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#openttd IRC Logs for 2013-07-14

---Logopened Sun Jul 14 00:00:07 2013
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02:19<Eddi|zuHause>Elukka: that sounds like you enabled "realistic acceleration for road vehicles"... some sets are known to break with that
02:20<Eddi|zuHause>just disable it and you should be fine
02:23<Elukka>aha, that's probably right
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02:58<V453000>mayhem and rail chaos in the early parts of the day to you good sir
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03:01<V453000>how wrong is it if nuts go purr?
03:04<@planetmaker>I'd make it separate sets. Then it's not wrong at all
03:04<@planetmaker>with the use of a nice railtype translation table in NUTS you then cater for whatever tracks you have
03:05<@planetmaker>^ basically you assign a 'virtual' railtype to your vehicles in NUTS
03:05<@planetmaker>And each 'virtual' railtype is one of the actual railtypes listed in that table
03:05<@planetmaker>left most being the preferred one
03:06<V453000>I am using it as a new newGRF :)
03:06<V453000>PURR and NUTS are two
03:07<V453000>it all works now I am just finishing drawing :)
03:07<@planetmaker>then take it as suggestion to implement a RTT in NUTS (if you haven't yet)
03:07<V453000>railtype table
03:07<@planetmaker>railtype translation table. The thing I just linked
03:08<V453000>idk what that is for but ... it works with NUTS as intended :D
03:08<V453000>... I dont think I have a railtypetable like that
03:09<@planetmaker>an RTT allows your trainset to use the best railtype - whatever tracks are available
03:10<@planetmaker>thus you don't directly hard-code the railtype to a vehicle. But choose the best for your vehicles from the available ones (which still might be 'none')
03:10<V453000>all I did was adding compatible_railtype_list: ["UNIV", "RAIL", "ELRL","UNI1", "UNI2","UNI3","UNI4","UNI5","UNI6","UNI7","UNI8"]; powered_railtype_list: ["UNIV","UNI1", "UNI2","UNI3","UNI4","UNI5","UNI6","UNI7","UNI8"]; to NUTS railtypes
03:10<@planetmaker>this is about primary railtypes of vehicles rather
03:11<@planetmaker>not the compatible ones :-)
03:11<V453000>there are no primary vehicles for univ rail? :P
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03:11<@planetmaker>that's not the point or problem either
03:11<@planetmaker>the problem is that vehicles might simply not be available, if their primary track type is not present
03:11<@planetmaker>the RTT solves that
03:12<V453000>how can their railtype not be present? :o
03:12<@planetmaker>there's no need for a game to provide RAIL, ELRL, MONO or MGLV tracktypes
03:13<@planetmaker>there can be 16 totally different ones
03:13<@planetmaker>and if the vehicle newgrf does not provide the tracktype (it shouldn't imho), you look for which you have available
03:13<@planetmaker>and give an ordered list of preferred ones
03:13<@planetmaker>like you have a highspeed engine
03:13<@planetmaker>order of preference then would be like
03:14<@planetmaker>SAEA, SAEE, HSTR, DBHE, DBHS, ENHI, ELRL or so
03:15<@planetmaker>as that's railtype labels associated with electrified tracks catering for highspeed trains
03:15<@planetmaker>(that's line 96 in the link :D)
03:15<V453000>my god :D
03:15<@planetmaker>and the vehicles would get railtype EL_RAIL
03:15<@planetmaker>and then pick the first available one
03:15<@planetmaker>of that list
03:16<@planetmaker>it really sounds *way* more complicated than it is
03:16<V453000>I always considered the many pointlessly various rails in some train sets really wtf, now I can happily declare hating them
03:17<V453000>it doesnt seem useful in any way
03:17<@planetmaker>and yes, in *train* sets, they IMHO serve no purpose
03:17<@planetmaker>other than sparing one newgrf to add separately
03:17<V453000>well how would you make e.g. wetrails then
03:17<@planetmaker>and adding more of a plethora of labels etc ... and limiting how you can combine things
03:17<@planetmaker>V453000, that I would simply give it's own thing
03:18<@planetmaker>RL_WET: [WTRL]
03:18<@planetmaker>it simply is incompatible to anything
03:18<@planetmaker>that's a very special rail
03:18<@planetmaker>but all "normal" rail vehicles can in principle run on either ELRL, RAIL, MONO or MGLV
03:19<@planetmaker>with probably a preference on your own versions of it or whatever :-)
03:19<@planetmaker>besides, if it's just for looks, then re-defining ELRL, RAIL, MONO and MGLV is very fine, I think
03:20<@planetmaker>if you change track capabilities like speed, curve speed or so... another label might be a good idea
03:20<@planetmaker>maybe according to what FooBar laid out in that treatise, in the comment in that file. maybe not :D
03:21<@planetmaker>brb, food
03:23<V453000>exactly the part I hayt about coding :D
03:25<V453000>and I didnt mean food
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03:27<Elukka>i never liked the idea of railtypes with different speed limits
03:27<Elukka>i feel that for most of the time it actually matters you have arbitrarily much money anyway and then it's just busywork
03:28<V453000>well nutracks was a nice tool to "fix" train sets as in limit the fastest vehicle so that there is more vehicles to choose from
03:28<Elukka>i like the game as a sandbox, but... sometimes i feel it'd be interesting if there was an economic challenge
03:28<Elukka>if there was, then that feature might make more sense
03:28<V453000>if it didnt look so massively awful it would have even been usable
03:29<V453000>but having X railtypes for "voltage" or similar things is imo stupidly realistic
03:29<@planetmaker>V453000, an RTT de-couples tracks and vehilces. It allows you to simply say "this is a high-speed engine". And to define "high speed engines can run on these tracks"
03:29<@planetmaker>thus no worry about railtypes really when you design vehicles
03:29<V453000>mhm, but NUTS does define all railtypes they run on
03:30<@planetmaker>I'd move that into PURR really :-)
03:30<V453000>it also redefines more things for them like strings, sort orders, ...
03:30<Elukka>people actually do different railtypes for different voltages?
03:30<V453000>PURR isnt meant to be used always with NUTS
03:30<V453000>also introduction dates for NUTS railtypes are needed there
03:30<V453000>so that cant go away
03:34<@planetmaker>in what way are the introduction dates needed / changed?
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03:35<@planetmaker>o/ Alberth
03:35<@Alberth>hi hi
03:35<@Alberth>we seem to have a deadlock in FS#5611 :)
03:36<V453000>to fit the NUTS vehicles obviously :)
03:36<@Alberth>ie lack of progress for no apparent reason in solving the issue :)
03:37<@Alberth>nuts needs deadlock?
03:38<@planetmaker>V453000, if a vehicle requires an available railtype, it gets introduced: "This property defines the long date formatted introduction date of this rail type. With this property set the rail type will be introduced at (or after) this date when all of the introduction required rail types are available to the company of the player, or whenever a vehicle using this rail type gets introduced whichever is first. "
03:38<@planetmaker>so that seems not required
03:38<@planetmaker>hm... or not?
03:39<V453000>I dont really know what is possible and how but it works now for me
03:39<@planetmaker>I understand it that introduction is defined by the vehicles for the default railtypes
03:40<V453000>hm I define signals too :d
03:40<@planetmaker>that's part of railtypes
03:41<V453000>nuts defines signals
03:42<V453000>for all the railtypes mentioned
03:43<@planetmaker>Alberth, yeah... I guess he didn't get the hint that he might try with either patch :-P
03:44<@Alberth>I expected Zuu to finish it, and he apparently thought I'd do it :)
03:45<@planetmaker>you should wrestle about that ;-)
03:46<@Alberth>yeah, but my opponent is not here :p
03:47<@planetmaker>I know when you can discuss it in person :-P
03:50<@planetmaker>i start to wonder whether I should ship a new version of ogfx-landscape that very day, too :-)
03:51<@planetmaker>before I actually start with fancy ideas like "let's try this desert adopted from wesnoth" or so ;-)
03:59<@Alberth>make a wesnoth branch :)
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04:55<@DorpsGek>Commit by frosch :: r25607 /trunk/src/script/api (ai_changelog.hpp game_changelog.hpp) (2013-07-14 08:55:38 UTC)
04:55<@DorpsGek>-Fix [FS#5649]: Various misreferences in AI and GS changelog.
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05:01<@planetmaker>Alberth, is what I look at ;-) And I'm pondering whether can be put to good use, too :-)
05:02<@Alberth>pretty :)
05:02<@Alberth>want to make a knights and merchants program? :)
05:02<@Alberth>(houses are too small for that)
05:03<@planetmaker>:-) New vehicle type: Elven ranger? Knight? Capacity: 1 passenger? :D
05:07<V453000>ITS PURR TIME :D
05:07<@Alberth>I like the city building part much more interesting, tbh
05:07<@Alberth>V453000: borrow the cat of Eddi
05:08<V453000>I just uploaded a cat to bananas :P
05:08<@planetmaker>hm, maybe there's a windmill for andy: (lo, behold, curvy rail!)
05:08<@planetmaker>Alberth, yes, indeed it gives the <1900 area some inspiration and even start, IMHO
05:08<@planetmaker>the style is not that different that it wouldn't fit
05:09<@Alberth>it seems a bit more cartoonish
05:10<@Alberth>but cute :)
05:11<@planetmaker>true :-)
05:12<@Alberth>and the scale is equally very much broken :)
05:12<@planetmaker>in wesnoth in general? yeah
05:13<@planetmaker>just like ours :D
05:13<@planetmaker>Like an elven ranger towers over those buildings
05:15<@planetmaker>anyway it all started with the hunt for terrain textures :D
05:16<SamanthaD>planetmaker: Tolkein did state very explicitly in his books that elves were rather tall
05:17<Elukka>do FIRS industries still change production based on ratings or is it purely supply-based?
05:18<SamanthaD>Elukka: I thought all secondary industries produced based on income...
05:18<@planetmaker>SamanthaD, who says that Tolkien's interpretation of elve is the only valid one? :-)
05:19<Elukka>i was thinking of primary industries
05:19<Elukka>there's a system in FIRS where some of the end products from secondary and tertiary industries are supplies that go back to primary industries
05:19<SamanthaD>planetmaker: It was always my impression that Wesnoth elves were in that tradition
05:20<@DorpsGek>Commit by rubidium :: r25608 /trunk/src/pathfinder/yapf (3 files) (2013-07-14 09:20:34 UTC)
05:20<@DorpsGek>-Codechange: make EndSegmentReasonBits available in yapf_base.hpp
05:20<SamanthaD>Elukka: Oh right! I forgot about that. Sorry, but I haven't played that much with FIRS to know
05:20<Elukka>...well that's interesting. some of my buses which run at capacity generate losses three times that of their maintenance costs
05:21<Elukka>when they unload they show a cost instead of a profit... since i have cargodist on, i'm thinking maybe it's a symptom of a bottleneck in my network somewhere
05:21<@DorpsGek>Commit by rubidium :: r25609 /trunk/src/pathfinder/yapf (yapf_base.hpp yapf_costrail.hpp) (2013-07-14 09:21:46 UTC)
05:21<@DorpsGek>-Fix [FS#5216]: under certain circumstances a track type change would make the end-of-line-is-red setting ineffective
05:26<SamanthaD>Elukka: That sometimes happens when the game improperly estimates the profit from a leg of a journey
05:26<SamanthaD>Elukka: The buses are "repaying" the difference
05:28<V453000> :>
05:29<@planetmaker>toyland and chips... hm :D
05:31<frosch123>hmm, at that zoomlevel original toyland sprites are actualy watchable
05:31<frosch123>in normal zoom they are way too busy
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05:32<V453000>frosch what have you said
05:32<SamanthaD>I might actually play toyland once in a while but the graphics for the ground
05:32<frosch123>SamanthaD: use opengfx
05:32<SamanthaD>it makes me want to take sandpaper to my retina
05:32<frosch123>there toyland is very playable
05:33<V453000>openttd is all about toyland
05:33<Elukka>i figured there might actually be a loss somewhere since my network does have bottlenecks, so some of the passengers the buses are carrying might be sitting at another station for a long time
05:33<SamanthaD>frosch123: I am using opengfx but the pattern on the ground still makes me want to gouge my eyes
05:33<Elukka>but then again i'm making tons of money
05:33<frosch123>SamanthaD: ok, then never ever try the original graphics :p
05:33<SamanthaD>frosch123: it's all dotty and it makes my astigmatism hate me
05:34<SamanthaD>frosch123: I did, and you're right. 1000x worse.
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05:36<V453000>you guys are weird
05:36<SamanthaD>I'd love to play toyland if it weren't for the textured ground
05:37<SamanthaD>wasn't there talk a while ago about dropping support for Toyland?
05:37<frosch123>many people talk a lot of things
05:38<@Rubidium>yes, like dropping all railtypes and just keep 1
05:38<V453000>what support are you talking about :DD
05:38<frosch123>most people think removing toyland would allow adding a different 4th climate or something like that
05:38<V453000>bad newGRFs already ignore toyland
05:38<SamanthaD>I don't see why they can't add a fifth climate
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05:38<@planetmaker>There's no need for any additional climate
05:39<frosch123>the point is: adding a fifth climate makes no sense
05:39<V453000>anybody can make a newGRF set which makes a climate technically
05:39<SamanthaD>it's not like OpenTTD is a binary hack or anything
05:39<@planetmaker>One would sufffice
05:39<frosch123>you can add infinite many newgrf presets
05:39<frosch123>maybe we should remove the climate selection from the main menu, and add a newgrf preset selection instead :p
05:40<@planetmaker>If it were not a selection of the (default) ground tiles, that'd make even sense
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05:40<SamanthaD>speaking of climates... I was wondering if there's a way to get temperate maps to generate kinda like desert maps
05:40<SamanthaD>as in, mountains in some areas but also a lot of flat land
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05:41<frosch123>that's "variety distribution"
05:41<frosch123>select "mountainious" and "high variety distribution" or something like that
05:41<SamanthaD>oh, right
05:44<SamanthaD>frosch123: Apparently it's the other way around. "Low" variety distribution made a lot of flat land
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05:55<SamanthaD>could someone recommend a good road vehicle GRF to go with the dutch trains and trams sets?
05:56<@planetmaker>both together, opengfx+rv and HEQS
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06:27<V453000>Rubidium: thanks :D super handy now with PURR
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06:37<zooks>V453000, can you show me a screenshot of PURR? It sounds interesting but I can't openttd atm..
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07:05<SamanthaD>Okay... I'm utterly bewildered: I downloaded Dutch Road Furniture but it doesn't seem to DO anything O.O
07:05<SamanthaD>it says it puts signs and what not on the road
07:05<@Rubidium>I reckon you need to place those objects yourself
07:06<SamanthaD>yes... but how do I do that?
07:06<SamanthaD>I don't see any button for it
07:06<@planetmaker>landscape -> place object
07:07<SamanthaD>I see :3
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08:10<andythenorth>any rule of thumb for when I should subclass in python?
08:11<andythenorth>the alternative here being to pass keywords, and then have a load of 'if foo then ham = eggs' stuff on __init__
08:11<Xaroth|Work>if two or more types of objects share the same functionality (or part of)
08:11<Xaroth|Work>you create a parent class
08:11<andythenorth>can't figure out if they're types of objects, or just a reconfiguration of one object
08:11<andythenorth>they're all ships
08:11<andythenorth>but their are distinct sub-types of ship
08:11<andythenorth>there *
08:12<Xaroth|Work>If all the functionality is the same, you dont' subclass
08:12<Xaroth|Work>(ie only values differ)
08:12<Xaroth|Work>like, I'd say Vehicle as a parent class
08:12<Xaroth|Work>RoadVehicle as subclass
08:12<Xaroth|Work>Airplane as subclass
08:12<Xaroth|Work>and Bus and Truck as subclasses of RoadVehicle
08:12<andythenorth>yeah, so I think these are just on the edge of that
08:13<Xaroth|Work>they are different ships
08:13<andythenorth>probably on the side of subclassing
08:13<Xaroth|Work>so, they don't have to subclass
08:13<Xaroth|Work>but you -can- subclass that
08:13<Xaroth|Work>i.e. Ship as base class
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08:13<Xaroth|Work>and <Ship-Type-1> as subclass
08:13<Xaroth|Work>and <Ship-Type-2> as subclass
08:13<andythenorth>depending on type, some properties will be added that aren't in Ship
08:13<andythenorth>so I guess that's enough reason
08:13<Xaroth|Work>then you subclass
08:13<Xaroth|Work>as the functionality differs :)
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08:35<andythenorth>planetmaker: enjoying the sun? Or want to help fix FISH makefile? o_O
08:44<Xaroth|Work>whats broken with it?
08:44<andythenorth>needs updating
08:44<andythenorth>needs to not call nml twice :P
08:44<andythenorth>has a broken configuration wrt deps
08:47<andythenorth>I hacked something designed for nfo and grfcodec and c-pre-processor
08:47<andythenorth>to use nml and python
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08:56<Brumi>Tovinhas is a spammer
08:57<Brumi>spams me immediately when I connect
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09:00<frosch123>@kban Tovinhas
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09:01<Eddi|zuHause>concerning station names, i just saw this: "<town>, auswärtiges Gehöft"
09:02<frosch123>where? rl? :p
09:02<Eddi|zuHause>yes, "rl"
09:03<Eddi|zuHause>or as the piratebay guys put it: "we don't use the term 'irl', because we think the internet is real. we say 'afk'"
09:05<frosch123>good point
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10:15<@frosch123>so complicated :s
10:15<@frosch123>no clue :)
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12:19<V453000>I suppose there is no way to make a railtype use e.g. monorail tunnels, eh?
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13:09<frosch123>V453000: there is the fallback-railtype
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13:21<V453000>frosch123: but alternative_railtype_list: ["MONO"]; is not supposed to make the railtype use monorail stations / tunnels / path reserving in tunnels/bridges
13:21<V453000>or am I doing something wrong?
13:21<frosch123>i expected the "station_graphics" thingie to also switch tunnel graphics if you do not provide "tunnel_overlay"
13:22<frosch123>but apparently that was forgotten to implement or so :p
13:22<frosch123>alternative_railtype_list is unrelated to graphics
13:23<V453000>thought so
13:24<V453000>shame :(
13:25<V453000>what is the likelihood of motivating someone to add that? :P
13:25<frosch123>check who did the tunnel_overlay thingie
13:26<frosch123>i would bet on pm or m_cc, cannot remember :)
13:26<frosch123>you can meet both in two weeks
13:26<V453000>Hirundo seems like the one ... if it is the thing written on tt-wiki
13:27<frosch123>maybe you can persuade them with a unicorn cake, but i guess you would rather drink them under the table and then make them sign something :)
13:27<V453000>:D plan
13:27<V453000>anyway, is it nml limitation or in general a "missing" grf spec?
13:28<frosch123>@commit 23952
13:28<@DorpsGek>frosch123: Commit by michi_cc :: r23952 /trunk (11 files in 4 dirs) (2012-02-15 21:23:48 UTC)
13:28<@DorpsGek>frosch123: -Feature: [NewGRF] Customisable tunnel portals for rail types (sprites by Snail).
13:28<frosch123>V453000: it is a general missing thing. as said, i would have expected the "station_graphics" to do the trick, but they do not :)
13:29<V453000>well yeah me too
13:29<V453000>thats what I tried ages ago, too
13:29<V453000>or well ages ... when I was coding nuts
13:29<V453000>beer diplomacy shall be done
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13:31<V453000>thanks anyway :)
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13:45<@DorpsGek>Commit by translators :: r25610 trunk/src/lang/vietnamese.txt (2013-07-14 17:45:08 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>vietnamese - 37 changes by nglekhoi
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14:37<+michi_cc>frosch123: Default tunnel graphics come with the rails baked in, different to the station graphics. Thus I'm not sure how much sense it would make to switch tunnel graphics (or it should switch *all* graphics, from track sprites over level crossings to depot sprites).
14:38<frosch123>i expected it to switch all graphics for which the railtype does not explicitly define graphics for
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14:39<V453000>tunnels, stations, depots, path reserving, everything undefined (or things you cannot even define)
14:39<Eddi|zuHause>path reservation should use the rail overlay sprites (with the "crashed" palette)
14:39<frosch123>are the bridges railtype specific? i cannot remember :p
14:40<V453000>sure Eddi but there are still the bridge/tunnelheads which apparently use the original rail reserving still
14:40<+michi_cc>It never did that, so it is at least not something missing from the tunnel feature :)
14:40<V453000>dont ask me why or how :d
14:40<Eddi|zuHause>V453000: that's probably a bug
14:40<V453000>oh hmm
14:41<frosch123>michi_cc: sure, it's not related to the tunnel_overlay feature, but it has still the word "tunnel" in it :p
14:41<Wolf01>thanks, my old link doesn't wor
14:41<frosch123>who added depots?
14:41<frosch123>is that original peter stuff?
14:41<V453000>isnt it most related to the station_graphics ? because that is exacly what I would appreciate if worked for tunnel_graphics etc
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14:42<+michi_cc>I think so. Tunnel overlays (in contrast to just the track part) and signals are new, but the other stuff is "original" AFAIR.
14:42<frosch123>V453000: he blames it on peter, you have to bring a lot of beer :p
14:43<V453000>kein problem
14:43<V453000>lot of beer will happen regardless
14:43<frosch123>yeah, your car drove with it iirc
14:43<frosch123>(used it as fuel)
14:44<frosch123>andythenorth: i tried to start a hod game in toyland today
14:44<frosch123>it did not define a single cargo
14:44<V453000>FIRS is broken in toyland :(
14:45<V453000><- sad
14:45<andythenorth>not broken :P
14:45<andythenorth>toyland is a wrong :P
14:45<Eddi|zuHause>should it just disable itself?
14:45<V453000>firs used to work in toyland :(
14:46<+michi_cc>peter1139: Can we assume your meet visit pondering didn't turn out positive or does V get a "better" victim? ;)
14:48<andythenorth>time for beer
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14:56<@planetmaker>hey ho
14:57<@planetmaker>andythenorth, we can have a look at the Makefile maybe tomorrow or so
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14:58<andythenorth>it's not complicated
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14:59<V453000>sez andy
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15:07<andythenorth>ship smoke?
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15:08<andythenorth>if I add an __init__ to a subclass, does that override the __init__ for the parent class?
15:08<andythenorth>that might be undesirable in this case...
15:08<@planetmaker>depends which language. You can call the __init__ of the parent scope
15:09<andythenorth>python in this case
15:09<Xaroth|Work>and yes, it does override
15:09<andythenorth>do I just call __init__ on super?
15:09<Xaroth|Work>you use super(ClassNameOfSubclass, self).__init__()
15:10<andythenorth>do **kwargs etc get passed along? Or I need to be explicit?
15:10<andythenorth>explicit makes more sense...
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15:11<Xaroth|Work>that way you can add/remove arguments being passed to the super class
15:11<Xaroth|Work>around about line 32 in that link, andythenorth
15:12<Xaroth|Work>as you see I change the format arg, before sending it up
15:12*andythenorth learns stuff
15:12<andythenorth>learning ftw
15:12<andythenorth>'ftw' has fallen out of use recently
15:12<andythenorth>more of that
15:13<@DorpsGek>Commit by michi_cc :: r25611 /trunk (5 files in 2 dirs) (2013-07-14 19:13:12 UTC)
15:13<@DorpsGek>-Fix (r25608): Update project files.
15:13<andythenorth>python is often bureaucratic
15:13<andythenorth>but it's not magical
15:14<andythenorth>which is ok
15:14<Xaroth|Work>wait until you see epic monkeypatching action
15:14<Xaroth|Work>that stuff makes your mind go 'eh?'
15:19*andythenorth removes more code from FISH
15:20<andythenorth>this set gets smaller
15:20<andythenorth>is there a logical conclusion?
15:20<Xaroth|Work>culling the crap ? :)
15:20<Xaroth|Work>or, applying DRY/KISS
15:23<andythenorth>just "less"
15:23<andythenorth>no web-based configuration via CMS
15:23<andythenorth>no pulling that to config files
15:24<andythenorth>no parsing config files
15:24<andythenorth>although....I could have kept all that, switched to using pickle instead of my own insane string encoding crap
15:24<andythenorth>pickle would have been a much better bet than encoding lists with magic string chars :P
15:25<Xaroth|Work>builtin stuff is usually better/more efficient than making your own version of the wheel
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15:45<Eddi|zuHause><andythenorth> 'ftw' has fallen out of use recently <-- i've never heard "ftw" outside this channel
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15:58<andythenorth>pretty common in uk geek speak
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16:21<@DorpsGek>Commit by rubidium :: r25612 /trunk/src/script/api (script_order.cpp script_order.hpp) (2013-07-14 20:21:36 UTC)
16:21<@DorpsGek>-Fix [FS#5648]: [AI] Don't return ERR_UNKNOWN when trying to move an order to its current location
16:28<andythenorth>silly mistake was silly :P
16:29<Xaroth|Work>.. apparently there's a python framework called 'slut' ............
16:29<andythenorth>is it a troll?
16:29<Xaroth|Work>not eve
16:29<Xaroth|Work>not even, even
16:30<andythenorth>apparently noy
16:30<andythenorth>do I need to generate graphics over a network? o_O
16:30*andythenorth thinks not
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16:50<andythenorth>I got in the habit of using .get() for dict access
16:50<andythenorth>but it masks errors :P
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17:46<Zuu>Is it evil to the translators to put the entire Neighbours is important manual into the story book? :-)
17:47<Zuu>I though about moving it to english.txt and then make a python script that compiles readme.txt from that.
17:49<Zuu>However, it might be a point to keep the readme in the readme and just write some shorter texts for users of the script and have the readme/manual with detailed information targeted to the person who will set the settings.
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17:54<TWerkhoven>i can imagine the manual being translated being helpfull to those not speaking english
17:56<Zuu>While that is true, I don't want to pour too much work on translators that may be too much work for them in order to provide a complete translation of the script.
17:58<Zuu>And you will anyway need to understand some english in order to be able to configure the script. So only the user-help really useful to translate.
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18:05<SamanthaD>weird... one of my trains keeps complaining about being lost but it's going exactly where it's supposed to go...
18:06<Zuu>Hmm, though putting the manual in the story book is not the intended use of that feature. Hhm, I should write up a story instead of abusing my own feature :-p
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18:48<Zuu>Draft story for NAI:
18:49<Zuu>Feel free to re-write or propose changes/imrovements :-)
19:08<Xaroth|Work>sounds a bit like a bad fairy tale tbh
19:08<Xaroth|Work>once upon a time...
19:08<Xaroth|Work>at least add a "And they lived happily ever after" to the last paragraph
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19:55<Eddi|zuHause>i always wonder this: "happily ever after" seems to be an invention of the english translators. in the original german it says something like "and if they haven't died, they still live today"
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21:46<Supercheese>"if they haven't died, they still live today" sounds like a meaningless truism
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---Logclosed Mon Jul 15 00:00:09 2013