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#openttd IRC Logs for 2014-01-19

---Logopened Sun Jan 19 00:00:35 2014
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04:19<andythenorth>oh hello Alberth :)
04:20<@Alberth>hi hi andy
04:20<@Alberth>trying to outsmart Python? :)
04:20<V453000>got ships on rails yet?
04:21<@Alberth>a nice shipyard will do :)
04:21<andythenorth>Alberth: PIL issues :P
04:21<andythenorth>I wonder at the wisdom of making pixa a module
04:21<andythenorth>rather than just having it be classes in the project
04:22<andythenorth>the version of PIL that my project is calling loads images correctly
04:22<andythenorth>but calls to pixa that wrap the same code fail with IO errors
04:22<andythenorth>probably due to PIL
04:22<andythenorth>I hate this stuff :)
04:24<andythenorth>yeah, if I just move pixa from myvirtualenv/bin into my project src dir, everything works
04:24<andythenorth>this is lame
04:24<andythenorth>I wonder how much to bother doing it the right way
04:25<andythenorth>the maintainability is broken if I move pixa into each project's repo
04:26<andythenorth>but the deployability is significantly increased :P
04:26<@DorpsGek>Commit by fonsinchen :: r26265 trunk/src/smallmap_gui.cpp (2014-01-19 09:26:17 UTC)
04:26<@DorpsGek>-Fix: Don't rebuild the link graph overlay cache twice in a row
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04:27<@DorpsGek>Commit by fonsinchen :: r26266 /trunk/src (3 files in 2 dirs) (2014-01-19 09:26:56 UTC)
04:27<@DorpsGek>-Fix [FS#5860]: Update smallmap overlay if player joins different company and make sure company masks are valid
04:27<andythenorth>I assume having sub-repos is a frighteningly bad idea?
04:27<@DorpsGek>Commit by fonsinchen :: r26267 /trunk/src (order_base.h order_cmd.cpp) (2014-01-19 09:27:44 UTC)
04:27<@DorpsGek>-Fix [FS#5865]: Really fix the infinite recursion problem and always consider all branches of conditional orders as possible next stopping stations.
04:28<@Alberth>it's considered to be a "last resort" afaik
04:28<@Alberth>but there are a few sub-repos @ devzone
04:29<andythenorth>pixa is a single .py file of classes and, and an init
04:29<andythenorth>the maintenance is copy-paste :P
04:29<andythenorth>wonder if I could symlink it ;P
04:31<@Alberth>makes it difficult for others to work in your repo
04:32<@Alberth>you could build a test to check whether a project has the latest version of pixa :)
04:32<andythenorth>the plot thickens
04:32<andythenorth>import Image <- imports ok, but the image loading fails
04:32<andythenorth>from PIL import Image <- everything works
04:32<andythenorth>so I have multiple installs of PIL somewhere
04:32<andythenorth>some are probably evil
04:32<andythenorth>some are Pillow
04:32<@Alberth>the latter is the recommended way of doing things, at least for Pillow
04:32<andythenorth>what a mess
04:44<Xaroth|Work>if you use "import Image" you're probably running a strange version of PIL
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04:45<andythenorth>my system is probably full of legacy PIL versions
04:45<andythenorth>and virtualenv is not as isolated as I thought :P
04:46<andythenorth>I wonder how long before most python devs are working in VMs :P
04:46<andythenorth>seems to be the only sane solution
04:46<Xaroth|Work>virtualenv works fine
04:46<Xaroth|Work>there are just a few modules around that 'hack' their way around virtualenv
04:46<Xaroth|Work>because they want to be smart or something
04:46<andythenorth>nml breaks out of my virtualenv
04:46<Xaroth|Work>PIL is one of them.. but Pillow works pretty good with it
04:47<andythenorth>actually maybe nml is calling a version of PIL that breaks out of the virtualenv
04:47<andythenorth>it got really boring when I tried to diagnose it ;P
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05:05<@planetmaker>andythenorth, if pixa is not updated properly for building the NewGRFs on the CF, please do tell. It *should* update upon push
05:05<andythenorth>I think it's fine on the CF :)
05:05<andythenorth>I hope
05:05<andythenorth>the CF doesn't have 5 different installs of PIL :P
05:05<@planetmaker>as to PIL/pillow. CF uses pillow afaik
05:06<@planetmaker>heck I even have a page which does tell :D
05:07<@planetmaker>python-imaging on debian is pillow iirc
05:09<Xaroth|Work>PIL is deprecated anyhow
05:09<Xaroth|Work>so people should stop using it :P
05:09<@planetmaker>hm, no. On wheezy it is still PIL
05:09<@planetmaker>testing and sid replace it by pillow only
05:09<@planetmaker>and yes, people should use pillow
05:14<andythenorth>afaik I have pillow
05:14<andythenorth>I cleaned everything up a few weeks ago when I got a new laptop
05:14<andythenorth>but somewhere something is still calling PIL in some system python
05:15<andythenorth>which would take most of the morning to fix :(
05:15<andythenorth>so I'm cheating for now
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05:15<andythenorth>skyem123: IH still fork-bombing your box? o_O
05:16<skyem123>Haven't tryed it yet.
05:17<skyem123>I managed to make it spit out the NML last night.
05:19<skyem123>To answer your question: with some modifications i got the python code to output the nml
05:20<skyem123>aka: no, it isn't fork-bombing.
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05:30<andythenorth>skyem123: did you turn the MP code back on?
05:32<andythenorth>definitely won't fork bomb then :)
05:34<skyem123>enabled the MP code.
05:35<skyem123>now we can only wait...
05:36<skyem123>well, it looos
05:39<andythenorth>how quaint
05:39<andythenorth>maybe someone better then me can fix it
05:40<skyem123>Somehow, somthing makes it go back to the start of the whole program.
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05:44<@planetmaker>yay, with proper transparent sprites, the animate water works again :D
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06:42<andythenorth>skyem123: somebody who is better at python than me can probably spot what guarding needs to be added for Windows
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07:45<frosch123>pasky comments are the best
07:46<@planetmaker>hm where?
07:47<frosch123>every now and then you find one :)
07:47<@planetmaker>you mean source? :)
07:48<frosch123>yeah, every few years you encounter some comment like "this could be improved --pasky", and you know that noone looked at that function for years :)
07:49<frosch123>V453000: so we are back to zero?
07:50<V453000>I suppose, I have no idea where could the desync be from but it looks like not newgrf related
07:50<V453000>OR they are two
07:50<V453000>but I tried having many of the suspicious trains on the server, no desync happened
07:52<V453000>will try again with a larger scale network, but hard to say
07:55<@planetmaker>nuts repo still is not updated :(
07:56<frosch123>well, now V claims it also desyncs without nuts :)
07:56<V453000>I know pm, my timetable is way too busy to be able to spend a day setting it up again
07:57<V453000>it definitely desynced tonight without nuts ... if nuts could be additional cause in some obscure conditions, possibly? :d
07:59<@planetmaker>that setup would take 10 minutes. Alas.
07:59<V453000>didnt look that way last time I tried
08:01<fonsinchen>What kind of setup is that?
08:01<V453000>some ssh thing to push with
08:02<@planetmaker>fonsinchen, just telling tortoiseHG to use a ssh key
08:03<V453000>I was fiddling with some putty?
08:03<fonsinchen>So, supposedly we need V453000's version of NUTS to reproduce the desync ...
08:03<@planetmaker>which incidentially doesn't necessarily exist anymore due to ceasing to use VCS at all
08:04<fonsinchen>If he's not able to upload it to the repository, couldn't he just PM the file to someone who's willing to reproduce it?
08:04<V453000>I could do that yes
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08:05<fonsinchen>Well, if you send it to me. I'll try to do something about it next weekend. I like elaborate descriptions on how to actually reproduce the desync.
08:06<V453000>sure, can try ... thing is I ceased to have any clue about where the desync could come from
08:07<V453000>I was suspicious that trains which change power based on cargo_loaded or what is the variable .... but after trying to buy dozens of those trains visiting stations all the tima nd loading/unloading, no desync happened
08:08<fonsinchen>Do you have any kind of documentation of what you did last time the desync did happen?
08:09<V453000>I did not see it personally, some person is saying that he reversed a train at PBS block, but was unable to reproduce it
08:09<V453000>another says upon building a bridge, if there was a PBS is unknown
08:09<@planetmaker>desync doesn't happen upon an action necessarily.
08:11<fonsinchen>Do we have saves of the games that triggered the desyncs?
08:11<andythenorth>hrm, this pixa thing is overkill for just replacing colours in a sprite :D
08:11<@planetmaker>there's autosaves on servers
08:11<fonsinchen>And can we nail down between which two autosaves the desync happened?
08:12<Taede>yes, we keep timestamped logs
08:14<fonsinchen>Then it should be possible to at least roughly quantify what kind of actions happened before the desync.
08:14<fonsinchen>Of course if there were 10 people building at the same time that's hopeless.
08:15<fonsinchen>But if the desync happened multiple times maybe there is a pattern somewhere.
08:15<@planetmaker>it's relatively easy to turn on desync debugging
08:16<fonsinchen>From V453000 comment I read that it's hard to reproduce the desync on purpose, though.
08:16<Taede>yes, but usually that happens after all the desyncs have happened
08:17<fonsinchen>So maybe it's a good idea to look at the data we already have and try to narrow it down.
08:17<@planetmaker>fonsinchen, well, yes...
08:18<Taede> <-- last 8mins before desync
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08:22<@planetmaker>V453000, steps 1-4:
08:23<@planetmaker>and 6 and 7
08:23<fonsinchen>That's not much.
08:23<Taede> <-- ~10mins pre-desync
08:24<fonsinchen>I'll take a look at it. Right now I have to leave, though.
08:24<Taede>95.sav is 3 mins post-desync
08:25<fonsinchen>Who experienced the desync?
08:25<Taede>the bunched up quits at the bottom of the log
08:26<Taede>Anson mentions there was at least one player left in the game, but i cannot confirm that
08:26<@planetmaker>Taede, can the quit reason be added to the logs?
08:27<Taede>yes, kinda wondering why i didn't do that in the first place
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08:27<@planetmaker>it's not a command
08:28<Taede>no, but it makes sense
08:28<Taede>easier to just do find desync
08:28<Taede>instead of scrolling and looking
08:28<V453000>pm: thanks, will attempt now
08:28<@planetmaker>or other strange things. Like 'strange packet received' :)
08:28<@planetmaker>(yes, that does exist)
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08:29<Taede>or 'wrong companyID in commandpacket'
08:29<Taede>soap can cause those in exceptional circumstances
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08:30<@planetmaker>soap can *cause* them?
08:30<Taede>moving players named player* to spectator when they start a company
08:30<@planetmaker>ah, yeah. But that's not soap's fault
08:30<@planetmaker>you can do that with rcon regardless
08:30<Taede>starting a company takes (at least) 2 command packets im guessing, starting a company, and then setting default values
08:31<Taede>and sometimes the rcon move to spectators gets processed before the 2nd command packet
08:31<frosch123>gah, wagon overrides
08:31<frosch123>BURN TTDPATCH BURN!
08:32<@planetmaker>true love :D
08:33<frosch123>anyone uses wagon overrides with the can-wagon-be-attached callback?
08:33<frosch123>anyone uses wagon overrides with articulated wagons?
08:34<frosch123>should we just define the ottd behaviour as the correct one? and claim that no ttdp guy ever spend any thought on what is the correct behaviour?
08:34<@planetmaker>hm, sorry, can you explain a bit more? what kind of override and what's the problem exactly?
08:35<@planetmaker>oh, you mean the grfid override thing which we had a few years back even for 3 vehicles in base sets?
08:35<frosch123>no, livery override
08:35<frosch123>the deprecated thing :p
08:37<@planetmaker>and what's your suggested change?
08:38<frosch123>for articulated part of train wagons (not engines) there is the difference that ottd uses the engine for the livery override, while ttdp uses the first articulated part
08:38<@planetmaker>also NML offers livery overrides, so it likely will be used
08:39<@planetmaker>you likely want the engine, yes
08:39<frosch123>but given that all trainsets which use articulated parts for wagons are likely designed for ottd, i would rather expect to break stuff when changing ottd behaviour to ttdp
08:40<frosch123>the more weird case is callback 1d (can wagon be attached)
08:41<frosch123>it uses the action3 of the engine, while all the variables refer to the wagon
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08:42<frosch123>ottd and ttdp agree that the action3 should use the cargo type of the wagon
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08:43<frosch123>ottd never applies wagon overrides though, while in ttdp i am not sure yet whether it applies them always, never or randomly :p
08:44<Aristide>frosch123: o/
08:44<Aristide>planetmaker: \o
08:45<frosch123>ok, i guess i can classify this as ttdp bug
08:45<frosch123>no normal grf would trigger the case where ttdp would apply wagon overrides
08:45<V453000>pm: what should this thing look like? I suppose the step 6 is rather specific for the bitbucket there
08:47<@planetmaker>no idea why there's line NUTS=...
08:47<V453000>ask me not :D
08:48<V453000>I guess I need to send you some key now?
08:48<Eddi|zuHause>i would use the "normal" checkout path and the ssh path only for push
08:48<@planetmaker>you can also paste on irc
08:49<Eddi|zuHause>otherwise you need to enter pasword for every pull
08:50<V453000>the key fingerprint?
08:50<@planetmaker>one can use path=
08:50<V453000>it sez public key for pasting...
08:50<V453000>ssh-rsa AAAAB3NzaC1yc2EAAAABJQAAAIEAsoEAblsEQzzTM7rT9SeLQkB6FUgieK5YVEeWEWwW+xpUqR6xuvi4DDLahKmQoEqFN9QCVAm4mt8sA0uU6r810hNe3Z91pTRHBTIWzIcWoPUD0AKSrAuti8FM3f9lHQnFK8WC9KGVw1HV+rrTwQS2BDBfXhIuSCt6i6vmAHSl+38= rsa-key-20140119 ? :D
08:50<@planetmaker>V453000, the thing shown in the image 5.7
08:51<@planetmaker>yes, that
08:51<V453000>yeah the long thing, that is where it is from
08:51<@planetmaker>key installed
08:52<V453000>it sez pushing :D
08:52<@planetmaker>7 minutes :P
08:52<V453000>bundling 24/52 files? :D
08:53<@planetmaker>let's hope it actually pushes successful :P
08:55<@planetmaker>right. you added some file which usually shouldn't be added. I'll disabled the hook temporarily. Try again
08:55<@planetmaker>probably some temporary file, the grf itself or so
08:55<@planetmaker>there's sanity checks ;)
08:56<V453000>thought that is in some hgignore buuuut trying again
08:57<V453000>beer time =D
08:58<@Alberth>hgignore doesn't prevent you from adding a file, it just suppresses printing it as "untracked"
08:59<@planetmaker>strange enough I don't see a bad file
08:59<V453000>me neither
08:59<@planetmaker>ah, there it is
09:00<@planetmaker>added 5 months ago :P
09:00<V453000>WTF are the orig files anyway :D
09:00<V453000>guess I should delete those?
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09:00<@planetmaker>editor backup files
09:00<@planetmaker>or so
09:00<@Alberth>or patch merge backup files
09:01<V453000>I have some PSD files which are both source-helpful, or just for wiki ... should I push those too?
09:01<V453000>(at least two I see have 80MB each)
09:01<V453000>170mb one :d
09:01<@planetmaker>big :)
09:02<V453000>wagon stuff with many layers :d
09:02<@planetmaker>if you use them to create stuff, add them
09:02<V453000>ok, will later
09:02<V453000>now I am happy it works (: thanks for your help
09:02<@planetmaker>if it's more general, wiki might be more appropriate. dunno :)
09:03<V453000>two are general (the engine table graphic), and then there are some psd files to create the shipz
09:03<V453000>it will take time to upload so I will do that later :)
09:06<V453000>well, there is your source fonsinchen :P
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09:07<@planetmaker>-rw-r--r-- 1 pm pm 83M Jan 19 15:05 terrain_32bpp.xcf
09:07<@planetmaker>^ ;)
09:07<@Alberth>bitmaps in xml format? :D
09:10<Kjetil>but but.. WHY?
09:11<@planetmaker>bitmap in xml? where?
09:12<V453000>xcf is gimp file?
09:16<frosch123>"xtra cool format" or so
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09:17<frosch123>hmm, actually, the real meaning is way better than my lame joke
09:17<frosch123>"eXperimental Computing Facility" <- wtf
09:17<@planetmaker>yeah :)
09:17<@planetmaker>probably someone toyed and no-one could bother to make a proper name
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09:25<@planetmaker>zbase houses fit well...
09:27<frosch123>haha, neve noticed those busses
09:27<frosch123>they almost have more windows on the back than at the sides
09:27<V453000>they mainly take the whole road :d
09:28<@planetmaker>yes, one window less wide would do, too.
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11:28<andythenorth>ho ho
11:28<andythenorth>it's kind of working
11:30<@Alberth>kind of \o/ :)
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11:36<andythenorth>I feel bad that I have ignored most of pixa
11:36<andythenorth>and written my own 4 line function :P
11:40<FLHerne>Does NML have constants for fence sprites, or do I have to look them up somewhere?
11:41<Eddi|zuHause>i'd look at opengfx
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11:45<FLHerne>The browsing script seems to be borked. 504s.
11:45<@planetmaker>browsing script?
11:46<@planetmaker>fence sprite numbers should be found in ogfx+landscape company land
11:47<FLHerne>planetmaker: "Script for browsing sprites:"? Unless I'm misinterpreting what it's supposed to be for?
11:47<@planetmaker>oh... haven't seen that URL in a long time
11:48*FLHerne looks at OGFX+ instead
11:48<FLHerne>planetmaker: Well, it's on the OGFX project page
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11:50<FLHerne>Thanks for the tip, the fence-handling stuff there is almost exactly what I needed :-)
11:52<@planetmaker>I actually wonder which server mz redirected to :D
11:56<FLHerne>The dev one 404s for me, the mz one 504s :P
11:56<@planetmaker>yes. I actually meant to try that URL instead of pasting it here :D
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12:19<andythenorth>I have some code that makes a cheatsheet from a sprite sheet
12:19<andythenorth>it magnifies each pixel, and writes the colour index number on it
12:19<andythenorth>the magnification is 30x...
12:20<andythenorth>I just accidentally made a 1GB png :P
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12:22<Pikka>accidents will happen!
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12:30<nicferirc>I can't run openttd 1.4.0b2 under xubuntu 13.10, I get an error about missing even if I have installed the package
12:45<Pikka>oh hey
12:46<Pikka>32bpp sprites should be rendered on a transparent background. Why am I only just now realising this? :D
12:47<Pikka>did you post on the forums, nicferirc? you'll get a larger audience there.
12:48<peter1138>lies, pikka doesn't make 32bpp sprites
12:48<Pikka>is it that I don't, peter1138?
12:49<@planetmaker>hihi, Pikka :) Did you have nice white or blue slabs on the screen?
12:49<@planetmaker>(been there, seen that)
12:50<Pikka>I'm glad to say it occurred to me before I got that far. :P
12:50<@planetmaker>well. changing white to transparent is one click and one ctrl+x
12:50<Andreas>Pikka, is that the beginning of a new set of intended as part of some other set?
12:51<Pikka>only if all the transparent areas are contiguous, planetmaker
12:51<Andreas>looks nice byt the way :)
12:52<Pikka>new set(s), Andreas. and thanks.
12:52<@planetmaker>Pikka, no. colour select white and then cut
12:52<Pikka>but what if there are white pixels on the vehicle? :D
12:53<@planetmaker>they should not be there anyway
12:53<@planetmaker>should be slightly not white
12:53<@planetmaker>transparent looks funky though :D
12:53<Andreas>how do they look on normal zoom levels Pikka? (some 32bpp grfs look great zoomed in, but not so great on normal zoom)
12:54<Pikka>not too bad. at least, not too bad when I render them at normal zoom sizes...
12:56<Andreas>just have to wait and see I guess :)
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13:01<__ln__>anyone working on Oculus VR support for openttd yet?
13:02<FLHerne>__ln__: Trying to look at a dimetric projection in 3D would hurt your head :P
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13:04<Pikka>it wouldn't, it would just be not 3d. :P
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13:11<FLHerne>With OTTD's restricted camera angles, yes
13:12<@planetmaker>especially as my screen still is flat
13:12<FLHerne>But if you had 3D models, you could have projections from slightly different angles for each eye?
13:13<Eddi|zuHause>i'm sure google can create 3D models from flat images
13:14<frosch123>yup, chuck norris is working there
13:15<@planetmaker>well, it's not magic. It can be done to some degree
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13:45<@DorpsGek>Commit by translators :: r26268 /trunk/src/lang (danish.txt unfinished/persian.txt) (2014-01-19 18:45:16 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>danish - 50 changes by Elyon
13:45<@DorpsGek>persian - 1 changes by rey
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14:43<andythenorth>is this formatting ugly?
14:44<andythenorth>I don't like that it's not obvious what is a param, and what is a dict pair
14:44<andythenorth>I could compose the dict before the object creation call, but I have been trying to teach myself to declare less stuff, and do more inline
14:47<@Alberth>I make a temp variable for such cases
14:47<andythenorth>temp = {blah: blah, blah: blah}
14:48<@Alberth>foo = bar(temp)
14:49<@Alberth>also gives you more room at line, so less wrpping
14:55<andythenorth>Alberth: better or worse? :D
14:56<@Alberth>something like that
14:56<@Alberth>I like it
14:57<@Alberth>the graphics_template may be a bit overkill
14:59<andythenorth>1 abstraction too far?
15:00<@Alberth>it's a matter of personal taste
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15:01<@Alberth>also it depends on how often you expect to change the string
15:01<andythenorth>that's what find and replace is for :)
15:02<andythenorth>I've removed that
15:02<@Alberth>I usually try to rely on having one source :p
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15:10<andythenorth>DanMacK: look, a pikka!
15:10<andythenorth>over there, on the stair
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15:14<@Alberth>hi hi
15:14<Wolf01>hi :)
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16:07<andythenorth>is it acceptable to dump constants into for a module?
16:07<andythenorth>it's not worth fucking around with a imgo
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16:25<@planetmaker>good night
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16:48<Eddi|zuHause>andythenorth: might get you into trouble if you use these constants within the sub-modules
16:48<andythenorth>I wondered
16:48<andythenorth>what can go wrong?
16:48<andythenorth>besides naming colissions?
16:48<Eddi|zuHause>andythenorth: circular includes
16:48<andythenorth>collision is a hard word to spell :P
16:49<andythenorth>Eddi|zuHause: presumably I'll notice if that happens? o_O
16:50<andythenorth>hmm so this would be the case where I have a constant in for graphics_processor module
16:50<andythenorth>so I use it as graphics_processor.CC1
16:51<Eddi|zuHause>andythenorth: well python happily supresses circular includes without warnings, so only items before the include will be processed until after both modules are initialised
16:51<andythenorth>which means I have to import graphics_processor
16:51<andythenorth>so if I import graphics_processor to a submodule of graphics_processor, bad happens?
16:52<andythenorth>should I just make a constants file? It's a well established pattern...
16:52<Eddi|zuHause>if __init__ imports a module, and that module imports __init__, that module cannot see any constants that are after the __init__'s import
16:53<andythenorth>makes sense
16:54<Eddi|zuHause>basically import checks the three states: "already initialized"->use that, "currently initializing"->do not recurse, "not initialized"->start initalization now
16:55<Eddi|zuHause>a "constants" file sounds like a way better approach
16:55<Eddi|zuHause>circular includes are an anti-pattern
16:55<Eddi|zuHause>means your modules are not isolated enough
16:55<Eddi|zuHause>so either merge them or refactor them
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16:57<andythenorth>moved to constants file
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17:05<andythenorth>Eddi|zuHause: if you wanted a fun challenge, you could figure out why my multiprocessing code forkbombs on windows :)
17:06<andythenorth>I know I'm doing it wrong, it's a known issue for python MP
17:06<andythenorth>but I don't understand how to implement the standard fix
17:07<andythenorth>but also bed time :)
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17:17<Eddi|zuHause>... that's why i use make's multiprocessing instead of python's...
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17:53<Aristide> Lololol
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19:18<Pikka>why does grfcodec require your nfo to be in a directory called "sprites"?
19:20<Pikka>hmm, that works.
19:22<Sacro>zomg Pikka \o/
19:22<Pikka>hallo Sacro
19:22<Sacro>How are you?
19:22<Pikka>not too bad!
19:23<Pikka>I may have just encoded my first 32bpp newgrf!
19:23<Pikka>I have to see if it works. :)
19:24<Sacro>prettier UKRS
19:24<Eddi|zuHause>Pikka: you can specify a path
19:24<Pikka>yes, I worked it out eddi :)
19:24<Eddi|zuHause>"sprites" is the default path
19:25<Pikka>you have to -e blah foo, not -e foo/blah
19:25<Eddi|zuHause>yes, it was coded by a complete moron :p
19:26<Pikka>hmm, this newgrf is suspiciously small, I think it did not work :)
19:32<Pikka>grfcodec is not loading the 32bpp sprites
19:32<Pikka>why is it so?
19:33<Pikka> 13 ../sprites/8bpp.png 8bpp 0 0 16 16 0 0 normal
19:33<Pikka> | ../sprites/trains/amf_chief/1_darkblue/3200005.png 32bpp 0 0 320 320 -160 160 zi4
19:35<Eddi|zuHause>some magic switch that you want to build a container v2?
19:35<Pikka>oh, that magic switch
19:35<Pikka>there are so many
19:36<Aristide>Pikka: o/
19:36<Aristide>Eddi|zuHause: \o
19:36<Aristide>Hi ! :)
19:36<Pikka>egads, a train.
19:37<Pikka>metric hp in the display, whose idea was this?
19:38<Pikka>all it does is make the nice round numbers not nice and round.
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19:39<Eddi|zuHause>i'm fairly convinced it's MB's fault :)
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20:35<Aristide> :')
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21:31<Supercheese> Opengfx Mars looks awesome
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---Logclosed Mon Jan 20 00:00:36 2014