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#openttd IRC Logs for 2016-07-10

---Logopened Sun Jul 10 00:00:50 2016
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02:27<andythenorth>o/
02:34<andythenorth>VisibleCargos or VisibleCargo
02:34<andythenorth>? :P
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03:41<@Alberth>for what? :)
03:42<@Alberth>hi hi btw
03:52-!-Progman [~progman@p57A19953.dip0.t-ipconnect.de] has joined #openttd
03:57<andythenorth>class name
03:58<andythenorth>I solved it :P
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04:28<@Alberth>classname was clear, the question was, what is in it? :)
04:34<andythenorth>configuration for drawing + displaying cargo(s)
04:35<andythenorth>“English words that can be plural or singular”
04:43-!-frosch123 [~frosch@00013ce7.user.oftc.net] has joined #openttd
04:44<@Alberth>hola
04:45<frosch123>moin :)
04:45<@Alberth>ah yes, I tend to ignore such english words, and pretend they're singular without an 's', and plural with an 's' :)
04:46<frosch123>holas and moins?
04:46<@Alberth>no, cargo vs cargos
04:47<frosch123>isn't "cargos" an abbreviation for "cargotypes"?
04:47<@Alberth>never looked at it that way
04:47<@Alberth>but seems a possible interpretation indeed
04:52<@Alberth>frosch123: all WIP, but made a little progress on fios puzzle http://devs.openttd.org/~alberth/diffs/fios_rewrite
04:52<@Alberth>not entirely sure how to go from here
04:53<@Alberth>hmm, files don't open in my browser?
04:54<@Alberth>must save them to disk :(
05:00<andythenorth>ach
05:00<andythenorth>refactoring without tests :P
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05:01<@Alberth>yep :)
05:02<@Alberth>useful if you don't even know where to go :)
05:03<frosch123>i have a browser addon that allows me to display anything as text content :)
05:03<andythenorth>‘anything’
05:03<frosch123>ok, doesn't work for my lunchbox
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05:05<frosch123>40 looks scary :)
05:08<frosch123>+void FileToSaveLoad::SetMode(FiosType ft) { <- 50: missing \n
05:11<andythenorth>this got shorter :P http://dev.openttdcoop.org/projects/road-hog/repository/revisions/e26243b3df93/diff/src/road_vehicle.py?utf8=%E2%9C%93&type=inline
05:12<frosch123>70: i do quite see the point of clear+compact. maybe remove FreeFiles and just call Clear?
05:12<frosch123>*i do not
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05:14<@Alberth>40 is very scary indeed, I tested both conditions with every load I could think of, and it came out equal
05:15<@Alberth>ie a literal assert(cond1 && cond2) || (!cond1 && !cond2));
05:15<frosch123>afterload.cpp also uses _file_to_saveload.filetype, so 40 is fine :)
05:16<@Alberth>_file_to_saveload is also used a couple of lines up from there, which is how I got the idea
05:19<@Alberth>andythenorth: :) s/i/unit_row/ ?
05:19<frosch123>100 looks wrong to me
05:19<frosch123>- const FiosItem *item = GetFiosItem(file);
05:19<frosch123>+ FileList file_list;
05:19<frosch123>+ const FiosItem *item = file_list.GetItem(file);
05:19<frosch123>doesn't "file_list" need to be a static module variable within console_cmds?
05:20<frosch123>what does GetItem do for a freshly constructed list?
05:20<@Alberth>it switches from _fios_items to a local variable
05:20<@Alberth>GetItem builds list of files, and then finds one (or not)
05:20<frosch123>oh, GetItem builds a list :o
05:21<@Alberth>before it did that on _fios_items
05:21<@Alberth>FindFile would be better name :)
05:22<frosch123>turning _saveload_mode into a parameter seems to be the next step?
05:23<@Alberth>I did drop invalidating the load/save gui, and setting the _saveload_mode somewhat in 100, I think
05:23<frosch123>i think GetItem should not call BuildFileList
05:24<frosch123>that should be a separate call
05:24<@Alberth>yep, different name, or separating the calls would be +1
05:24<frosch123>the console command should also only call it, if the list has not been constructed yet
05:25<frosch123>for example, if ConPrintWorkingDirectory was called before, it should not rebuild it
05:25<frosch123>GetItem allows to use numbers for indexing the list
05:25<@Alberth>as it is now, each command has its own list
05:25<frosch123>which you get from the previous call to ConPrintWorkingDirectory
05:25<frosch123>it's weird if it renumbers the list inbetween
05:25<frosch123>so, i prefer separating the calls over renaming the function :)
05:26<@Alberth>so some static data for the file list for commands?
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05:26<andythenorth>Alberth: changed ‘i’ :P
05:26<andythenorth>ta
05:26<@Alberth>yw :)
05:26<frosch123>well, the console stuff is a bit contradicting :)
05:26<frosch123>when using numbers to refer to files, you do not want to rebuild
05:26<frosch123>when using the explicit name, you want to rebuild
05:27<@Alberth>haha :)
05:27<frosch123>maybe the number stuff should be split off from getitem as well
05:27<frosch123>it only applies to the console anyway
05:28<@Alberth>caching could be useful, although it then needs a "update the cache" command too
05:29<@Alberth>hmm, maybe keep a map of last printed names vs numbers?
05:29<@Alberth>so using numbers doesn't give surprises
05:30<@Alberth>ok, thanks for the quick check
05:33<frosch123>the queue looks quite nice :)
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05:37<@Alberth>I am quite glad I made some progress at all :)
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05:45<@Alberth>hmm, dropping numbers, and using unique name prefix instead?
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05:48<frosch123>aren't most files different by the postfix date/autosae number? :p
05:49<frosch123>would have to ask server admins about that
05:49*andythenorth wonders what to do next
05:49<Eddi|zuHause>conquer the world, usually
05:51<andythenorth>that’s tomorrow
05:51<@Alberth>any unique string in the name would be another option :)
05:52<andythenorth>bah
05:52<andythenorth>didn’t account for this when I wrote pixa cargo placement code :|
05:52<andythenorth>http://dev.openttdcoop.org/projects/road-hog/repository/entry/src/graphics/brightling_0.png
05:52<andythenorth>:P
06:01<@Alberth>2 cargo placements?
06:06<Eddi|zuHause>likely 2 layers of things being in front of each other
06:11<andythenorth>it can be placed ok
06:11<andythenorth>but I don’t have short enough cargos :P
06:11<andythenorth>maybe I can just use the longer one
06:11<andythenorth>the cargo is sandwiched between two repeated layers of the vehicle, with a mask
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06:20<Samu>2025
06:22<andythenorth>graphics generation now takes about 1.5s :(
06:22<andythenorth>that’s slow
06:23<Eddi|zuHause>but think of the children in africa!
06:27<andythenorth>it’s true
06:54<andythenorth>ugh, graphics processing time increases quite horribly per vehicle
06:55*andythenorth needs a hammer
06:55<frosch123>the map generator is certainly one of the most frustaing things about factorio :/
06:57*andythenorth hammers
07:09<Eddi|zuHause>can't you mod it?
07:15<frosch123>i can't even get the "print" method to work :p
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07:30<andythenorth>multiprocessing to the rescue :P
07:30<andythenorth>always
07:30<andythenorth>what could ever go wrong with that?
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07:51<@Alberth>lack of cpus? :)
07:53<@DorpsGek>Commit by fonsinchen :: r27611 trunk/src/linkgraph/mcf.cpp (2016-07-10 13:53:43 +0200 )
07:53<@DorpsGek>-Codechange: Cache the calculated value of CapacityAnnotation
07:57<@DorpsGek>Commit by fonsinchen :: r27612 /trunk/src/linkgraph (3 files) (2016-07-10 13:57:16 +0200 )
07:57<@DorpsGek>-Codechange: Replace three uses of std::list with std::queue/vector. (JGR)
08:03<@DorpsGek>Commit by fonsinchen :: r27613 trunk/src/linkgraph/mcf.cpp (2016-07-10 14:03:23 +0200 )
08:03<@DorpsGek>-Codechange: Use a flat vector instead of a map in FlowEdgeIterator. (JGR)
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08:17<@DorpsGek>Commit by fonsinchen :: r27614 /trunk/src/linkgraph (refresh.cpp refresh.h) (2016-07-10 14:17:00 +0200 )
08:17<@DorpsGek>-Codechange: Use a fixed array instead of a map for link refresher cargo capacities. (JGR)
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10:16<tag>hello there, is here anyone who i can ask a few questions regarding developing openttd?
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10:28<FLHerne>tag: Just ask them, certainly some people in here know all the answers
10:29<FLHerne>"Don't ask to ask, just ask" is right up in the topic ;-)
10:32<@Alberth>nah, we mostly pretend to know answers :)
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11:21<tag>I wanted to chat in private with someone, im a newbie programmer and would ask for directions on how to start. eg. where is the main function in the soure since i couldnt find it, which files are responsible for the graphics, etc, unfortunately i couldnt figure it out on my own.
11:22<@Alberth>a channel gives much better answers than a 1-to-1 chat, in general, more people really do know more :)
11:23<tag>yeah thats true, just wanted to embarass myself in front of fewer people than a whole channel :D
11:23<@Alberth>the main function is in the system-specific code, I think, and then jumps to somewhere in openttd.cpp(?)
11:24<@Alberth>no worries, lots of people ask questions here :)
11:24<tag>what do you mean "system-specific code", could you give me a filename?
11:24<@Alberth>not sure how useful it is to start with main(), it's 300K lines of code :)
11:25<tag>i dont know either, i just havent worked on a big project in my life, wanted to start somewhere, and since i like this game and its opensource seemed like a good starting point
11:26<@Alberth>src/os/windows/ seems like a point
11:27<@Alberth>do you have something you like to know, or want to do?
11:28<+glx>usually don't try to follow all the flow, concentrate on one part
11:28<tag>i've seen an issue with icon sizes, wanted to look into that, but couldnt really figure out which files might be related.
11:28<tag>and i used opengl a bit so wanted to check out the files that are responsible for the graphics
11:28<+glx>that should be in *_gui.h/cpp files
11:28<+glx>and we don't use opengl :)
11:29<tag>oh, what does the game use then
11:29<+glx>gdi on windows, and sdl
11:29<+glx>pure old style 2D
11:29<@Alberth>src/openttd.cpp has int openttd_main(int argc, char *argv[]) around line 535 which is mostly a nice entry point
11:29<@Alberth>pushing lots of pixels to the screen :)
11:30<andythenorth>I often use a lang string to find my way into the code
11:30<andythenorth>or guessing :P
11:30<tag>i see alberth, thank you!
11:30<tag>so its pure SDL on linux?
11:31<@Alberth>yep
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11:31<@Alberth>filenames also say a lot of their contents
11:31<tag>i used sdl for a simple snake game once, but didn't think its possible to use it for graphics like this :)
11:32<@Alberth>if you're on linux, install "ag" (silversurfer package), or "ack" very good at finding matches in the source
11:32<tag>well thank you all for the help, hope i can contribute one day ;D
11:32<tag>sure, i'll look into it
11:33<@Alberth>you may think it's 3D, but the images are just weirdly shaped flat images (loads of them :) )
11:33<+glx>just blitted sprites :)
11:33<@Alberth>drawn at just the right spot :)
11:33<tag>yea i actually figured that out,i found the image sources
11:34<+glx>and in the right order
11:34<tag>but i thought the images are textures over objects
11:34<tag>but they are just simple images moved around then
11:34<tag>;)
11:35<@Alberth>yes, game is from about 1990 or so, waaaay before textures and 3d video cards :)
11:36<Samu>2026
11:37<@Alberth>going backwards now? I thought you were around 2040+ somewhere
11:38<@Alberth>oh, for 1.6.1, I guess
11:44<tag>by the way does anyone know how is it possible that they can use int openttd_main()... instead of main()? they wrote an own compiler or how?
11:47<andythenorth>hmm
11:47<andythenorth>all the work sorting out truck lengths paid off :)
11:47<andythenorth>generating cargo sprites now really easy :)
11:49<+glx>tag: there's a platform dependant main() calling openttd_main()
11:49<+glx>main() is WinMain() for windows for example
11:50<@Alberth>ie os/unix/ has main for unix/linux, os/windows/ has main for windows, etc
11:53<@Alberth>a success, andy :)
11:54<frosch123>tag: the main() you mean is in src/os/unix/unix.cpp:260
11:54<frosch123>it does some platform specific things, then calls openttd_main
12:04<tag>oh i see, thanks
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13:51<Wormnest>Samu: If you like you can now test the fixed version of NoCAB. I released it as NoNoCAB :p
13:52<Samu>oh nice :)
13:52<Samu>may test it when i get all this upgraded to 1.6.1
13:53<Wormnest>Still lots of things that could be improved but unless big problems show up I´ll probably leave it as is for now
13:55<Samu>it seems to be advancing 4 years / day
13:55<Samu>2027
13:55<Wormnest>for ships?
13:55<Samu>yes, the last one
13:56<Samu>NoCAB NPF ships, waiting for it
13:56<Wormnest>I think that should be a lot improved now, at least most problems with lost ships are gone as far a i´m aware
13:58<Samu>i estimate in 6 days it reaches 2051
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13:59<cyrex>hy
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14:07<cyrex>este cineva pe aici?
14:09<FLHerne>cyrex: Yes
14:09<cyrex>ro?
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14:10<FLHerne>No (not me, anyway) :-(
14:17<cyrex>ok
14:17<cyrex>you?
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14:37*cyrex slaps sla_ro|master around a bit with a large fishbot
14:42<Eddi|zuHause>sla_ro|master seems like a person who only says something every half year
14:45<Eddi|zuHause>(but the last time is already a year ago... so make of that what you will...)
14:46<@Rubidium>that's what you get with a readonly account ;)
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17:23<supermop_>yo
17:24<supermop_>have used so much battery and data today
17:33<Samu>gg portugal 1-0 we won
17:33<Supercheese>poor France
17:34<Samu>rip ronaldo anyway
17:34<Samu>that guy never did anything for portugal, it was a good idea to have him replaced
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17:36<Supercheese>winning goal scored by some random guy who played for Swansea a bit and never scored there
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17:39<ST2>well, even an OpenTTD community enbrace euro champion colours: http://openttd.btpro.nl/
17:39<ST2>congrats to Portugal :)
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18:04<supermop_>spent the afternoon at my sister in laws 35th birthday at a barbecue place in an old warehouse in bushwick, where all of the 30-somethings were playing pokemon go
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18:18<Samu>lel, only 1 victory before the 90 mins for portugal
18:18<Samu>we're good...
18:23<ST2>yeah, that good... and without Ronaldo xD
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18:28<Eddi|zuHause>it would be truly weird if ronaldo played pokemon go
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18:55<Eddi|zuHause>so... i go hunt down some more french and portuguese until i finally turn against the ottomans
18:56*ST2 grabs popcorns while watching Eddi|zuHause's hunting xD
18:57<Eddi|zuHause>there are also some nasty rebels in my overextended vassal on the way
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19:24<Samu>ronaldo was always a piece of crap in portugal
19:24<Samu>too much talk, too little action
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19:56<Samu>2028
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---Logclosed Mon Jul 11 00:00:51 2016