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#openttd IRC Logs for 2013-10-26

---Logopened Sat Oct 26 00:00:20 2013
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02:40<Wolf01>o/
02:47<Supercheese>No one posted since you signed off ;)
02:49<Wolf01>nice
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03:25<andythenorth>hm
03:26<andythenorth>depot sprites for trains
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03:34<Supercheese>what of them?
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03:48<Supercheese>Lame, can't play OTTD using Roman Denarii
03:48<Supercheese>Oh wait, custom currency
03:49<Supercheese>Holy crap, when did that feature get added
03:50<@Alberth>before I started playing OpenTTD, afaik
03:50*Supercheese has never used it
03:51<@Alberth>I tried it once, and confirmed it worked :)
03:51*Supercheese wonders what the GPB -> Denarius exchange rate is/would be
03:53<Supercheese>@commit 1215
03:53<@DorpsGek>Supercheese: Commit by dominik :: r1215 /trunk (9 files in 3 dirs) (2004-12-22 13:19:26 UTC)
03:53<@DorpsGek>Supercheese: Feature: You can now make a custom currency by chosing "Custom..."
03:53<@Alberth>1:1 is the easiest :p
03:53<Supercheese>Well.
03:54<Supercheese>I am clearly behind the times.
03:54<@Alberth>nah, OpenTTD just has a ay of keeping hidden treasures that you discover even after years of playing :)
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03:56<Wolf01>o/ Alberth, o/ andythenorth
03:56<andythenorth>o/
03:56<@Alberth>hi hi
03:56<andythenorth>hmm
03:56<andythenorth> print 'buy menu width not implemented fully, returning 8'
03:57<andythenorth>what larks
04:00<@Rubidium>sounds like that fair random algorithm ;)
04:07<andythenorth>meh
04:08<andythenorth>so with an invisible leading part of an articulated train, the depot GUI is unusable
04:08<Supercheese>translating OTTD is a lengthy process
04:09<Supercheese>damned advanced settings menu... so many strings
04:09<@Rubidium>though as far as I can see on the forum there aren't enough settings yet
04:10<andythenorth>there should be a setting
04:10<andythenorth>'more settings: on | off'
04:10<Supercheese>There is
04:10<Supercheese>"Show: Basic Settings"
04:10<Supercheese>etc.
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04:10<andythenorth>hmm
04:10<andythenorth>wtf
04:10<Supercheese>Settings for settings for settings
04:10<Supercheese>Settingception
04:11<andythenorth>I have to special case every graphics chain of every vehicle for depot
04:11<andythenorth>great
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04:18<Supercheese>Dormiturus sum; valete
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04:26<andythenorth>so there's no graphics chain variable for 'vehicle is being dragged in depot'
04:26<andythenorth>Eddi|zuHause: how on earth did you make the depot acceptable in CETS?
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04:52<andythenorth> fuck me this is a pita
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05:12<andythenorth>for depot view, I have to move the entire graphics chain to a different vehicle
05:12<andythenorth>with subtle differences
05:14<@Alberth>ieks
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05:30<andythenorth>I need to preserve the load states too
05:30<andythenorth>which means looking them up elsewhere in the chain
05:30<andythenorth>this is stupid
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05:58<andythenorth>so can we just add 10/8 long vehicles to the game?
05:58<andythenorth>:P
06:01<@Alberth>you have too many pixels? :)
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06:10<V453000>8/8 is best anyway? :P
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06:30*andythenorth ponders
06:31-!-kero [~keikoz@202.4.69.86.rev.sfr.net] has joined #openttd
06:32<kero>hi
06:33<andythenorth>o/
06:43<andythenorth>ho ho
06:43<andythenorth>just had an outstanding idea
06:43<andythenorth>hax
06:44<kero>be careful with outstanding ideas
06:44<kero>they make you stand on entire nights coding and forgetting everything :)
06:45<andythenorth>ha
06:45<andythenorth>I don't consider it an outstanding idea unless it avoids coding
06:45<kero>:)
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06:47<andythenorth>meh, thought of an edge case
06:47<andythenorth>I bet no-one notices though
06:49<@Alberth>make it a contest to win a cookie :)
06:50<andythenorth>actually someone will notice
06:50<andythenorth>there's always someone :(
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06:51<kero>Yeah. Just see the 84 crates :)
06:52<kero>Anyway. But ... you speaking about FIRS ?
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06:53<andythenorth>train set
06:58<andythenorth>so each 'vehicle' is made up of three parts
06:58<andythenorth>two are invisible
06:58<andythenorth>the centre part is visible, and also contains the cargo capacity
06:58<andythenorth>but in depot the visible part must be the first part
06:59<andythenorth>which means I have to look up the cargo capacity from the second part
06:59<andythenorth>my idea was to instead split the capacity 50:50 between first and second part
07:00<andythenorth>but due to FIFO loading of vehicles, the two parts could contain different cargo amounts
07:00<andythenorth>so depot view would be 'incorrect'
07:00<andythenorth>some fucker is bound to report that :(
07:00*andythenorth is quite sweary atm, sorry :P
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07:01<@Alberth>add it to "known bugs" :p
07:01<kero>why do you want vehicles with 2/3 as invisible ?
07:02<@Alberth>or rather "known features"
07:02<andythenorth>kero: it's to support longer sprites
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07:03<kero>k
07:04<kero>your coming long-trucks set ? (wasn't there something like that in progress ?)
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07:04<andythenorth>trains
07:05<andythenorth>it doesn't help that nml doesn't seem to support var 61 http://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Query_variable_of_n-th_vehicle_in_chain_.2861.29
07:05<kero>mmh yes. Still sleeping, seems
07:05<andythenorth>so I have to patch nml first
07:06<andythenorth>I bet Eddi|zuHause knows how to do this
07:06<andythenorth>Eddi|zuHause is rarely unable to solve a problem :P
07:14<Eddi|zuHause>andythenorth: var[0x61,...]
07:17<andythenorth>Eddi|zuHause: how do you handle depot sprites?
07:17<andythenorth>I tried reading CETS, but I need a clue :P
07:18<V453000>what do you need for depot sprites?
07:18<V453000>aka why make them differ from normal sprites?
07:19<Eddi|zuHause>andythenorth: the depot check is in the vehicle template (in write.py)
07:19<Eddi|zuHause>in the default/graphics callback check extra_callbac_info1
07:20<andythenorth>V453000: the first vehicle is invisible, so you can't drag it around the depot :(
07:20<Eddi|zuHause>if it's non-zero, it's in the GUI
07:20<Eddi|zuHause>then the first vehicle must display a sprite
07:21<V453000>what :D
07:24<Eddi|zuHause>so: switch(extra_callback_info1) { 0: normal_view; gui_view; }
07:24<andythenorth>yeah I have that
07:24<andythenorth>:)
07:24<andythenorth>but what do you do to preserve load states?
07:25<andythenorth>you have to go look up props on another vehicle?
07:25<Eddi|zuHause>andythenorth: that is in tree.py
07:25<andythenorth>ta
07:26<kero>mmh andythenorth is it intended that all dredging site/fishing grounds have now only names like "Altdorf Sandbank" ? :)
07:26<@Alberth>can you please explain why the first sprite must/should be invisible?
07:26<Eddi|zuHause>look for the line "if self.value == "load":"
07:26<@Alberth>ie what advantage does it have?
07:27<Eddi|zuHause>Alberth: so it doesn't bend in curves
07:28<Eddi|zuHause>andythenorth: slice_var = "[STORE_TEMP(%d, 0x10F), var[0x61, 0, 0x0000FFFF, %s]*100/var[0x61, 0, 0x0000FFFF, %s]]"%(veh_slice, "0xBC", "0xBA")
07:28<V453000>oh god
07:28<V453000>:D
07:28<Eddi|zuHause>STORE_TEMP(%d, 0x10F) stores the offset you want to check
07:29<andythenorth>Eddi|zuHause: are you providing the cargo capacit on first slice, or middle slice?
07:29<Eddi|zuHause>aond 0xBC, 0xBA are load
07:29<Eddi|zuHause>i think the middle
07:29<Eddi|zuHause>but it doesn't actually matter
07:30<andythenorth>it does for engines with capacity
07:30<andythenorth>TE will be wrong
07:30<andythenorth>when loaded :)
07:30<andythenorth>V453000: Alberth this is all to provide 10/8 long sprites
07:31<Eddi|zuHause>hm, i don't think i ever checked that
07:31<@Alberth>Eddi|zuHause: ah, ok. It does seem to make life terribly complicated though
07:31<V453000>still weird :)
07:31<V453000>I know what it s for :)
07:32<andythenorth>I am not sure it's worth it
07:32<andythenorth>it also prevents flipping engines, or using double-headed trains
07:33<andythenorth>but I'm too far in the hole now
07:33<@Alberth>I am quite sure it isn't, imho
07:34<NGC3982>Morning.
07:34<@Alberth>moin NGC3982
07:34<NGC3982>Hung over.
07:35<NGC3982>Hungover?
07:35<V453000>engine flipping is nice :|
07:35<@Alberth>lol
07:35<Eddi|zuHause>i was thinking nmlc should support var61 by amending all "normal_variable" with "normal_variable(0ffset)" and all "param_variable(param)" with "param_variable(0ffset, param)"
07:35<V453000>but you can do that automatically when vehicle is at the end of consist
07:35<V453000>obviously not fully good, but at least somewhat :)
07:36<Eddi|zuHause>why did my o turn into 0 there?
07:37<@Alberth>it thought ff is a hexadecimal number?
07:37<@Alberth>or (0 is a smiley?
07:37<andythenorth>Eddi|zuHause: that would be a nice interface
07:37<andythenorth>I am +1
07:37<Eddi|zuHause>most likely my hand offset :p
07:38<@Alberth>0ffset you mean :)
07:38<Eddi|zuHause>shift+8 for ( and then moving to 0 is maybe not working properly :p
07:38<Eddi|zuHause>there it happened again
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07:41<andythenorth>Eddi|zuHause: nml patch? :)
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07:45<NGC3982>I love how people try to cure hangover with pain killers.
07:45<NGC3982>And complaining how it doesn't seem to work.
07:47<Tulitomaatti>:D
07:47<Eddi|zuHause>andythenorth: why do you always troll the poor kid? :)
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07:52<zydeco>greetings, comrades
07:53<andythenorth>Eddi|zuHause: I'm just a bad person
07:53<andythenorth>with too little sleep
07:56<juzza1>lol
07:56<juzza1>half of the time i am unable to decipher what he is trying to say
07:59<NGC3982>Hm.
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08:02<NGC3982>Can the -g function be used together with -c?
08:02<NGC3982>That is, can i start a dedicated server from a save game, but still specify a configuration file?
08:06<@Alberth>config file also contains local (non savegame saved) values
08:06<NGC3982>Yes, these are the values i wish to connect to my savegame.
08:07<NGC3982>For instance, the server port and the server name.
08:07<@Rubidium>those are not stored in the savegame, so the ones from the configuration file will be taken
08:07<@Alberth>I would expect using both -g and -c would work
08:08*NGC3982 tries it out.
08:10<@Alberth>the "out" is already implied by "tried" :)
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08:30<zydeco>hmm openttd fails to compile on mac os x 10.9
08:32<zydeco>they removed some deprecated functions about 8bpp display modes from the headers
08:32<__ln__>compile against an older SDK
08:34<zydeco>good idea
08:36<NGC3982>That worked out like a charm.
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08:56<andythenorth>I was going to test compiling on 10.9
08:56<andythenorth>before I upgrade :P
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10:17<zydeco>10.9 doesn't seem to want to link with libstdc++
10:26<andythenorth>:(
10:30<zydeco>oh, there's an option
10:31<zydeco>apparently clang changes the default to libc++
10:31<zydeco>I'm trying, but it's slow on an old macbook air
10:34<andythenorth>if you succeed, could you put the success steps somewhere? o_O
10:34<andythenorth>maybe ottd wiki?
10:34<andythenorth>or here
10:34<zydeco>of course
10:34<andythenorth>thanks :)
10:34*andythenorth is holding off upgrading
10:35<zydeco>ooh fullscreen works now
10:36<kero>another proof that mac is evil :)
10:36<andythenorth>yeah
10:36<andythenorth>definitely evil
10:36<zydeco>I used CFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk -I/usr/local/Cellar/lzo/2.06/include" LDFLAGS="-stdlib=libstdc++ -L/usr/local/Cellar/lzo/2.06/lib" ./configure
10:36<andythenorth>debian *never* doing anything weird
10:36<zydeco>but I'm not sure if the lzo ones are actually needed (I have homebrew)
10:37<andythenorth>*nobody* I know has to recompile their debian own stuff due to packaging decisions :P
10:37<andythenorth>never
10:37<kero>:p
10:37<kero>dunno. I don't like debian. To old stuff
10:44<andythenorth>meh
10:44*andythenorth has more of this train crap working
10:44<andythenorth>it's not even hard :(
10:44<andythenorth>just needs care
10:44<andythenorth>and a total rewrite of most of my existing code
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10:50<kero>andythenorth : http://imageshack.us/f/812/s8p8.png/
10:50<andythenorth>self-compiled? o_O
10:51<kero>that one is the self-compiled, but I have the same thing on the last v50** nightlie
10:53<zydeco>this is also needed for 10.9 http://pastebin.com/hnvpS45P
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10:54<zydeco>even if it's using the 10.8 sdk, it fails there
10:54<andythenorth>kero: what are you reporting, the industry name?
10:55<kero>yes
10:55<kero>it's normal ?
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10:56<DanMacK>Hey all
10:57<@Alberth>o/
11:03<Wolf01>bbl, maybe tomorrow :)
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11:06<andythenorth>kero: not sure :) I didn't set the industry name
11:08<kero>Ok. It's not a "problem", anyway. Just wondering if it was intended :)
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11:49*andythenorth needs to cherry pick some hg commits
11:49<andythenorth>never done it before :|
11:50<andythenorth>maybe I just patch
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12:04<andythenorth>manual diff ftw :P
12:20<andythenorth>ho ho
12:20<andythenorth>another problem :)
12:21<andythenorth>I need to share the refit between 2 of the 3 articulated parts
12:21<Taede>theres always something else
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12:28<andythenorth>Eddi|zuHause: how is your nml "property(offset)" patch coming? :)
12:28<Eddi|zuHause>i thought you were writing that :p
12:29<andythenorth>oh dear :)
12:29<andythenorth>it would be useful though, no?
12:37<+michi_cc>zydeco: What's the error message you get?
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12:47<zydeco>oh, I fixed it by using the 10.8 SDK and -stdlib=libstdc++
12:48<zydeco>if you use the 10.9 SDK, all the things related with 8bpp fullscreen have been removed from the headers
12:48<zydeco>and http://pastebin.com/hnvpS45P too
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12:54<+glx>deprecated stuff as always
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13:02<Snail>hi guys, I have problems with sprite recoloring in the nightlies
13:03<Snail>I wrote code that changes the trains' recoloring when they reverse. It has always worked well and still works fine with 1.3.2 stable. But it seems to be broken in v25755 nightly
13:03<Snail>did anything change w.r.t. that?
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13:13<andythenorth>hmm
13:13<andythenorth>splitting capacity over two articulated parts looks odd in vehicle info window
13:13<andythenorth>I guess I have to figure out cb61 in nml :(
13:14<frosch123>Snail: fs#5775 likely
13:14<frosch123>hmm, on reversal, might be something different then
13:15<Snail>frosch123: yes, it happens when it reaches the end of the line
13:15<Snail>recoloring works fine in 1.3.2 but it doesn't happen right away in 25755
13:16<Snail>it only happens when I manually stop the vehicle after reversal... or when it brakes down
13:16<Snail>*breaks down
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13:16<+glx>maybe you can try to find when it the problem starts using previous nightlies
13:17<frosch123>it likely started when i changed the recolouring triggers for xussr :p
13:17<frosch123>but i thought they would only happen more often, not less often :p
13:17<+michi_cc>zydeco: http://pastebin.com/hnvpS45P is exactly what I mean. Was the header removed, is it missing some definitions or producing conflicts etc.?
13:18<zydeco>it seems to be removed
13:18<+michi_cc>Did apple finally kick out gcc completely?
13:19<Snail>ah I see, this is why it's probably connected to the 32-day callback too
13:20<andythenorth>michi_cc: seems so yes
13:20<@DorpsGek>Commit by michi_cc :: r25913 trunk/src/os/macosx/osx_stdafx.h (2013-10-26 17:20:48 UTC)
13:20<@DorpsGek>-Fix: [OSX] Compilation under OSX 10.9. (zydeco)
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13:45<@DorpsGek>Commit by translators :: r25914 trunk/src/lang/luxembourgish.txt (2013-10-26 17:45:10 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>luxembourgish - 6 changes by Phreeze
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13:58<__ln__>http://www.bbc.co.uk/news/world-europe-24685617
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14:20<andythenorth>before I make a fool of myself...
14:20<andythenorth>[STORE_TEMP(%d, 0x10F), var[0x61, 0, 0x0000FFFF, %s]*100/var[0x61, 0, 0x0000FFFF, %s]]
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14:21<andythenorth>Eddi|zuHause: %d = offset, stored in register, then the result is load amount / capacity?
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15:01*andythenorth hopes brew has zlib deps
15:02<andythenorth>I really don't want to install macports
15:02<andythenorth>zydeco: how did you install the ottd compile deps on OS X?
15:02<V453000>then dont \o/
15:02<zydeco>with homebrew
15:02<andythenorth>winner
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15:04<NGC3982>This Flash versus Ion predicament is getting the better of me.
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15:05<andythenorth>zydeco: how did you get lzma?
15:06<zydeco>xz
15:06<andythenorth>I have installed xz with brew, but it's not recognised by ./configure
15:06<zydeco>hmm
15:06<andythenorth>lzma exists
15:07<andythenorth>it's in my path
15:08<zydeco>I have liblzma.{a,dylib,5.dylib} in /usr/lib, and they're symlinks to the one in brew's Cellar
15:10<andythenorth>for now I am building without lzma
15:11<V453000>me too
15:11<andythenorth>compiling is slow on my wife's mac :(
15:11<zydeco>I have a 1.6 GHz core 2 duo right now
15:11<zydeco>talk about slow
15:12<andythenorth>ok, I'll shut up
15:12<V453000>:D
15:13<andythenorth>hmm
15:13<andythenorth>5 compile errors
15:14<andythenorth>all video / display stuff
15:15<andythenorth>using rev 25914
15:15<andythenorth>http://pastebin.com/kr5UXumr
15:16<andythenorth>zydeco: you had to solve any 8 bit crap?
15:17<zydeco>yes, I used the 10.8 SDK
15:17<zydeco>CFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk"
15:18<zydeco>I suppose it could be checked with #if (MAC_OS_X_VERSION_MAX_ALLOWED < MAC_OS_X_VERSION_10_9)
15:18<andythenorth>where are CFLAGS set?
15:18*andythenorth could google :P
15:19<__ln__>andythenorth: they can be set either with "CFLAGS=... ./configure" or "./configure CFLAGS=..." probably
15:19<__ln__>or in fact both ways
15:20<zydeco>CFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk" LDFLAGS="-stdlib=libstdc++" ./configure
15:20<zydeco>you need the stdlib ldflag too
15:21*andythenorth tries
15:21<andythenorth>#include <lzo/lzo1x.h>
15:21<andythenorth>         ^
15:21<zydeco>you can also add -I and -L flags with the paths to other headers and libraries, if it can't find the ones for lzma, lzo or whatever
15:22<andythenorth>meh, the error didn't paste
15:22<__ln__>what breaks without the stdlib flag?
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15:22<andythenorth>it's now failing on lzo for me
15:23<zydeco>yes, 10.9 uses libc++ as a default
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15:23<zydeco>so it won't link
15:23*andythenorth is out of depth here
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15:24<zydeco>you can try --without-liblzo2
15:25<andythenorth>ok
15:25<zydeco>or add -I/usr/local/Cellar/lzo/2.06/include to cflags, and -L/usr/local/Cellar/lzo/2.06/lib to ldflags
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15:28<zydeco>but homebrew should symlink stuff in /usr/local
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15:29<andythenorth>works
15:29<andythenorth>using flags for no lzma and no lzo
15:30<andythenorth>and full screen is back \o/
15:31<andythenorth>so does this imply a patch for configure, or instructions on wiki or what? :)
15:35<zydeco>I think the 8-bit stuff should be put between checks for #if (MAC_OS_X_VERSION_MAX_ALLOWED < MAC_OS_X_VERSION_10_9)
15:35<zydeco>although the waiting for vertical blank is also deprecated
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15:38<andythenorth>how do I check a TTD var in nml?
15:38<andythenorth>specifically 0x61
15:39<V453000>frosch did that in nuts
15:39<V453000>idongetit though
15:39<andythenorth>var[]
15:40<andythenorth>dunno why CETS works with var()
15:40<V453000>http://paste.openttdcoop.org/show/2746/
15:40<andythenorth>yeah same case
15:40<Supercheese>var[0x61, 0, 0xFF]
15:40<Supercheese>somethin like that
15:41<Supercheese>oh, it's a more complicated var
15:42<Supercheese>In any event: http://newgrf-specs.tt-wiki.net/wiki/NML:Deprecated_syntax
15:42<V453000>._.
15:42<V453000>aka wtf through the roof
15:44<andythenorth>aka we should add var 61
15:47<andythenorth>urg, my nfo is all forgotten
15:47<andythenorth>what do I mask to get cargo class? http://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Vehicle_cargo_info_.2847.29
15:48<V453000>when seeing that page my first thought is "obtain more beer asap"
15:49<@Alberth>(value & 0xF0) >> 4
15:49<andythenorth>?
15:49<andythenorth>shift 4?
15:50<@Alberth>or (value >> 4) & 0xF
15:50<@Alberth>if you want values 0..15, yes
15:50<andythenorth>not sure
15:50<@Alberth>or you get 0, 16, 32, ... 15*16
15:50<andythenorth>I need first word
15:51<@Alberth>oh, it's a 32 bit value?
15:52<andythenorth>think so
15:52<@Alberth>ah, right value >> 16 then
15:53<@Alberth>ie shift 16 bits to the right
15:53<andythenorth>with what mask
15:53<andythenorth>?
15:53<@Alberth>0xFFFF
15:53<@Alberth>you really need to read about binary and hexadecimal numbers :p
15:54<andythenorth>I did once
15:54<andythenorth>then we invented nml
15:54<andythenorth>so I usefully forgot 90% of what I learnt
15:54<andythenorth>I don't miss it :P
15:54<@Alberth>:)
15:54*Supercheese never learned it in the first place ;)
15:56*andythenorth has failed at making this work
15:56<andythenorth>try again
15:58<andythenorth>afaict, this should be right http://paste.openttdcoop.org/show/2748/
15:58<andythenorth>but it fails in two interesting ways :P
16:01<@Alberth>what the heck is the use of 0x45
16:01<andythenorth>?
16:01<andythenorth>0x47 ?
16:02<andythenorth>ah
16:02<andythenorth>that might be the issue
16:02<@Alberth>Curvature info (45) <-- no, that parameter in the specs
16:02<andythenorth>oh that's for CETS and such :)
16:03<@Alberth>but I agree your 0x47 is not clear to me either, but I don't know what it means at all
16:03<andythenorth>it's var 47 here http://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Vehicle_cargo_info_.2847.29
16:03<andythenorth>but I'm not sure if I have to add something to it to make it a 60+ var
16:03<andythenorth>or some such
16:04*andythenorth pokes frosch123
16:04<Supercheese>I know how to get cargo subtype, but not cargo class/type
16:04<Supercheese>and I only know that because Eddi helped me with it :P
16:06<andythenorth>ah
16:06<andythenorth>I am being a dumbass
16:06<andythenorth>I want type, not class :P
16:06<andythenorth>eddi has identical code in CETS :P
16:07<frosch123>hmm?
16:08<andythenorth>frosch123: sorry, was being an idiot :)
16:08<andythenorth>50% of my code failure just dissappeared
16:08<frosch123>did you delete half of it?
16:08<andythenorth>harsh
16:08<andythenorth>but probably fair
16:08<frosch123>sorry :)
16:09<andythenorth>yay, it all works now
16:10<andythenorth>the other 50% was ESillyOops
16:13<andythenorth>yay
16:13<andythenorth>works :)
16:13*andythenorth is happy
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16:29<andythenorth>wish I could inspect consists in-game
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17:37<andythenorth>hmm
17:38<andythenorth>articulated part IDs have to be less than 16000 or so ?
17:38<andythenorth>and articulated building fails silently?
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17:44<Elukka>what sort of insanity are you working on if articulated buildings are involved
17:44<Eddi|zuHause>yes and yes
17:44<andythenorth>Eddi|zuHause: do you happen to know the actual limit? Can't find it in docs
17:45<Eddi|zuHause>andythenorth: callback result is 15 bits, the highest bit is reserved for "reverse the vehicle", so you have 14 bits, i.e. 2^14-1
17:45<Eddi|zuHause>@calc 2**14-1
17:45<@DorpsGek>Eddi|zuHause: 16383
17:45*andythenorth was obiwan
17:45<andythenorth>counted 13 bits :P
17:46<andythenorth>thanks
17:46<andythenorth>meh, now I have to redesign this set again :)
17:46<andythenorth>oh well
17:46<Eddi|zuHause>@base 16 10 4000
17:46<@DorpsGek>Eddi|zuHause: 16384
17:46<Eddi|zuHause>so must be less than 0x4000
17:54*andythenorth adds an ID guard on compile
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18:32<Chrill>quick question. I was playing a MP game with a friend, we wanted to merge our two companies so I saved the game, went into SP and could only buy 75%. Is this limited due to the game originally being multiplayer, or is there some other limit to buying 100% of a company?
18:33<Tulitomaatti>sounds like a configurations option to me.
18:33<Chrill>I tried to find an option regarding 100%/buyout or the like, failed to do so
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18:36<Tulitomaatti>http://wiki.openttd.org/Allow_shares ... though it doesn't go in to much detail.
18:37<Tulitomaatti>and i'm not sure if you can make it ai controlled
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18:45<Eddi|zuHause>the usual solution is to let one company go bankrupt
18:46<Chrill>indeed, we might just have to do so
18:46<Eddi|zuHause>like, stop all trains, give all money away, and wait 9 months
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---Logclosed Sun Oct 27 00:00:22 2013