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#openttd IRC Logs for 2015-12-09

---Logopened Wed Dec 09 00:00:10 2015
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04:30<Wolf01>o/
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04:40<andythenorth>when you *don’t* deliver supplies to FIRS industries because it messes up your network :P
04:40<Wolf01>o/
04:40<@peter1138>When you don't play OpenTTD because faff.
04:41<andythenorth>every day
04:41<@peter1138>Exactly.
04:42*andythenorth playing OpenTTD
04:42<andythenorth>because fun
04:42*peter1138 working
04:42<@peter1138>because pay
04:43*andythenorth also working
04:43<andythenorth>because all money tied up in company, would like it back one day
04:43<Wolf01>not working
04:43<Wolf01>because waiting for customer
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05:17<andythenorth>the PIPE grf needs an underwater option
05:17<andythenorth>fake water
05:17<andythenorth>build using the canals-on-sea hack
05:20<Wolf01>and doesn't it blocks ships which can't run on canals?
05:22<andythenorth>Wolf01: http://www.tt-forums.net/viewtopic.php?p=1160891#p1160891
05:22<andythenorth>it’s stupid :)
05:22<andythenorth>but I did it eh
05:23<Wolf01>http://wiert.me/2015/12/09/the-coding-love-when-i-read-and-refactor-code-of-another-developer/ ahah
05:43<Eddi|zuHause>andythenorth: make a transparent bridge?
05:43<Eddi|zuHause>andythenorth: or use the chunnel hack?
05:44<Wolf01>both require dry land for curves
05:51<@peter1138>whatever happened to the sealevel stuff?
05:51<@peter1138>tmwftlb?
05:52<Eddi|zuHause>nobody followed through
05:52<Wolf01>ask boekabart, i was following that one
05:52<Eddi|zuHause>it would be more practical now with MHL
05:52<Wolf01>https://sites.google.com/site/boekabart/sealevel
05:53<Wolf01>the deepwater patch was really good
05:55<andythenorth>ha ha
05:55<andythenorth>sea level
05:55<Eddi|zuHause>well, you have like 2 weeks to update it before feature freeze :p
05:55<andythenorth>and why not?
05:56<andythenorth>seems like it’s a fun thing
05:58<Wolf01>MHL + SL = :O
05:58<andythenorth>serious wtf
05:59<andythenorth>what if sea level > snow line? :P
05:59<Wolf01>fozen water?
05:59<Wolf01>build tracks on ice
06:00<andythenorth>https://upload.wikimedia.org/wikipedia/commons/4/4f/Piter_ice_tram.jpg
06:01<Eddi|zuHause>salt water doesn't freeze as quickly
06:01<andythenorth>is it salt? o_O
06:01<Wolf01>why do you need to point at "R" things? it's a game :D
06:01<andythenorth>what if it’s a big lake system?
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06:02<Eddi|zuHause>andythenorth: then you should have made it from river tiles
06:04<andythenorth>make SL variable
06:04<andythenorth>climate change GS
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06:05<andythenorth>aral sea GS
06:05<Wolf01>trail on ice for an arctic road train (made with trams) http://static.commercialmotor.com/big-lorry-blog/MkII%20%233-7.jpg
06:05<andythenorth>the trailers are in HEQS already
06:05<andythenorth>I just never drew the lead unit
06:06<andythenorth>ach we’re just talking :)
06:06<andythenorth>bug fixes, web translations, end of development :)
06:10<andythenorth>I like more sea levels though
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06:10<andythenorth>it’s obvious in advance that there is no gameplay purpose
06:10<andythenorth>so it won’t be dissapointing (unlike….rivers) :P
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06:30<andythenorth>bbl
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08:01<argoneus>hey V453000, when you are making graphics for openttd or factorio or whatever, how do you know what angle the model should be for the sprite to work? do you experiment or is there a trick?
08:01<argoneus>or rather what angle the camera should be
08:05<V453000>it can be calculated
08:05<V453000>openttd is 30 degrees or something, but the position is tough to count so through experimentation
08:06<argoneus>hm
08:07<V453000>mainly because it is an orthographic camera so no degrees really apply there, it depends how it is implemented in the program
08:07<V453000>I have made a special postproduction for testing camera
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08:07<V453000>basically I have 16x16 grid for engines to be put on, iirc it is 32x32 tile grid
08:07<@planetmaker>argoneus, dimetric projection: https://en.wikipedia.org/wiki/Axonometric_projection
08:08<V453000>and I put the edge and central engines on top of each other to see the error
08:08<V453000>that way I can make the error on 4096x2048 sub-pixel which is really good
08:08<V453000>means when I just bring it X times closer and reduce resolution to ie 256*something, the precision is even better than that
08:09<V453000>http://dev.openttdcoop.org/attachments/download/6940/PrecisionTest_full.png
08:10<V453000>the huge advantage of this is that it is also applicable for when I was testing it in blender, because only the output matters :)
08:11<argoneus>wow
08:11<argoneus>i guess ill stick to shitting out code
08:11<V453000>xd
08:13<juzza1>this is the correct camera rotation in openttd: https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art#/media/File:Isometric_camera_location_30_degrees_color.png
08:14<juzza1>that and ortographic projection will get you models that look right in openttd
08:15<V453000>yes, with correct camera distance/resolution :P
08:21<Eddi|zuHause>openttd does actually not use 30 degrees
08:21<Eddi|zuHause>@calc arctan(1/8)
08:21<@DorpsGek>Eddi|zuHause: Error: 'arctan' is not a defined function.
08:21<Eddi|zuHause>@calc atan(1/8)
08:21<@DorpsGek>Eddi|zuHause: 0.124354994547
08:21<Eddi|zuHause>@calc atan(1/8)*180/PI
08:21<@DorpsGek>Eddi|zuHause: 7.1250163489
08:22<Eddi|zuHause>hm, that's not right
08:22<Eddi|zuHause>@calc atan(1/2)*180/PI
08:22<@DorpsGek>Eddi|zuHause: 26.5650511771
08:22<Eddi|zuHause>typo
08:22<Eddi|zuHause>so 26.6 degrees
08:23<V453000>how could my things be pixel-precise with 30 then? :D
08:25<@Alberth>pixels don't move with 3.4 degrees?
08:25<V453000>on 4k?
08:25<V453000>they would probably move by like 200 pixels on the vertical
08:25<Eddi|zuHause>you should fairly quickly get inconsistencies with the wrong value
08:26<@Alberth>do you do clipping?
08:26<V453000>clipping_
08:26<V453000>?
08:26<@planetmaker>V453000, they won't be pixel-precise, if you use 30° instead of 26.6°. However you might simply have missed the differences
08:26<V453000>that difference sounds very major
08:27<juzza1>camera rotation and the apparent rotation of the model is not the same thing
08:27<juzza1>it is explained in the article https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art
08:29<Eddi|zuHause>i have not read the entire article, but it does contain the value i mentioned
08:29<juzza1>yes, but it's not the camera rotation
08:30<@planetmaker>yes.... 26.6° is the angle of the tile borders against the horizontal on screen. 45° is the camera angel wrt tile borders (thus looking edge-on)
08:31<juzza1>because 30 degrees camera rotation results in the 26.6 degree angle between horizontal and horizontal edges of a cube, which results in the nice 2:1 stepping openttd has
08:31<V453000>https://dev.openttdcoop.org/attachments/download/7263/RAWR_tech_tileSetup.png using this
08:31<V453000>doesnt say degrees but you can count them from it
08:31<@planetmaker>and the inclination of the camera angle... maybe 30°, dunno. Too lazy to do the math :P
08:32<Eddi|zuHause>there are certainly other values you can tweak to get the same (or similar) result
08:32<Eddi|zuHause>have (at least) one dimension of freedom when scaling from 3D to 2D
08:33<V453000>I strongly believe that missing the difference on 4096*2048 is pretty hard, more so when the error on such resolution is sub-pixel, so I believe my 30deg is correct
08:33<V453000>it works for me so care not
08:33<V453000>and I dont see how can you reach two same results with different camera angle
08:35<@Alberth>as you said, the end result is what counts, so who cares :)
08:41<V453000>just wonder how I counted it back then
08:49<Eddi|zuHause>with "the same" i don't mean the same image, but the same axis projections
08:50<Eddi|zuHause>if you move the camera, there are other projection parameters to tweak to compensate
09:07<V453000>well same axis projections should result in the same image eventually_
09:07<V453000>?
09:08<Eddi|zuHause>or maybe we're just talking about completely different things
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09:09<V453000>I just think that using camera-to-ground angle of 26,6 cannot reach correct results for openttd
09:12<V453000>btw if the stepping of the sprite would be 1:1 then the camera degree would be 45, no? that would logically mean 1:2 is 30, or 60 in the opposite way
09:14<Eddi|zuHause>i don't follow that reasoning
09:15<V453000>makes perfect sense to me
09:15<V453000>are you saying this?
09:15<V453000>https://upload.wikimedia.org/wikipedia/commons/e/ea/Sprite_anatomy_2d.svg
09:15<V453000>the bottom corner to be 26,6
09:15<V453000>which is competely irrelevant for the 3D model
09:16<V453000>with this being the 3D camera angle https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art#/media/File:Isometric_camera_location_30_degrees_color.png
09:17<Eddi|zuHause>that link doesn't work (without javascript)
09:19<@planetmaker>V453000, exactly that angle, yes
09:19<Eddi|zuHause>anyway, there is no real reason to doubt the content of this wikipedia article
09:19<Eddi|zuHause>(... any more than any other wikipedia article)
09:19<@planetmaker>Eddi|zuHause, and that doesn't need javascript... it's a simple svg file. You maybe have no support for those?
09:19<@planetmaker>oh... 2nd last link :D
09:20<V453000>meh
09:22<@planetmaker>and yes, you two talk of different angles :)
09:24<V453000>apparently, but the angle Eddi is referring to is not relevant at all
09:24<V453000>for setting up a 3D thing
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09:34<argoneus>https://i.imgur.com/vZoYgD1.jpg lmao
09:36<V453000>xd I dont even have NML installed on this machine
09:48<V453000>do I also need the pillow and PLY? I dont remember getting that
09:48<V453000>apparently new NML needs new python, too
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09:49<@Alberth>it always needed PIL and PLY, but it may have been added into the windows distribution for you
09:50<V453000>PIL sez that it hasnt found python 3.5 but it is there
09:50<V453000>._.
09:51<V453000>I have no clue what to do
09:52<@Alberth>what everybody does when you have no clue :p https://www.google.com/search?q=pillow+cannot+find+python+3.5&ie=utf-8&oe=utf-8
09:57<V453000>vc redist x86?
09:57<V453000>or x64?
09:57<@Alberth>very possible
09:58<@Alberth>pil(low) uses binary program code, which has to match cpu architecture and compiler used to compile python
09:58<V453000>If you go for a python install and the packages themselves (e.g. mingw or msys) instead of the pre-compiled binary: Apparently you can prevent a lot of problems by installing the 32bit version of python, even if you have a 64bit windows installation. Installing PIL might be troublesome if you do install the 64bit version of python.
09:59<@Alberth>unfortunately, installing packages is one big stinking mess in windows
10:00<@Alberth>MS thinks in complete programs only, installer with installer
10:00<@Alberth>*installed
10:01<V453000>I just dont know which vc to get
10:01<V453000>because of this info on the NML page
10:02<@Alberth>what are you trying to compile?
10:11<V453000>newgrf? :D
10:13<@planetmaker>vc?
10:13<V453000>http://www.microsoft.com/en-us/download/details.aspx?id=48145
10:14<V453000>Visual C++ Redistributable Package apparently :)
10:16<@Alberth>newgrf doesn't compile with vc
10:20<@planetmaker>yeah, no point in installing a C compiler when you want to compile NML
10:21<V453000>._. back later with more questions
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10:26<argoneus>are there any plans to port ottd to newer c++ standards?
10:26<argoneus>or is there no reason to
10:26<argoneus>it'd probably make it slower wouldn't it
10:29<Eddi|zuHause>it wasn't even fully ported to "old" standards
10:29<Eddi|zuHause>new features can use new standards if they desire
10:31<argoneus>I see
10:33<@Alberth>it's 300,000+ lines of code, lots of changes, lots of things can go wrong
10:34<@Alberth>not to mention some parts are time critical, you cannot just change it
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13:36<@Alberth>o/
13:39<frosch123>hoin
13:45<@DorpsGek>Commit by translators :: r27467 /trunk/src/lang (simplified_chinese.txt turkish.txt) (2015-12-09 19:45:14 +0100 )
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>simplified_chinese - 1 changes by Gavin
13:45<@DorpsGek>turkish - 34 changes by wakeup
13:58<__ln__>can we has this as newgrf: http://i.widelec.org/1t2k_s.jpg
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13:59<andythenorth>o/
14:00<@Alberth>o/
14:01<andythenorth>forests as logging camps?
14:01*andythenorth considers
14:01<andythenorth>nah
14:01<@Alberth>we already have them?
14:01<andythenorth>thinking about them for FIRS
14:01<andythenorth>but nah
14:01<andythenorth>Alberth: wrt BB, quite a few repeating goals now
14:01<@Alberth>:o
14:02<andythenorth>should I extend my patch and rework the serialise / deserialise?
14:02<andythenorth>(track goals patch)
14:02<@Alberth>you can try to lengthen the test period perhaps?
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14:03<@Alberth>I am not a big fan of tracking done goals, as that will not find the goals I did myself
14:04<@Alberth>if possible, I'd prefer to do without
14:04<andythenorth>ah
14:04<andythenorth>I see your point, yes
14:07<andythenorth>ah, maybe I don’t have tip
14:08<__ln__>ah, i forgot to mention that the previous url was not meant for Alberth or frosch123.
14:08<__ln__>so don't click it, you two.
14:09<@Alberth>const TEST_TIMEOUT = 10000; // About 4.5 months of 30 days of 74 ticks. <-- line 83 company.nut
14:09<@Alberth>thanks __ln__
14:09<andythenorth>Alberth: afaict, I had a version from 5th Dec, after route randomisation, but before you pushed extra monitoring
14:10<andythenorth>I can’t quite match up version numbers, but going by timestamps
14:10*andythenorth will play test more
14:11<@Alberth>105:55c0a3cf3f30 is tip, although 104:f214439d5d3f is fine too (it just prints spoilers in the debug screen :p )
14:12<@Alberth>well, that would explain double goals :)
14:12<andythenorth>I now have tip
14:15<@Alberth>and the nice thing is that the save file format didn't change :)
14:17<andythenorth>\o/
14:17<andythenorth>hmm
14:17<andythenorth>no matter how many years I’ve played, I still have the fallacy that bus service grows towns :P
14:17<@Alberth>:)
14:18<@Alberth>disable towns making their own roads?
14:18<@Alberth>or don't drive buses through towns :p
14:19<andythenorth>I just can’t shake the idea that 3 bus stops = town growth
14:19<andythenorth>also that houses will get built near my bus stop
14:19<andythenorth>"because that’s like real life”
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14:22*andythenorth wonders what Pyrite Ore should look like in CHIPS
14:23<frosch123>like gold
14:23<andythenorth>looks like gravel apparently http://www.perilya.com.au/media/images/globestar/cerrodemaimon4.jpg
14:23<andythenorth>or gold
14:23<andythenorth>depends how close you take the picture
14:28<@Alberth>gold is much nicer :)
14:28<andythenorth>it’s completely variable, depending on the rock strata around it
14:29<andythenorth>and they type of pyrite
14:29<andythenorth>http://s1.q4cdn.com/556167425/files/images/Mulatos_mine/fancy_box/119Alamos%20Gold_Mulatos%20120217%20IMG_1131.jpg
14:29<andythenorth>anything from grey, red, purple, yellow, tan
14:30*andythenorth makes it very dark red, with some brown
14:33<andythenorth>purple will probably cause complaints :P
14:36<@Alberth>they should just not transport pyrite :p
14:37<@Alberth>hmm, newgrf cargo table could list recommended colour
14:38<andythenorth>ha
14:38<andythenorth>there was standardisation scheme discussed on forums
14:38<andythenorth>some egos were hurt :)
14:39<andythenorth>I compromised
14:39<andythenorth>and made my own industry set, train set, RV set, station set and ship set
14:40<andythenorth>and planes don’t show visible cargo, so AV9 always agrees with my choices
14:40<@Alberth>finally consistency :p
14:40<andythenorth>I will then fork OpenTTD, and only allow my grfs :P
14:40<@Alberth>hmm, V should do cargo-aircraft :)
14:40<andythenorth>ha ha he should
14:40<andythenorth>flying slugs
14:41<andythenorth>and flying squid
14:41<@Alberth>haha :D
14:41<andythenorth>nyan cat, on rainbows :P
14:41<andythenorth>Grindhammer
14:41<andythenorth>is a good town name, in my current game
14:42<frosch123>i guess yetis would also sit on the planes
14:42<@Alberth>definitely
14:42<frosch123>s/planes/wings/
14:42<@Alberth>it could carry 3 at least :)
14:43<andythenorth>yeti zellepin
14:43<andythenorth>I think, actually, that yeti + zellepin would mean OpenTTD was complete
14:43<andythenorth>meanwhile this FIRS Arctic Basic economy is quite fun
14:44<andythenorth>I recommend it, unusually
14:44<@Alberth>:o
14:44<andythenorth>some of the economies were ‘Full FIRS, only not so big’ :P
14:44<frosch123>i guess when yetis work at the bubble generator, every now and then a yeti escapes
14:44<andythenorth>now they are more unique
14:44<andythenorth>bubble zellepins
14:45<frosch123>the other day i wondered whether a scrabble economy works better than a colour economy
14:45<frosch123>deliver cargos C, A and T
14:46<@Alberth>for 35 points :p
14:46<@Alberth>I pondered making a TLA town name set, that would match perfectly
14:47<frosch123>what's TLA?
14:48<@Alberth>three letter abreviation
14:48<@Alberth>*abbreviation
14:48<frosch123>...
14:48<frosch123>i see why people would abbreviate that :)
14:49<@Alberth>it is sort of standard to shorten everything to 3 letters
14:49<@Alberth>if you check abbreviations, it's usually 3 letters, ie TLA
14:51<@Alberth>I find it difficult to talk about town names in MP, so why not have a town name grf that makes that simpler
14:51<frosch123>well Two Letter Abbreviation would be stupid :p
14:51<@Alberth>@calc 26*26
14:51<@DorpsGek>Alberth: 676
14:51<@Alberth>and not enough, by the look of it
14:52<frosch123>anyway, you know about tab completion?
14:52<@Alberth>so 3 letters seems like the right solution there
14:52<@Alberth>ha, I never use the in-game chat :p
14:52<@Alberth>maybe I should :p
14:53<andythenorth>do we need appropriate vehicles too?
14:53<@Alberth>the big letter truck
14:53<@Alberth>or the long letter hauler
14:54<frosch123>and the syllable cargo ship?
14:54<andythenorth>:P
14:55<andythenorth>I like that I almost never have to use the refit button any more
14:55<andythenorth>except for PIPE grf, which doesn’t allow station refit
14:56<@Alberth>and that would be a prime candidate for auto-refit anything :p
14:56<@Alberth>perhaps excluding people
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14:57<frosch123>well, cargo labels being 4 letter spoils it somewhat :p
14:58<@Alberth>haha :)
14:58<@Alberth>but there are 3 input cargoes
15:05<andythenorth>airports are very lax in where they’ll build :P
15:05<andythenorth>right across coast tiles, for example
15:08<Eddi|zuHause>there are ETLA
15:08<frosch123>andythenorth: it's called aircraft carrier
15:09<andythenorth>interesting idea :P
15:11<frosch123>hmm, i guess one could make an eads economy
15:12<frosch123>just with aircraft parts, produced in different places, and assembled in other ones
15:13<andythenorth>I considered plane fuselages yesterday for FIRS http://extras.mnginteractive.com/live/media/site36/2013/0510/20130510__denver-planes-tweet~p1.jpg
15:13<Eddi|zuHause>and the military aircraft never get delivered, and get exponentially more expensive?
15:14<andythenorth>also the oops http://www.askbob.aero/sites/default/files/image/image004.jpg
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15:16<frosch123>o/
15:16<@Alberth>hi hi
15:17<frosch123>Zuu: more stuff about filtering the bananas list in ottd :) https://www.tt-forums.net/viewtopic.php?p=1160912#p1160912
15:18<Zuu>Oh, that's indeed a bug-ish.
15:18<Zuu>A oversight from my side
15:19<frosch123>oh, it's a new feature?
15:19<frosch123>'feature'
15:20<frosch123>i just assumed it had always been like that :)
15:20<Zuu>As in not showing libs until you selected an AI that need the lib?
15:20<frosch123>no, only showing ai, no gs
15:21<Zuu>Hmm not sure. What I had in mind is that AI/GS libs maybe should not be filtered away in the AI/GS download list as AI/GS developers might want to download a lib.
15:22<frosch123>i think if you specifically look for a lib, you would go via the general content list
15:23<frosch123>the filtered lists look more user focussed to me
15:23<Zuu>In 1.5.3, the AI/GS button take me to a list of both AIs and GSes.
15:24<@Alberth>not in trunk
15:25<Zuu>I see that too now.
15:27*andythenorth had better add car transporters to Iron Horse :P
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15:35<frosch123>do the cars on the transporters match the era of the engine in front?
15:36<frosch123>otoh, if you use flatbed wagons, you can also just put heqs on them :p
15:38<andythenorth>they match the build date of the wagon :P
15:38<andythenorth>owing to reasons
15:40<frosch123>you should figure out a way for transporting ships on rail wagons
15:40<frosch123>more reusable graphics :)
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15:40<andythenorth>chop them into pieces :P
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16:31<Zuu>One solution to the content download issue is to instead of having just one ContentType, have a list of ContentType to show.
16:31<Zuu>Eg. like this: (type vs type_list) https://paste.openttdcoop.org/plbrfnrsp
16:32<Zuu>Though, I think OpenTTD got a small list type of its own.
16:33<frosch123>how about std::bitset<CONTENT_TYPE_END> ?
16:33<frosch123>doesn't it need a set rather than a list?
16:33<Zuu>A set is indeed what it need.
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16:50<andythenorth>hmm
16:50<andythenorth>mercurial is buggy since I ran port update
16:51<andythenorth>hg st shows modified files (all psds or pngs)
16:51<andythenorth>but hg diff shows no diff
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16:59<Zuu>Hmm std::bitset<CONTENT_TYPE_END>(5) will have bit 0 and bit 2 set.
17:00<Zuu>The CONTENT_TYPE_* is just decimal values. Eg. not one bit for each.
17:00<frosch123>yeah, you cannot pass them via consructor
17:00<frosch123>you have to add them one by one
17:01<frosch123>std::bitset<CONTENT_TYPE_END> contenttypes; contenttypes.set(CONTENT_TYPE_AI); contenttypes.set(CONTENT_TYPE_GAME);
17:01<frosch123>but you would have to do the same in case of a list
17:02<Zuu>Yep that is what I do for AI/GS window. I hoped I could leave the others as is and rely on the constructor in bitset, but apparently it doesn't do the right thing here.
17:02<Zuu>I now have:
17:02<Zuu>void ShowNetworkContentListWindow(ContentVector *cv, std::bitset<CONTENT_TYPE_END> types)
17:03<Zuu>I could overload it though, and C++ should give that higher prio than the bitset constructor I hope.
17:03<@Rubidium>wouldn't a vararg that sets the types in the bitset be a nicer solution?
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17:04<Zuu>That would be quite nice at the users of the function.
17:05<frosch123>vararg would either need passing a "count" or a "terminator number"
17:06<Zuu>Hmm right.
17:07<Zuu>CONTENT_TYPE_END could be used as terminator. It is a valid value now, but it denotes 'no content selection => all content'
17:07<andythenorth>bye
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17:10<Zuu>Hmm, stack overflow suggests that vararg is not recommended in C++. A search for 'vararg' in OpenTTD only give hits in 3rd party squirrel code.
17:11<Zuu>Hmm, however there are many hits for ', ...' so we are using it quite a bit.
17:12<frosch123>i think it is only common for printf stuff
17:13<frosch123>i don't think count or terminator would look good, so i prefer the overload way
17:14<frosch123>i guess we only need two functions, one for 1 contenttype, one for 2 contenttypes
17:14<frosch123>no need to pass the set, or an array or something
17:14<frosch123>actually, going by default value, it only needs one
17:15<frosch123>void ShowNetworkContentListWindow(ContentVector *cv, ContentType type1 = INVALID, ContentType type2 = INVALID)
17:15<Zuu>That would work.
17:16<Zuu>s/INVALID/CONTENT_TYPE_END/ ?
17:16<frosch123>yeah, that one :)
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17:25<frosch123>night
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17:38<Zuu>Okay I have a patch now. But should also say good night. https://devs.openttd.org/~zuu/online_content/fix-ai-gs-list.patch
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18:22<sniperwhg>hi
18:22<sniperwhg>anyone not afk?
18:29<Mazur><=================
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18:41<sniperwhg>hi
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19:05<Mazur>lo and bi.
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19:12<drac_boy>hi
19:14<Mazur>Feeding time at this zoo.
19:14<Mazur>As as I'm my own keeper, I have to make the fodder first.
19:14<Mazur>:-)
19:14<Mazur><------afk.
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19:35*drac_boy wonders if everyone is eating at keyboard now
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20:19<Wolf01>'night
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22:55<kirtan>Hello
22:55<kirtan>Anyone around?
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23:10<Sylf>15 minutes later... maybe.
23:11<kirtan>Why can't i post anything in dev channel :/
23:11<Sylf>which dev channel?
23:12<kirtan>openttd.dev
23:13<Sylf>It's probably a moderated channel
23:13<Sylf>you should ask any questions about openttd here anyway
23:14<kirtan>Okay. So was OpenTTD made in C earlier and then ported to C++ ?
23:14<Sylf>dunno. my guess is no.
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23:15<+glx>kirtan: exactly
23:15<+glx>and I'm off now
23:15<kirtan>off in what sense?
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23:16<Sylf>http://svn.openttd.org/tags/0.3.4/
23:16<kirtan>Oops okat
23:16<Sylf>looks like c to me
23:16<kirtan>Okay
23:17<kirtan>I am learning C++11 and C++14 so if any devs reading this want to port any small part of code to it, ping me
23:17<kirtan>I just wanted to get started contributing to OpenTTD so...
23:18<kirtan>It would be greate if you could point me to any code that needs rework
23:20<Sylf>https://wiki.openttd.org/Development would be one place to start
23:20<Sylf>https://bugs.openttd.org/ would be another
23:21<Sylf>http://www.tt-forums.net/viewforum.php?f=33 might be third
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---Logclosed Thu Dec 10 00:00:12 2015