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#openttd IRC Logs for 2013-08-18

---Logopened Sun Aug 18 00:00:09 2013
00:30<maddy_>morning all
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02:07<@Rubidium>ChubbyPitbull: you got talk rights there
02:08<@Rubidium>though I'm not sure whether anyone else will be not AFK in there
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03:03<@Terkhen>good morning
03:03<@planetmaker>good morning
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03:18<maddy_>how do I show an error returned by return_cmd_error?
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03:34<maddy_>ok now I get it, the CMD_MSG given in DoCommandP√Ö is like a header
03:36<@planetmaker>hi LordAro
03:36<LordAro>hai planetmaker
03:37<maddy_>my patch is coming along nicely :)
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03:39<@planetmaker>mornink Alberth
03:39<LordAro>/o Alberth
03:39<@Alberth>more people here already! :)
03:40<LordAro>you're late :p
03:41<@planetmaker>it's Sunday! :-)
03:41<@Alberth>what did I miss?
03:42<@planetmaker>or... "A Wizard is never late nor is he early. He arrives precisely when he means to."
03:43<@planetmaker>today likely nothing, Alberth
03:43<LordAro>:D i'd agree with that :)(
03:44<@Alberth>just wondering why I was considered to be late :D
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03:47<@Alberth>planetmaker: you noticed I made a patch to fix a random NML bug involving import of PIL? Would be useful if you can verify the fix one day
03:49<@planetmaker>uhm, can you point me to it in more detail, please?
03:50<@planetmaker>or what exactly needs testing?
03:50<@planetmaker>oh, PIL on OSX
03:50<@planetmaker>let's see
03:52<maddy_>any tips on where to look for example on a GUI text component with a dynamic value which needs to updated, like say in OnInvalidateData
03:53<maddy_>or should I draw it manually?
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03:56<@planetmaker>maddy_, there are places with dynamic strings. IIRC it works usually in the OnInit(?) method by assuming a max-size sub-string and assigning window size by means of that
03:56<@Alberth>invalidate the area in OnInvalidateData, then it will be painted again
04:01<maddy_>how do I set the value to a WWT_TEXT component though?
04:02<maddy_>calling DrawString manually seems raw
04:02<@Alberth>just change the string, and invalidate the area
04:03<@Alberth>painting happens then all by itself
04:03<@Alberth>euhm, <something>Dirty(), let me look it up
04:03<maddy_>but how do I assign a dynamic string to it, as opposed to STR_XXX from the lang file
04:04<@Alberth>setwidgetparameter iirc
04:08<maddy_>can't find that func, oh well, have to go afk for a few hours and look later
04:08<@Alberth>Eventually with SetDParamStr
04:09<@Alberth>Window::SetStringParameters (int widget) const
04:10<maddy_>ok thanks
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04:23<@planetmaker>hmpf... I fail to follow my own notes on how to reproduce the issue 5012 with PIL import :S
04:27<@Alberth>if itg
04:27<@Alberth>If it works, feel free to commit
04:27<@Alberth>moin TWerkhoven
04:27<@planetmaker>hi TWerkhoven
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04:34<krinn>morning everyone
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06:18<V453000>I blame frosch123 for EVERYTHING
06:19<Wolf01>looks nice, but keep them on toyland :P
06:20<V453000>its 2099
06:20<__ln__>is there any ongoing project for increasing the resolution of the graphics?
06:20<V453000>I am confident that we will have this in 2099
06:21<V453000>__ln__: you can zoom in but drawing it is waste of time as most important is 1x zoom anyway
06:22<__ln__>V453000: i know i can zoom, but that doesn't in increase the resolution, it just gets zoomed and looks crappy
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06:23<V453000>-> you can have bigger sprites for the extra zoom levels
06:23<V453000>drawing which is imo waste of time
06:23<@planetmaker><V453000> I blame frosch123 for EVERYTHING
06:23<V453000>frosch123: what have you done
06:23<@planetmaker>needed to quote that :D
06:23<V453000>ha pm was faster :)
06:23<frosch123>i already missed them in the last release :p
06:24<SamanthaD>wow... those are some... interesting trains :p
06:24<V453000>~1/100 chance to be a cat
06:24<LordAro>can i find out which .tar a grf is in?
06:24<SamanthaD>__ln__ maybe you should look into the 32bpp project?
06:25<__ln__>SamanthaD: is it ongoing?
06:25<LordAro>zBase was, the last time i checked
06:25<SamanthaD>__ln__ you bet! last time I checked!
06:25<V453000>zbase also looks terrific in 1x
06:25<V453000>well it isnt much better in 4x but at least reasonable
06:26<frosch123>hmm, actually with enough tracks the non-gridded terrain does not look that bad
06:26<frosch123>maybe that's what i am doing wrong :p
06:26<SamanthaD>I've never played with zbase...
06:27<SamanthaD>but wow... looking at these screenshots
06:27<SamanthaD>the only problem is I'm really attached to my newgrfs... *whines*
06:27<frosch123>it's a baseset
06:27<frosch123>it's independent from newgrf
06:28<frosch123>but ok, the combination of different graphics styles might still look weird
06:28<SamanthaD>yes... but... can you mix 8bpp newgrfs with 32bpp?
06:28<frosch123>technically you can :)
06:28<frosch123>for the rest i would just try
06:28<@Alberth>looking great V!
06:29<SamanthaD>any screencaps of a game running with it now?
06:29*Rubidium wonders how you can run 32bpp without any 8bpp
06:30<SamanthaD>wow... this is brilliant
06:30<SamanthaD>are the zbase trains and other vehicles gonna have silly names or realistic names?
06:31<Eddi|zuHause>baseset can only change looks, not names
06:31<SamanthaD>damn, I wish I had graphics skills...
06:31<SamanthaD>I'd offer to help do graphics but then you'd have to grab a restraining order ;)
06:32<SamanthaD>*AGH* it's too late at night to get into a game!
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06:32<SamanthaD>though... tomorrow I have an hours trainride...
06:32<SamanthaD>"Yo, dawg, I heard you like trains..."
06:34<Zuu_>Of course you can play OpenTTD on the train.
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06:35<SamanthaD>EMD F40PH with Nippon Sharyo double decker rolling stock
06:35<Zuu_>I developed the module in CluelessPlus/SuperLib that replace road crossings with bridges over rail on a train. :-)
06:35<SamanthaD>1000 internet points for anyone who can guess the line ;)
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06:41<LordAro>SamanthaD, don't worry yourself. nobody has yet got close to matching Zerphyris' graphical output :)
06:42<LordAro>he did most of OGFX by himself too, iirc
06:42<SamanthaD>well... it looks GREAT
06:44<LordAro>@fs 5713
06:44<LordAro>^ i added a savefile, for those who care
06:45<@Rubidium>SamanthaD: I'd guess the (or one of the) Caltrain line(s) ;)
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06:45<SamanthaD>Rubidium: 1000 internet points to you!
06:48<SamanthaD>I've been reading about the GE Genisis locomotive
06:49<SamanthaD>4200hp but it can go all the way down to 2500hp if its head end power unit is loaded O.O
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07:29<SamanthaD>anyway... I better hit the sack
07:29<SamanthaD>take care, y'all
07:29<@Alberth>sleep well
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07:53<maddy_>how should I use the SmallVector type, if I just want to store simple integers, and not play with pointers? (or is there another better datatype?)
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07:55<frosch123>smallvectors do not play with vectors, so that should be fine
07:55<@Rubidium>the reason why SmallVector was made was because the standard vector always copied data. SmallVector returns the point to the location where to store the data upon Append() which means this needless copying isn't neither anymore
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07:59<maddy_>ok, lets see if I get this to work..
08:00<@Alberth>usual solution for storing numbers is to allocate an array yourself
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08:05<maddy_>Alberth: sure, could do that, just some extra work compared to having ready utility functions, and static size is not that great
08:05<ChubbyPitbull>Good Morning! Thanks for talk rights Rub.
08:07<ChubbyPitbull>If I'm working on/think I completed one of the tasks in the bug tracker, should I hit "assign to me" in the tracker while working on it?
08:08<frosch123>if you completed it, just attach the diff
08:09<frosch123>about the "assignments", mostly they are not used, since usually noone commits on really working on something
08:09<ChubbyPitbull>Roger that!
08:10<frosch123>and due to a weird flyspray behaviour you cannot remove yourself from assignments
08:10<frosch123>unless we give you basically admin rights or so
08:10<frosch123>so, assignment is pretty useless :p rather comment in the task if you feel like it
08:11<ChubbyPitbull>I found this task from the discussion page on the requested feature page, on my machine I added an ls_scn, load_scn, edit_scn, and rm_scn console command that Works On My Machine when I tested it. Should I just check it in , does it need to be reviewed, or is there a wiki page that describes the process I should follow for doing so? This is my first time
08:11<ChubbyPitbull>contributing to OpenTTD or an Open Source Project in general
08:11<frosch123>you won't be able to "just check it in"
08:12<frosch123>attach you diffs to the tracker
08:12<ChubbyPitbull>Ahhh roger that.
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08:15<maddy_>very strange problem if anyone can help,
08:16<maddy_>neither of the later DEBUG messages is outputted (almost as if the linked_signals.Contains never returns)
08:17<frosch123>does it work if you add proper { } ?
08:17<frosch123>DEBUG is a macro, so it might break everything
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08:19<maddy_>yes, it works with { }, couldn't have guessed
08:19<+glx>coding style says if () {\nstuff; \n } else {\nother stuff; }
08:20<maddy_>good point
08:20<maddy_>haven't followed the coding style too strictly yet, the idea was to get some prototype level stuff out quick, and improve it later
08:20<+glx>and the reason is to avoid problems when something is later added between the if and the else :)
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08:21<+glx>easier to follow coding style from start
08:22<@Alberth>in my experience, improving a quick and dirty experiment is more work than start a new attempt from scratch
08:23<@Alberth>it's easier to get right, and gives better code quality
08:25<Zuu_>ChubbyPitbull: Attach the patch as a comment to the task. When I have time, I'll probably have a look unless someone else beats me.
08:26<ChubbyPitbull>Just going through and making sure I have comments on the new thigns, and doing a release build to test before creating patch.
08:26<ChubbyPitbull>I added a rm_scn command for completeness, but it doesn't seem to work; I thought it was me, but the basic rm console command also fails to delete savegames for me.
08:27<ChubbyPitbull>When sent to the unlink command, the debugger seems to take the filepath to teh save game, then append it again; ie: C:\User\OpenTTD\mygame.sav becomes C:\User\OpenTTD\\C:\User\OpenTTD\mygame.sav
08:27<@planetmaker>there is an rm console command?
08:27<maddy_>Alberth: yeah, I do write somewhat finished code from the start
08:27<ChubbyPitbull>and it fails to delete
08:28<ChubbyPitbull>Although it doesn't work for me
08:28<ChubbyPitbull>Guess I should add that as ab ug ot the tracker? :D
08:28<@planetmaker>or fix it ;-)
08:29<Zuu_>After a dev has looked at your patch, you'll likely get comments on things to fix and if/when the patch is accepted, a dev will commit it to trunk.
08:29<ChubbyPitbull>Well I'd still haev to add it to the tracker then first wouldn't I.
08:29<ChubbyPitbull>Roger that Zuu! Thanks for the help with the process.
08:29<@planetmaker>usually yes. It makes sure it's in a place which regularily is looked at and where it won't be forgotten
08:33<Zuu_>I'm surprised that we have a rm command.
08:34<ChubbyPitbull>Accordign the wiki it's to delete save games from teh save list, but when I tried just using the current code checked in, I just get a Fail to Delete
08:34<@planetmaker>Zuu_, so am I. I see certain security issues with it :-)
08:35<@planetmaker>it's one thing if rcon shut downs server. It's another if it deletes config and binary
08:35<@planetmaker>which an rm command could do in conjunction with rcon cd
08:36<frosch123>planetmaker: then you can just overwrite it with a savegame?
08:36<Zuu_>Did you try the approach to make 'ls' list both .sav and .scn?
08:36<frosch123>or does it attach .sav in any case?
08:36<@planetmaker>I don't exactly recall, but I think it does
08:37<@planetmaker>as I ended up with games like game.sav.sav
08:37<ChubbyPitbull>I've initially made a seperate ls_scn command, although that was mostly ap ersonal decision since it seemed easier to read in the console
08:37<frosch123>anyway, looks like rm can only delete stuff listed as savegame
08:37<ChubbyPitbull>I can change it so ls does both however.
08:38<ChubbyPitbull>I assume then you'd also want load to handle both, rather than a seperate command?
08:38<Zuu_>That was my proposal at the bug tracker
08:39<Zuu_>It hopefully makes it a bit more discoverable.
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08:50<Aristide>Hi !
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10:15<@DorpsGek>Commit by frosch :: r25726 trunk/src/object_gui.cpp (2013-08-18 14:15:27 UTC)
10:15<@DorpsGek>-Fix: Right side of object class string was misaligned. (sbr)
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11:01<andythenorth>better mockup graphics for FIRS bulk terminal:
11:02<V453000>the building with the cone roof looks strangely flat
11:02<@Alberth>it makes you wonder how they get the long pieces of wood out of the shed :p
11:02<andythenorth>Alberth: with great care
11:03<@planetmaker>bulk wood?
11:05<andythenorth>building materials
11:06<andythenorth>not all the cargos are strictly "bulk" in all forms :)
11:06<andythenorth>also these are copy and paste from existing industries :)
11:06<V453000>everything can be drawn in a weird way and dumped on flatbeds
11:06<V453000>I have proofs!
11:07<andythenorth>you should do a station set
11:07<@planetmaker>he should draw for CHIPS?
11:07<V453000>well there are sprites for chipnuts :)
11:07<andythenorth>and I should do a decent dock crane, the ISR ones are just 'ok'
11:07<andythenorth>he should do his own station set
11:08<andythenorth>with NUTS-ish buildings too
11:08<andythenorth>rainbows and stuff
11:08<V453000>rainbow buildings no.
11:08<V453000>well maybe
11:08<V453000>I do have some visual ideas for my industries though
11:08<V453000>from that could come stations easy
11:09<V453000>and let me tell you, if my ideas are drawn as I think, NUTS is absolutely sane.
11:11<frosch123>i guess the toyland toy factory could also mount horns to horses
11:12<V453000>no toyland toy factory is way too sane
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11:32<@DorpsGek>Commit by frosch :: r25727 /trunk/src (widget.cpp widget_type.h) (2013-08-18 15:32:45 UTC)
11:32<@DorpsGek>-Fix [FS#5686]: NWidgetMatrix used pip_pre and pip_post inconsistently and incorrectly, causing misalignment for RTL. (spotted by sbr)
11:34<@DorpsGek>Commit by frosch :: r25728 /trunk/bin/baseset (8 files) (2013-08-18 15:34:00 UTC)
11:34<@DorpsGek>-Update: Baseset translations
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11:52<maddy_>I got my patch to a somewhat working version, think there is still lots of tweaking and debugging left
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11:57<krinn>maddy_, better sold it as "wowww my patch fully works, i even speedup openttd code by upto 500% while kept 100% stability !". Might not be true, but it looks better than "somewhat working and still lot of crappy debugging left in it"
11:58<maddy_>well I was trying to be honest :)
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11:58<krinn>to see you're not honest, one must have a look at the patch ;)
11:59<krinn>do you really think anyone expect your patch fully working at 1st try ?
12:00<krinn>than it's not really need to says your patch isn't perfect yet
12:01<krinn>you made a gui for your signals?
12:01<@Alberth>if you claim it's ready, people may want to have a look and discover the truth ;)
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12:01<krinn>^^ Alberth
12:02<maddy_>krinn: sure but the gui is crude at this point
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12:02<krinn>->> krinn: sure i have a kick ass gui that will make apple fanboys crying when seeing it
12:02<@Alberth>krinn: you have to take your audience into account as well :)
12:03<krinn>you never learn maddy_ :)
12:03<@planetmaker>it's a thin edge, krinn :-)
12:04<@planetmaker>if you do that too often... people wouldn't believe it anymore either :-)
12:04<krinn>it should works only one time, but hey, it will works :)
12:04<@planetmaker>and then you're out of options to tell them that oyu think that the patch is 'done' or ready for review
12:04<maddy_>what about my credibility after that one time tho?
12:05<frosch123>krinn: not exactly. e.g. if someone claims on the forum to be a professional software developer, i immediately put him/her into the douchebag category
12:05<krinn>planetmaker, but if the patch show even a little interrest, the audience may pass the lie and stay on the potential, better than "i have a crappy thing" but none wants review it
12:05<frosch123>if someone thinks that that woud mean anything, then it must be a douchebag :)
12:05*andythenorth is an unprofessional software developer
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12:05<maddy_>it's not crappy that must I can say
12:05<maddy_>much even
12:07<@planetmaker>krinn, with the "I solved it all"-attitude I might even decide to look, see that it's not finished and remain silent ;-)
12:07<krinn>some manage to be famous even doing that :) (see pottering)
12:08<krinn>oh shit, my cat is attacking my desk brb
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12:14<Bad_Brett>a cat crf
12:14<Bad_Brett>could be interesting
12:15<krinn>a grf that push your hands, jump on keyboards and stay in front of your screens
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12:16<krinn>maddy_, miss link to the patch or was that a kind of teaser ?
12:17<krinn>not that you could expect a review from me, except if you've done it in squirrel like you said :P
12:18*andythenorth learns about state machines
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12:24<maddy_>no squirrel, abandoned the script idea
12:24<maddy_>no patch yet, I need to at least add savegame support, but at least it's working for basic priority signals
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12:30<maddy_>something is wrong with my sprite, it uses the regular PBS signal sprite on map, even though I set it as the one-way-pbs...on the signal gui it is correct
12:30<V453000>Bad_Brett: already happened, just not for road vehicles :P
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12:39<maddy_>any tips on that? I have added SPR_IMG_SIGNAL_ELECTRIC_PBS_OWAY twice in the array at beginning of rail_cmd.cpp, should I modify sprites.h instead? how?
12:49<maddy_>must be like some really small thing
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13:04<@DorpsGek>Commit by frosch :: r25729 trunk/src/widget.cpp (2013-08-18 17:04:13 UTC)
13:04<@DorpsGek>-Fix [FS#5686]: If the child widgets of a NWidgetHorizontal container do not fill the complete container, align them according to text direction. (sbr)
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13:45<@DorpsGek>Commit by translators :: r25730 /trunk/src/lang (afrikaans.txt swedish.txt) (2013-08-18 17:45:18 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>afrikaans - 87 changes by mulderpf
13:45<@DorpsGek>swedish - 3 changes by Joel_A
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13:56<Eddi|zuHause>maddy_: you probably can't just add sprites this way
13:57<Eddi|zuHause>maddy_: there are sprites for 8 signal types, 2 are unused currently
14:05<@planetmaker>hm.... is very nice
14:05<@Alberth>and it's not even nicely rendered :)
14:14<maddy_>Eddi|zuHause: yeah I just wanted to use the existing sprites for the new signals, not add new sprites
14:14<Eddi|zuHause>maddy_: but the order of the sprites is important, you just can't insert stuff inbetween, you have to use some from the end
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14:20<maddy_>Eddi|zuHause: how would I do it then exactly? add to the end of the array in cmd_rail.cpp?
14:20<@planetmaker> and parts of might tell how, maddy_
14:22<Eddi|zuHause>planetmaker: i don't think anything like that is needed, because no sprites are actually added. only the unused sprites which are there should be used
14:23<maddy_>don't want to add a new sprite
14:23<@planetmaker>if you want to introduce new signals?
14:23<maddy_>just want to use an existing sprite for the new signal
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14:24<Eddi|zuHause>planetmaker: there are 8 signal sprites, we currently use only 6
14:24<maddy_>sure, they would need their own sprite, eventually, but I just need something to test with :)
14:25<maddy_>I think I could make a special case in DrawSingleSignal to fix it, tho it feels kind of ugly solution
14:25<@planetmaker>Eddi|zuHause, I'm pretty sure that base sets don't define an unused type
14:25<@planetmaker> lists also only the known types
14:26<@planetmaker>thus adding new sprites (by re-using the existing graphics for now) is the easiest and preferred solution
14:26<Eddi|zuHause>planetmaker: yes, the "PBS signals" on this page assumes 4 signal types, which we use only 2 of
14:28<Eddi|zuHause>maddy_: here's a very old patch where i added 2 new signal types (just GUI, no functionality)
14:29<Eddi|zuHause>yes, that was part of that patch, but i specifically searched for this slightly older version because it contains just the GUI part
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14:31<Eddi|zuHause>planetmaker: the 2 additional signal graphics are definitely in extra_grf/signals.png
14:33<@planetmaker>indeed. In the OpenGFX code I even documented it :D
14:34<maddy_>thanks for the diff's guys, I am too tired right now, I will look at it tomorrow
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14:45<maddy_>how do I use the swedish rails newgrf together with normal rails so I can do stuff like this?
14:46<Eddi|zuHause>an older version of NuTracks used those graphics
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14:47<Eddi|zuHause>or you just make your own "eye candy" railtype grf. or use another one developed by a crzyperson
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14:51<@planetmaker>IIRC I implemented it such that you can opt to only replace electric or only normal rail, maddy_ . Thus with catenary switched off you might get a similar result
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14:54<maddy_>hmm, doesn't seem to work
14:56<maddy_>ok now I got it: Swedish Rails + Universal Rail together
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15:30<@DorpsGek>Commit by frosch :: r25731 /trunk/src (4 files in 2 dirs) (2013-08-18 19:30:25 UTC)
15:30<@DorpsGek>-Fix [FS#5692]: Minor RTL alignment issues. (sbr)
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16:06<@DorpsGek>Commit by frosch :: r25732 trunk/src/industry_gui.cpp (2013-08-18 20:06:01 UTC)
16:06<@DorpsGek>-Fix: In BuildIndustryWindow in RTL mode, draw industry color icon at the right. (sbr)
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16:38<Xaroth|Work>TWerkhoven: line 124 of your can turn out quite awkward
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16:46<TWerkhoven>yes, i've still to work something out there
16:46<TWerkhoven>so that it doesnt wait indefinately
16:47<__ln__>*doesn't, *indefinitely
16:48<TWerkhoven>yes, indefinitely is one of those words i always get wrong
16:49<TWerkhoven>or i could save the *connected to ...* bit to the connected event
16:52<TWerkhoven>anyway, whilst your here. do my functions (_rcvChat for instance) have any knowledge which connection triggered it? and assuming not, can i insert an extra variable (ConnID, available in SoapClient) to those functions?
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17:27<Xaroth|Work>TWerkhoven: put it in events
17:27<Xaroth|Work>connection failed is when .connect() returns False
17:27<Xaroth|Work>and it'll have _lastError set (iirc)
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18:17<Invulner>i have a problem with trains, they started to "get lost" and stopping at path signals after auto-replacing them
18:18<Invulner>they're on the right track and they have correct orders
18:18<Supercheese>did you perchance auto-replace from diesel/steam to electric?
18:18<Invulner>oh damn
18:18<Supercheese>check your tracks
18:18<Invulner>i see what happened
18:18<Supercheese>for electrification
18:18<Supercheese>you're welcome
18:18<Supercheese>happens to me a lot :P
18:19<Invulner>first time it happened to me
18:19<@DorpsGek>Commit by frosch :: r25733 trunk/src/build_vehicle_gui.cpp (2013-08-18 22:19:38 UTC)
18:19<@DorpsGek>-Fix: Engine name was misaligned in purchase list for RTL. (sbr)
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22:34<ChubbyPitbull>For contributing patches, is there a status to set the bug in the bugtracker to in order to indicate a patch has been submitted, or just leave a message in and wait for review?
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23:47<Eddi|zuHause>there is a "patch" status in the tracker
23:48<Eddi|zuHause>if you post a new issue, you can select "patch" instead of "bug". otherwise just reply to the existing issue with your patch, a dev may or may not notice that :p
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---Logclosed Mon Aug 19 00:00:10 2013