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#openttd IRC Logs for 2014-05-16

---Logopened Fri May 16 00:00:18 2014
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01:19<V453000> almost there :)
01:28<Supercheese>Quite impressive
01:32<V453000>impossible, isnt realistic
01:38<Supercheese>realism schlemielism
01:38<Supercheese>I play video games
01:38<Supercheese>when I want reality I go hunt turkey :D
01:39<Supercheese>or pheasant
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02:22<kiz>But where does the hood come from?!
02:26<V453000>kiz: obviouslty from nowhere yet, but good observation :P
02:26<V453000>yet is key
02:26<V453000>hy pm
02:28<@planetmaker>nice animation. what factory is it?
02:31<V453000>machinery, the cars
02:31<@planetmaker>right :)
02:31<V453000>tires + steel + batteries -> machinery
02:32<V453000>one of the most important factories in the set, hence why I fiddle with it so much :D
02:32<V453000>or well not tires but refined products I think
02:33<peter1139>or is it something that makes you tired?
02:33<V453000>is tires x tyres american x normal english?
02:34<V453000>see :)
02:37<Supercheese>same with curb x kerb IIRC
02:37<Supercheese>or something like that
02:39<V453000> /care
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04:50<dihedral>good morning
04:51<dihedral>a planetmaker - hello sir
04:51<V453000>good tuesday
04:51<Xaroth|Work>sup duh
04:52<Xaroth|Work>dih, even
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11:11<LordAro>some guy on my course is attempting to do this:
11:18<Xaroth|Work>it looks like python
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11:21<Eddi|zuHause>even my earliest progams (that actually did this) looked more refined than this :p
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11:22<Eddi|zuHause>all hail the concept of "while true" combined with "break"
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13:39<@DorpsGek>Commit by rubidium :: r26589 trunk/src/saveload/linkgraph_sl.cpp (2014-05-16 17:38:59 UTC)
13:39<@DorpsGek>-Fix: SIGSEGV on all big endian architectures that tried to load e.g. the 1.4 intro game or anything else with more than 0 linkgraph nodes that was saved on little endian
13:39<@DorpsGek>Commit by rubidium :: r26590 /trunk/src (saveload/company_sl.cpp station_base.h) (2014-05-16 17:39:35 UTC)
13:39<@DorpsGek>-Fix: possible desync (big/little endian) due to not writing complete variables upon saveload
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13:42<@DorpsGek>Commit by rubidium :: r26591 /trunk/src/saveload (saveload.cpp saveload.h) (2014-05-16 17:41:55 UTC)
13:42<@DorpsGek>-Add: some instrumentation to catch most cases where the wrong number of bytes would be written into variables during loading (or read during saving)
13:42<Samu>a long time ago I had a suggestion about auto-loan
13:43<Samu>it would loan/repay based on money usage
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13:43<Samu>guess it didn't make it
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14:19<@Alberth>tea time!
14:19<@Alberth>and hi hi, of course
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14:29*andythenorth ponders
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14:49<andythenorth>2 hours before bed
14:49*andythenorth can tinker
14:53<andythenorth>ok so I’m making these new vehicle sets with ‘rosters’ in
14:53<andythenorth>so should the parameter(s) be:
14:53<andythenorth>1. just one parameter to choose which roster is active
14:54<andythenorth>2. one parameter for each roster: on | off
14:54<andythenorth>3. a limited number (up to 3 maybe) of slots, with a roster per slot
14:55<frosch123>3 is bad
14:56<frosch123>some version of basecost mod tried that, it was horrible
14:56<frosch123>2 with all values set to "off" by default would be funny
14:57<frosch123>most people would not figure out how to set params and add a grf which does nothing, and will likely not even notice that it does nothing
14:57<andythenorth>this is the challenge :)
14:58<andythenorth>2 is also horrible if we reach 16 rosters
14:58<andythenorth>all that fricking choosing
14:58<andythenorth>and scrolling
14:58<andythenorth>and the inevitable reports
14:58<frosch123>it would only be on/off switches
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14:58<frosch123>no dropdowns
14:58<Wolf01>hi hi
14:58<andythenorth>“Iron Horse is too complicated, it has far too many vehicles” :(
14:58<frosch123>on/off is way easier than dropdown
14:59<frosch123>ciao wolf
15:02<andythenorth>frosch123: what was horrible about option 2?
15:03<frosch123>you had to search every dropdown for the right item
15:03<andythenorth>yes I see the issue
15:03<andythenorth>and you could have duplicates?
15:03<frosch123>duplicate items and more
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15:22<andythenorth>git st doesn’t work here
15:28<peter1139>To see the changes to IRC?
15:30<andythenorth>is there a better tool?
15:32<andythenorth>hmm, I didn’t break the build
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15:51<@planetmaker>good evening
15:54<andythenorth>that wasn’t @planetmaker :P
15:54<andythenorth>that was my own code :(
15:55<andythenorth>sometimes it’s annoying making objects know about other objects
15:56<andythenorth>Alberth: there’s some way I’ve forgotten where a class can figure out which module imported it?
15:56*andythenorth is too used to Zope :P
15:56<andythenorth>inspect.stack ?
15:57<@Alberth>very magic
15:57<@Alberth>way beyond what I would dare touch
15:57<andythenorth>I just want a var that is in the parent module scope
15:57<andythenorth>must be easy?
15:58<@planetmaker>ehm... but can't you simply use it in the inherited method?
15:59<@Alberth>just pass it in with a call?
15:59<andythenorth>that’s a lot of calls
15:59<andythenorth>I wanted it to pick it up on import
15:59<@Alberth>from parent import child; child.set_var(v)
15:59<andythenorth>I need it for the __init__
15:59<@Alberth>ie make it global in the child
16:00<andythenorth>explicit is best :P
16:00<andythenorth>no magic?
16:00<@Alberth>I still wouldn't do it, tbh
16:00<@Alberth>if you need this kind of stuff, something smelly is going on, probably
16:01<@planetmaker>dead fish? :P
16:01<@Alberth>on the other hand, you regularly have these needs :)
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16:14<andythenorth>Alberth: I learnt python in an odd way, in Zope, where we have, For Better or Worse, a thing called Acquisition
16:14<andythenorth>mostly on balance, worse, just
16:14<andythenorth>although it is very useful for making websites :P
16:16<@Alberth>looks weird :)
16:16<andythenorth>it is
16:16<andythenorth>but yeah
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16:32*andythenorth should remember to use get() for dict access :P
16:34<andythenorth>Alberth: the need for magic was stupid design, solved it embarassingly
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16:41<andythenorth>frosch123: multi-select action 14 widget? o_O
16:41<andythenorth>maybe with a bitmask?
16:48<andythenorth>should roster names translate?
16:48<andythenorth>they are proper nouns
16:56<andythenorth>but also hmm
16:56<andythenorth>players will either never discover this (because they don’t know about parameters)
16:56<andythenorth>or they will just turn them all on
16:56<@planetmaker>that may happen.
16:56<frosch123>what's the difference to a numer of bool switches?
16:56<@planetmaker>space and ease of use really
16:57<andythenorth>frosch123: nothing significant
16:57<@planetmaker>but we have multi-text switches already
16:57<@planetmaker>so that's basically the same
16:57<andythenorth>we do?
16:58<andythenorth>I’ll use the bools
16:58<andythenorth>we still call them parameters?
16:58<andythenorth>instead of settings or options?
16:59<andythenorth>and we can’t put the grf title in the head of the ‘parameters’ window?
17:00<andythenorth>oh single selects :)
17:03<andythenorth>also bedtime :)
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18:58<Samu>about the income formula, I think I'm missing something
18:59<Samu>I calculated £1091, but in-game i got £1218
18:59<Samu>was calculating mail
18:59<Samu>I rechecked and I don't have any variable wrong, so, I must be missing something
19:00<Samu>i checked inflation, it's off
19:00<Samu>interest rate is 3%
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19:12<Samu>i'm retrying agian
19:12<Samu>i got it right for passengers, now testing mail
19:18<Samu>got it right for mail this time... I don't understand
19:18<Samu>do vehicle type matter?
19:27<Samu>got it wrong again, difference was mail truck
19:27<Samu>mail truck vs ship
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19:46<Samu>I think I got it
19:46<Samu>parts of the loaded cargo is aged
19:47<Samu>it was waiting for a full load
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---Logclosed Sat May 17 00:00:19 2014