter's NRT branch, whilst throwing away all the NRT docs
20:36:32 <andythenorth> but Im
20:36:32 <Wolf01> I got a bit depressed with the switch to git, that rebase thing is out of my scope
20:36:38 <andythenorth> but I'm stuck in the rebase
20:37:21 <Wolf01> I still prefer to merge
20:37:36 <andythenorth> oh there are more conflicts :P
20:37:38 <andythenorth> oof
20:37:55 <Guest613> damn
20:37:56 <nielsm> git rebase is really no different from what you were doing with svn when merging upstream changes into your local changes
20:38:03 <nielsm> it's just more structured
20:38:09 <andythenorth> and it means rearranging openttdgui.png and changing the sprite references
20:38:21 <andythenorth> so do I do that whilst in the rebase?
20:38:32 <andythenorth> does it add new commits, or edit existing commits?
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20:39:07 <andythenorth> seems it would be cleaner to merge master into NRT one fix at a time
20:39:12 <nielsm> rebase makes it look like existing coomits are modified, but it actually creates new commits and "hides" the original ones
20:39:25 <andythenorth> I think I'm just going to create a mess
20:39:28 <andythenorth> that nobody will want to fix
20:39:34 <andythenorth> I think I'll abandon NRT
20:43:35 <andythenorth> let's see how many conflicts there
20:43:36 <andythenorth> are
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20:45:18 <andythenorth> 9 conflicts
20:45:52 <andythenorth> 1 is just vx project files bollocks
20:45:56 <andythenorth> 1 is just translations
20:46:23 <nielsm> the hard part is the conflicts that may not be found in the source text :/
20:46:30 <andythenorth> 2 are just translations
20:46:45 <andythenorth> 1 is just docs
20:46:49 <andythenorth> so 5 actual conflicts
20:47:15 <andythenorth> for those playing along at home
20:47:29 <andythenorth> we're trying to rebase https://github.com/PeterN/OpenTTD/tree/nrt-block-rebased to current master
20:47:50 <andythenorth> and then update this PR https://github.com/OpenTTD/OpenTTD/pull/6811
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21:06:51 <Eddi|zuHause> updating the PR seems to be the easiest part
21:10:11 <andythenorth> I just give someone rights to my repo :P
21:10:15 <andythenorth> and they force push :P
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23:51:51 <orudge> Well, it clearly needs some work, but I've got OpenTTD using DirectWrite to get font glyphs: https://imgur.com/fG34NQU - just need to sort the origins I think...