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#openttd IRC Logs for 2014-04-10

---Logopened Thu Apr 10 00:00:14 2014
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01:56<TheBix>hey guys
01:56<TheBix>im working on a patch
01:57<TheBix>how do I go about finding the train in front of the current one's path?
01:57<@peter1138>Walk the track.
01:58<TheBix>How exactly? I know of the follower class but does it follow the current trains path?
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02:05<@peter1138>Hmm, do you already know which train is in front?
02:06<TheBix>no that's what i need to find out
02:06<@peter1138>Good luck.
02:06<TheBix>I'm re writing the ATC patch if you know of it
02:06<TheBix>however there are some problems with it
02:06<TheBix>so i'm going to try and fix it up
02:07<TheBix>I guess I need to walk the current path of a train until I find another train in the way
02:07<TheBix>but IDK how to do that
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02:12<@peter1138>Follow the reserved path.
02:12<TheBix>would you know the appropriate classes for that?
02:12<@peter1138>openttd isn't really c++ like that
02:13<TheBix>how do you mean?
02:14<@peter1138>a lot of core stuff isn't in classes
02:14<TheBix>okay, I meant classes or functions and stuff
02:14<TheBix>either way
02:14<@peter1138>anyway, beyond path reservation, which is only up to the next signal, trains don't store a path
02:14<TheBix>how does the pathfinder work?
02:15<TheBix>does it run every time a train reaches an intersectiont then?
02:15<TheBix>okay that helps me.
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02:17<TheBix>one thing I'm having trouble getting my head around is the trackdir objects
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02:19<TheBix>theresw a member called "m_new_td_bits"
02:19<TheBix>which is of type "TrackdirBits" which is an enum
02:19<TheBix>how can an enum contain all the possible track dirs?
02:19<@peter1138>It's bit flag enum.
02:20<@peter1138>ChooseTrainTrack() is the place to start with
02:21<@peter1138>CFollowTrackT is deeper into a pathfinder.
02:21<Eddi|zuHause>TrackdirBits ::= bitmask(Trackdir)
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02:24<Eshays>sorry guys my net dropped out. last thing I saw was : <Eddi|zuHause> TrackdirBits ::= bitmask(Trackdir)
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02:26<Eddi|zuHause>nothing was said after that
02:26<_TheBix>okay thanks
02:26<_TheBix>so I can repeatedly call choosetraintrack to iterate over the path of a train?
02:28<Eddi|zuHause>until you hit a junction
02:28<_TheBix>what if I want to follow the path past a junction?
02:29<Eddi|zuHause>once upon a time there was the idea of "weak" reservations
02:29<_TheBix>might be a waste of computation time
02:29<_TheBix>if I do that tho
02:30<Eddi|zuHause>certainly less computation time than calling the pathfinder
02:30<@peter1138>Actually it's probably cheaper than continually calling a pathfinder.
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02:31<Eddi|zuHause>_TheBix: but concerning speed control signals, not considering junctions is probably good enough
02:33<_TheBix>one issue is if theres an exit track between the current train and the limiting train
02:33<_TheBix>then the limit won't apply
02:37<Eddi|zuHause>_TheBix: but that may be easier than trying to determine which of the exits the train wants to take
02:37<Eddi|zuHause>_TheBix: it'll also fail on double bridges and stuff anyway
02:53<dihedral>good morning
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03:38<andythenorth>Pikka: maglelelelevs?
03:38<andythenorth>good or BAD?
03:38<V453000>wetrail ftw
03:38<andythenorth>what about AnnoyingMaglev?
03:39<andythenorth>only 150mph, and low-power
03:39<andythenorth>can’t climb hills
03:39<V453000>Pikka: which render template did you use for 3ds max?
03:39<V453000>or created your own?
03:40<V453000>right :)
03:40<V453000>... for industries I give sprites of each tile or can there be larger sprites too?
03:40<V453000>like whole 4x4 sprite?
03:40<Pikka>each tile
03:41<Pikka>andy: maglev is either fasterbetterstronger trains, in which case it's boring
03:41<V453000>right so I just model something and then slice it
03:41<Pikka>or it's just passengers, in which case it's "realistic" and boring
03:41<V453000>Pikka: make them carry tiny amount of capacity as the price for speed
03:42<V453000>e.g. nuts rail has 160-250kmh trains with 35 cargo capacity, while maglev can do 400-500kmh but only 22 cargo capacity per 8/8
03:42<V453000>which keeps quite solid balance between them
03:42<andythenorth>Pikka: so I can ignore them?
03:42<andythenorth>I’m not going to use them
03:43<Pikka>why waste time making something you're not going to use?
03:43<Eddi|zuHause>what happened to coherent sentences?
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03:44<@peter1138>Someone™ should do a 32bpp extra zoom version of ukrs2...
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03:44<Pikka>but without all the bad features
03:44<@peter1138>Yeah, so it'll be exactly the same.
03:44<Pikka>I nominate peter1138 as "Someone™"
03:45<V453000>I nominate him too
03:45<V453000>we democratically win
03:45<andythenorth>there is a problem
03:46<andythenorth>I vote for 32bpp NARS 2
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03:47<V453000>then he does both
03:50<Pikka><Pikka> why waste time making something you're not going to use?
03:51<@peter1138>Make it, then sell it.
03:52<andythenorth>wasn’t most of the game made by people who never play? o_O
03:53<V453000>there should be at least _somebody_ who uses it andy :D
03:59<V453000>but yeah, if you have no easy way to autoreplace to maglev, might as well leave it out of the set
04:00<andythenorth>Pikka: trackset grf is big job?
04:00<Pikka>not necce
04:00<V453000>just tedious, but small job :)
04:01<V453000>making them aligned nicely can be a pain
04:01<V453000>in curves etc
04:01<andythenorth>I hate that stuff :)
04:02<V453000>I hated it quite a bit too when I did it for the first time, second time I had the template so it was rather quick
04:02<andythenorth>is there a service where I pay for this?
04:03<V453000>well you can pay my company for some meaningless vizualization and I can do grfs for you in that time? :D
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04:04<andythenorth>I need horse tracks
04:04<andythenorth>also railtypes should be in train grf
04:05<V453000>horses on wetrail not optimal?
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04:09<V453000>you kno
04:09<andythenorth>maybe I can steal what I need from other sets
04:12<andythenorth>maybe I can decompile, copy-paste, recompile
04:13<Pikka>steam maglevs with animated rivets please, andy
04:13<andythenorth>what happens to default railtypes if I make a railtype grf?
04:13<andythenorth>I just want to add metro and NG, not break anything
04:13<Pikka>I don't think you can get rid of the default railtypes
04:14<@planetmaker>default railtypes will just stay, if you use another label
04:14<andythenorth>UKRS tracks 3rd rail would do for metro?
04:14<andythenorth>and is there a good NG set? I didn’t find any without bugs
04:15<@peter1138>Finescale ftw
04:16<andythenorth>not doing finescale :)
04:16<andythenorth>need to fit in Cape gauge and also smaller NG
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04:58<Pikka><andythenorth> ENotEnoughPixels <- obvious fix for that
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04:59<Pikka>andythenorth, if you don't have enough pixels you'll have to go EZ
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05:06<@peter1138>AND THEN
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07:03<Pokka>'sit all aboot
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07:04<V453000>I think andythenorth and Pikka are on drugs
07:04<V453000>probably horse stuff
07:15<@peter1138>Hmm, trees...
07:15<@peter1138>Do they just... spread too far?
07:17<V453000>bad feature
07:23<@peter1138>All trees?
07:29<lugo>too far, too fast
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07:33<LordAro>clearly, trees should be removed
07:33<lugo>actually there should be less trees in 1990 than in 1920
07:33<supermop>grass is a bad feature
07:33<supermop>should be removed
07:34<supermop>shouldn't be grass everywhere in 1990
07:36<mg_>there's grass and woods outside cities. no grass in the city, which seams like irl. it was the same in 1900 and will probably be many years to come
07:37<lugo>maybe 1800 to 1920 than
07:37<@peter1138>Hmm, graphical glitches with locks :S
07:37<LordAro>peter1138, you got a patch for that?
07:37<lugo>and very slow growth from 1920 onwards
07:38<@peter1138>LordAro, i've got a patch that makes ships stop in the middle and then move up/down.
07:38<LordAro>that sounds awesome
07:38<@peter1138>But the ships glitch through the landscape in front :(
07:39<LordAro>silly legacy draw order
07:39<@peter1138>And making all landscape Z-sorted is possible but a crazy idea.
07:39<LordAro>why is it crazy?
07:39<@peter1138>Mind you, this ship has crazy x/y offsets anyway.
07:40<@peter1138>Might just be that.
07:40<@peter1138>Yeah, the bounding box is way ahead of the ship... d'oh
07:42<@peter1138> :S
07:44<V453000>that looks quite awful even without the bounding box
07:44<@peter1138>Yes, I'm waiting for pikka's 32bpp ez base set.
07:45<V453000>even opengfx looks better than that
07:51<LordAro>is that zbase?
07:53<LordAro>in an attempt to defend zephyris, i shall point out that he made a whole base set in a couple of months (again), and that he's been very busy recently
07:53*peter1138 checks... default ships fit pretty much within the bounding box, even height-wise.
07:54<@peter1138>opengfx fits, ignoring height.
07:55<@peter1138>i have the feeling that everything in zbase is a bit too big...
07:59<V453000>zephyris did a respectable job of making a whole base set without other being there, but if simply looks bad, I wont lie about it
08:02<V453000>if everyone goes "oh how beautiful this is" nobody will get any motivation or reason to improve it
08:02<V453000>not that I believe anybody will regardless
08:03<@peter1138>Default ships are perfect with these locks...
08:04<V453000>I was rather talking about the graphical style, not the offsets ... but I agree with you that most zbase things also are wtf oversized
08:04<V453000>... or strangely offset? :P
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08:05<@peter1138>Oversized or exaggerated, but I was just saying regardless of zBase, it works nicely :)
08:05<@peter1138>Yet Another Settings Option!
08:05<@peter1138>No :(
08:06<Xaroth|Work>I would suggest another option
08:06<Xaroth|Work>'show excessive amounts of options'
08:06<@peter1138>Xaroth|Work, we have that.
08:06<Xaroth|Work>.. I should play more often :P
08:06<@peter1138>Except it's not a single option, it's three.
08:06<@peter1138>When you have a search bar to search your options, you know it's gone bad.
08:07<@peter1138>Hmm, now... if ships have to stop to go up & down, people are going to demand water animations...
08:07<Xaroth|Work>shader effects!
08:08<V453000>you might as well demand the people to fuck off
08:08<@peter1138>It does look a bit funky when you 2 ships in different directions mind you
08:09<V453000>having 100 ships on 2 tiles isnt helpful :P
08:10<lugo>but also funky
08:12<lugo>sooo i think signals on locks would be nicer than water animation :p
08:12<@planetmaker>peter1138, 32bpp water can be animated. zBase just doesn't have it. Or you speaking of 'proper' locks?
08:12<lugo>but i'm not demanding that
08:12<@peter1138>planetmaker, proper.
08:15<@peter1138> < no idea why that's called pikka
08:16<@peter1138>planetmaker, is there a grf build of your stuff?
08:17<V453000>the pota?
08:17<V453000>is on fruit
08:18<V453000>but makes slopes like totally invisible
08:18<@peter1138>Also a NewGRF not a baseset
08:18<V453000>we had it on server once and I havent seen people so mad
08:18<V453000>yeah newgrf is on bananas I believe
08:18<V453000>it is nice on the first sight but not very good for building :P
08:20<@peter1138>Bah, unsafe for static :S
08:21<@planetmaker>yeah, sorry. That must be the rivers doing it. Rivers are unsafe static
08:21<@peter1138>Hmm, water animation.
08:22<@peter1138>See what you mean about the slopes.
08:22<@planetmaker>yeah, that needs improvement there
08:22<V453000>water animation is probably quite wtf to get right, you would have to create an animated seamless texture
08:22<@planetmaker>it actually seems to need different alpha for different zooms
08:22<@planetmaker>that's done. OpenGFX and TTD have it
08:23<V453000>or well using some houdini plugin or something
08:23<V453000>well yeah pm but having it in moar pixels and colours is that much harder :P
08:23<@peter1138>I can't actually think how the water animation is done :p
08:23<V453000>well you just draw it
08:24<@planetmaker>peter1138, it's a texture. And an 8bpp mask which defines the animation and hue
08:24<V453000>that is how I did it at least
08:24<@planetmaker>animation via palette animation of the mask
08:24<@peter1138>Yes I know the technical details :)
08:24<@planetmaker>using the existing 8bpp water as mask for 32bpp is just fine
08:24<@peter1138>Seems the animation is not ez though, heh.
08:24<@planetmaker>yeah :P
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08:26<@peter1138>Rail is broken :(
08:27<V453000>cinema4D can make some quite good animated noisey textures
08:27<V453000>could be a good source for something
08:27<V453000>idk if blender has something similar
08:27<@peter1138>How good is our Perlin noise algorithm for arbitrary random access?
08:28<@peter1138>(just to change the subject)
08:28<V453000>as far as I know, it is absolutely amazing
08:28<V453000>problem is I dont know
08:28<@planetmaker>where is rail broken?
08:29<@peter1138>One of the offsets is wrong on one of the | tracks.
08:29<@planetmaker>with pota-ghat?
08:29<@planetmaker>or another?
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08:39<@peter1138>Does a train have to reach all its destinations for cargodist to pick it up, or is just having it in the order list enough?
08:40<Flygon>It has to stop first
08:45<lugo>are you sure Flygon?
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08:58<lugo>i think it used to be, but was changed, but i am only 60% sure :p
09:05<@peter1138>I'm 33% sure Flygon is sure.
09:06<Flygon>I'm 47% sure all statistics are made up on the spot
09:14<@peter1138>Zoom/volume doesn't appear to work.
09:14<@peter1138>Or just not enough
09:39<Flygon>I play OpenTTD mute x.x
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11:04<Eddi|zuHause>one has to love manuals that onlymake sense when you already know how it works
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12:14<mg_>so what happens after 100 years of game-time (or is it 150)? i can't seem to find any info on that. i know i can play much longer but is there anything that happens
12:20<LordAro>at the end of year 2050, the highscore screen appears]
12:21<LordAro>other than that, nothing
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12:40<ZirconiumX>There are some NewGRFs (eGRVTS) which try to give you something to do.
12:40<ZirconiumX>(After 2050)
12:41<@peter1138>Hmm, I like these locks.
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12:44<frosch123>hmm... is it just me or does a .net program with a python scripting interface sound really weird?
12:45<mg_>LordAro: thx
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12:52<@peter1138>Bah, train congestion :(
12:53<@peter1138>Not helped by towns/stations being a bit too close together.
12:55<NGC3982>Is "Dancers guide to the galaxy" correct?
12:56<@peter1138>Dancer's or Dancers' depending.
12:56<@peter1138>Or rather, Hitchhiker's
12:56<NGC3982>Yes, exactly.
12:56<NGC3982>"Dancer's" did not sound correct. :)
12:57<@peter1138>Dancer's if it's a single dancer.
12:59<@peter1138>Hmm, that feels like enough of 10cc. Now for a proper NewGRF like UKRS2.
12:59<NGC3982>I love that.
13:00<NGC3982>Me faveret'
13:03<@peter1138>Hmm, 145MB of NewGRF updates...
13:03<@peter1138>Ah, one of them is Pineapple though.
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13:29<LeShadow>I've a question, how can I play a scenario if I don't have the required grf's? The page of the scenario explicitly says I should be able to play the scenario without the grf's
13:31<@Alberth>that page was probably written in the time you could still remove newgrfs
13:32<LeShadow>so there are no real world scenarios for the current openttd that can be played without grf's? :/. I wanted to play the europe scenario but somehow when I builded trains for coals it never loaded coals etc :/
13:32<@Alberth>you do have the newgrfs then?
13:33<LeShadow>yeah I do, but I think it's because of one of the grf's that coals (and oil for that matter) never get loaded on the train
13:33<@Alberth>there is an option to load them from the donwloadable content when loading the scenarios
13:33<@Alberth>it may be that the wagon you used for coal defaults to some other cargo
13:34<@Alberth>so if you try to load coal, it won't load any
13:34<LeShadow>no, I specifically sorted wagons on type of cargo it can hold
13:34<LeShadow>and bought the correct ones
13:34<LeShadow>these grf's are not on bananas anymore
13:34<@Alberth>you also checked the cargo capacity of the train afterwards?
13:34<LeShadow>I did
13:35<@Alberth>hmm, weird, then
13:36<LeShadow>maybe these grf's are too old?
13:38<@Alberth>that's normally not a problem, openttd is terribly backwards compatible
13:38<@Alberth>there seem to be 2 europe height maps
13:38<@Alberth>maybe that's an alternative?
13:39<frosch123>LeShadow: maybe use a heightmap instead of a scenario
13:39<frosch123>oh, albert just suggested that :)
13:40<@Alberth>quak! :)
13:40<pthagnar>but then it turns out paris is called frandhattan
13:41<frosch123>yeah, i heard about that conspirancy
13:41<LeShadow>those heightmaps, do they have the realistic cities like today or not?
13:41<frosch123>only terrain, no cities or stuff
13:42<frosch123>but, well, there are also 3 other europe scenarios
13:44<LeShadow>is it possible to edit a scenario?
13:45<frosch123>well, there is a "scenario editor" button on the intro screen
13:46<@DorpsGek>Commit by translators :: r26453 /trunk/src/lang (6 files) (2014-04-10 17:45:49 UTC)
13:46<@DorpsGek>-Update from WebTranslator v3.0:
13:46<@DorpsGek>basque - 35 changes by laxkax
13:46<@DorpsGek>simplified_chinese - 2 changes by Gavin
13:46<@DorpsGek>finnish - 2 changes by jpx_
13:46<@DorpsGek>italian - 1 changes by lorenzodv
13:46<@DorpsGek>korean - 2 changes by telk5093
13:46<@DorpsGek>gaelic - 1 changes by GunChleoc
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14:20<frosch123>your mom likes rivets
14:21<andythenorth>your mom is riveting
14:21<andythenorth>these discussions never end well
14:21<andythenorth>anyone patched anything?
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14:23<frosch123>someone patched openssl
14:23<frosch123>not my company, they dicovered that they are only using older version
14:23<frosch123>which does not surprise me
14:24<LordAro>did get fixed?
14:24<andythenorth>I couldn’t comment on openssl
14:24<frosch123>though i would not be surprised if they roll out a vulnerable version in a year or so
14:24<frosch123>LordAro: likely the same :)
14:25<LordAro>should get TB to fix that :L
14:26<frosch123>it's a 0.9 version :)
14:26<frosch123>though i have no idea whether other vms run different versions
14:27<LordAro>they run some ancient debian, i assume?
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14:31<frosch123>LordAro: you may be better off trying older exploits :p
14:32<LordAro>TB not good at updating then?
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14:41<Wolf01>hi hi
14:42<@Alberth>\o o/
14:43<andythenorth>planetmaker: do we have a proven method for finding all the deps in a newgrf compile?
14:43<andythenorth>I am inventing my own, which is going to be horrible and flakey
14:44<frosch123>i think there are multiple methods, they are all horrible and flakey
14:47<@Alberth>why do you want to find deps?
14:47<andythenorth>faster compile
14:48<@Alberth>usually the point is to skip parts, but a newgrf needs to be build entirely, always, afaik
14:48<andythenorth>don’t bother compiling vehicles where nothing is changed
14:48<andythenorth>compile / pre-process /s
14:50<andythenorth>saves ~8s right now per build
14:50<andythenorth>will save more in future
14:50<andythenorth>just wonder how much time it will take to maintain
14:53<@Alberth>8s gain is not so much :p
14:53<andythenorth>it scales linearly
14:53<andythenorth>plan is 16 rosters
14:53<andythenorth>currently 1 roster
14:55<andythenorth>option 1: figure out all the deps, maintain them as the code develops, only pre-process a vehicle if deps marked dirty
14:55<@planetmaker>andythenorth, not sure that the endavour to compile per vehicle is worth the time
14:55<andythenorth>option 2: always compile everything by default, have a makefile flag that goes faster, to be used only when known safe
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14:56<andythenorth>option 2 is much better
14:56<@planetmaker>make is mean to figure out / be the way to describe the dependencies and which things need or need not re-doing
14:56<andythenorth>planetmaker: I wondered if make should figure it out…and somehow pass to python
14:56<andythenorth>but I think the best thing is just a ‘go faster’ flag
14:57<@planetmaker>so if you write the Makefile such that it contains the deps properly, then it is always as fast as it can be without any flags
14:57<juzza1>let makefile run the or what you have, set all vehicle files as depency for that target?
14:57<@planetmaker>something like that ^
14:58<andythenorth>I think it means re-engineering the compile, which probably wouldn’t save time net?
14:58<@planetmaker>like vehicle_xy.pnml: vehicle-xy
14:58<andythenorth>I’ll try a go faster flag first, FIRS already has it
14:58<@planetmaker>with vehicle-xy as command line flag to the script
15:00*andythenorth looks how to add a flag for make
15:00<@planetmaker>if you anyway modify make, then do it right. Teach the deps to make
15:00<@planetmaker>have you script create the pnml of each vehicle
15:00<@planetmaker>and put that dep in make
15:00<@planetmaker>no fast flag or hacks like that needed
15:00<andythenorth>but why re-engineer? o_O
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15:02<@Alberth>you want a faster compile?
15:03<@Alberth>skipping building all vehicles but the one you're interested in may be a more feasible solution
15:03<@Alberth>or make one newgrf per vehicle
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15:04<@Alberth>not so useful for deploying, but may be useful for development
15:05*andythenorth reads about CC_FLAGS
15:06<andythenorth>CC_FLAGS ?= -D TEST_INDUSTRY=$(TEST_INDUSTRY) -C -E -nostdinc -x c-header
15:06<andythenorth>what is that doing? I have googled GCC docs, but didn’t find anything, google redirects me to CFLAGS
15:07<@Alberth>CC_FLAGS is a variable in the default C compile makefile rule
15:07<@Alberth>it's not inherently connected to gcc
15:08<andythenorth>I don’t seem to need ti
15:08<andythenorth>it *
15:08<Eddi|zuHause>"-D" makes a define, which you can use with "#ifdef" in the code
15:08<@Alberth>-D X=... defines variable X
15:08<Eddi|zuHause>-E calls the preprocessor only, not the compiler
15:09<Eddi|zuHause>-nostdinc -x c-header are magic things
15:09<Eddi|zuHause>-C i don't know
15:09<@Alberth>-C is keep comments, I think
15:11<@Alberth>-nostdinc Do not search the standard system directories for header files.
15:11<NGC3982>The german hatred for long lines links.
15:12<@Alberth>-x language Specify explicitly the language for the following input files
15:12<Eddi|zuHause>funnily, random "ü"s make things look turkish in a german's eyes
15:13<@Alberth>where "c-header" is probably a .h file
15:14<andythenorth>done, added a go faster flag
15:14<Eddi|zuHause>andythenorth: generally "<whatever>FLAGS" specify the parameters given to the call of "<whatever>" within the makefile
15:15<andythenorth>seems all I needed to make a flag work was to add it to this line
15:15<andythenorth> $(_V) python src/ '${REPO_TITLE}' '${REPO_REVISION}' '${COMPILE_FASTER}'
15:15<andythenorth>which is neat
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15:19<andythenorth>and now shows a message during compilation if nml render takes > 5s
15:19<andythenorth>and no deps to try and track :P
15:22<andythenorth>will that 3 hours of work pay off? o_O
15:23<@Alberth>@calc 3*60*60 / 8
15:23<@DorpsGek>Alberth: 1350
15:23<@Alberth>only 1350 compiles :p
15:24<andythenorth>I am at r667
15:24<andythenorth>and each rev is probably 1-30 compiles
15:24<@Alberth>@calc 1350 / 15
15:24<@DorpsGek>Alberth: 90
15:24<@Alberth>so about r900?
15:25<andythenorth>now remove the time lost due to running the magic hidden ‘go faster’ flag, but forgetting that deps have changed
15:25<andythenorth>so r1500 or so
15:25<andythenorth>let’s hope I don’t die first eh?
15:26<@Alberth>firs is also > 3k, so it's possible :)
15:26<@Alberth>if you make enough stuff, your 8 seconds will increase
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15:28<andythenorth>next roster, it will double
15:28<+michi_cc>andythenorth: You can look up the 'will it pay off' yourself: :)
15:28<andythenorth>michi_cc: seen it before :D
15:29<andythenorth>and mostly I’m only adding one vehicle, so I would watch 14s of useless rendering, and 1s of productive rendering :P
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15:29<andythenorth>maybe I read too much about John Carmack recently :P
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16:09<andythenorth>that will get me a mod warning
16:10*andythenorth is a BAD LEGO FAN
16:11<Taede>you act like godzilla around lego?
16:14<Phreeze>wtf is going on
16:14<Phreeze>andy raging in his lego-chamber ?
16:15<andythenorth>bad habit I have, trolling a lego forum
16:15<andythenorth>gets me mod warnings
16:16<andythenorth>I had to edit my post :P
16:16<SpComb>oo naughty
16:17<SpComb>was your post IEC 60050-732 732-09-02 compliant
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16:26<Phreeze>link to post pls ^^
16:27<andythenorth>I had to edit it
16:27<andythenorth>so nothing to see
16:27<andythenorth>still we had a nice chat eh?
16:29<Phreeze>it was faboulous
16:29<Phreeze>about to finish my set for an alpha release :X
16:29<andythenorth>beat you
16:29<Phreeze>i'm not sure if the quality is cool enough compared to "pro" sets like dutch or 2cc
16:30<Phreeze>the drawings are so nice
16:30<andythenorth>just release it anyway
16:30<andythenorth>who knows
16:30<Phreeze>or nars or <insert here>
16:30<andythenorth>well if it’s crap, we’ll all download it, and then…politely never speak of it again
16:31<andythenorth>what’s the worst that can happen?
16:33<andythenorth>seems I have dibbled the cargo aging in ships quite a lot
16:33<andythenorth>4.2x slower than default :o
16:33<andythenorth>don’t remember doing that
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16:43<Phreeze>fix it ;)
16:43<andythenorth>think it’s intended
16:43<andythenorth>must be a FEATURE
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17:04<Phreeze>gnasnd adj
17:04<Phreeze>damn code
17:04<Phreeze>always get 3 articulated cars instead 2....
17:12<Phreeze>noobquestion: how can i tell my GRF to disable the default trains ?
17:12<andythenorth>it’s nml?
17:13<andythenorth>really handy
17:14<andythenorth>also bye
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17:22<Phreeze>disable_item(FEAT_TRAINS, 1, 115); would disable all default trains ?
17:22<Phreeze>as 54,115 is monorail and maglevs
17:25<Phreeze>english ? :D
17:25<@Alberth>try it and see
17:26<@Alberth>what word is not understandable?
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17:52<@peter1138>Hmm, save-game conversion.
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---Logclosed Fri Apr 11 00:00:16 2014