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#openttd IRC Logs for 2016-11-01

---Logopened Tue Nov 01 00:00:24 2016
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05:43<Wolf01>o/
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05:49<Wolf01>Quak
05:50<frosch123>moi
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06:11<frosch123>what? is it april 1st?
06:11<Wolf01>Maybe
06:12<frosch123>there is a headline about an agreement between yt and gema, ... after 10 years?
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06:12<Wolf01>o/
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06:23<Eddi|zuHause>i didn't expect that to happen in my lifetime
06:24<andythenorth>lo Wolf01
06:24<andythenorth>Wolf01 seen the combine harvester? o_O
06:24<andythenorth>it’s not my taste, but it’s pretty epic
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06:24<Wolf01>Which one?
06:24<andythenorth>on Eurobricks
06:25<andythenorth>Claas Lexion
06:25<andythenorth>http://www.eurobricks.com/forum/index.php?/forums/topic/142491-moc-claas-lexion-760/
06:25<Wolf01>Oh, yes :)
06:27<andythenorth>impressive
06:27<andythenorth>I prefer toys to super-detailed models these days
06:27<andythenorth>but if I was 15 I would have been drooling over that
06:27<andythenorth>meanwhile http://dev.openttdcoop.org/attachments/download/8131/NRT-sprites.png
06:27<Wolf01>:o
06:27<andythenorth>I have the road underlays about 50% done in test grf
06:28<andythenorth>it’s not hard, just yak-shaving
06:28<andythenorth>Wolf01 or Eddi|zuHause, there is one curve that is showing straight road
06:28<andythenorth>I don’t understand why
06:28<andythenorth>follow the most LH side road to the second corer
06:29<andythenorth>might be a bug in the newgrf, but not sure how to diagnose
06:29<andythenorth>AIUI, it needs to be just one big spriteset, in a specific order
06:29<Wolf01>Nice
06:31<Wolf01>I'm trying to merge the gui branch in master, but I think it's better if I'll rewrite it from scratch
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06:32<Wolf01>I'll need to change too many things and deduplicate a lot of code
06:32<andythenorth>yeah
06:32<andythenorth>build one to throw away :)
06:32<Wolf01>Maybe I'll do common_road_gui.cpp
06:33<V453000>anus
06:33<Wolf01>Also I can't understand why it explodes roadtypes... I get 6 roads and 6 trams, with 3 roads repeated and 3 trams repeated
06:34*V453000 has strong opinions today
06:34<Wolf01>Hi V
06:34<V453000>heyo
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06:35<Wolf01>Is the FOR_ALL_SORTED_ROADTYPES which should filter only the basetype I set... but it returns the road subtypes twice
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06:37<Wolf01>Or maybe it's the inner for that's wrong
06:38<Wolf01>Nah... even worse
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06:39<Wolf01>It's wrong because I don't even need the for...
06:40<andythenorth>http://dev.openttdcoop.org/attachments/download/8132/NRT-sprites-2.png
06:40<andythenorth>just the half-tiles needed...
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06:40<andythenorth>for underlays
06:40<andythenorth>then overlays
06:40<andythenorth>bridges, tunnels, depots
06:41<V453000>my brain commits suicided when reading that
06:41<V453000>-d
06:41<V453000>getting RAWR/BRIX flashbacks XD
06:41<Wolf01>Aren't the T pieces wrong?
06:43<andythenorth>they are being shown where they shouldn’t be
06:43<andythenorth>yes
06:43<andythenorth>should be half-tiles in some places
06:43<Wolf01>We need a proper roadbit map
06:43<Wolf01>Roadbit-to-sprite
06:45<Wolf01>It's easy to work out, with pen and paper
06:46<andythenorth>http://dev.openttdcoop.org/attachments/download/8133/NRT-sprites-3.png
06:46*andythenorth took a day off work
06:46<andythenorth>much easier to do ottd stuff if not worked 8-12 hours already
06:46<Wolf01>:)
06:46<V453000>XD I know that
06:49<V453000>me is big wannabe python programmer
06:49<V453000>:D
06:50<V453000>making a script which takes an image, filters some specific colours, and saves those specific image pieces in some places
06:50<V453000>shit's wild
06:55<andythenorth>is PIL?
06:55<andythenorth>or ImageMagick?
06:55<andythenorth>or in some other app?
06:57<andythenorth>Wolf01: wondering if the patch from frosch added bridges and tunnels?
06:57*andythenorth should probably read it :P
06:57<andythenorth>https://github.com/andythenorth/NotRoadTypes/commit/42586cd856bda94785fcf7d603d15868091fba5b
06:57<frosch123>no, just plain track
06:57<Eddi|zuHause>Wolf01: so something similar to the image that shows the mapping from height bits to slopes?
06:57<andythenorth>ho quak
06:57<frosch123>no catenary, no bridges, no tunnels, no level crossing
06:57<andythenorth>unusual daytime frosch
06:58<Wolf01>Eddi, sort of, I think I already found it somewhere, maybe in the forum or in some newgrf tutorial
06:58<V453000>PIL
06:58<andythenorth>lawks
06:58<andythenorth>PIL is not the friendliest python module ever :)
06:58<andythenorth>sometimes it rather sharply teaches you about the distinctions between copy() and deepcopy()
06:59<andythenorth>it’s a bit of a crapshoot about what modifies the Image you’re operating on, and what returns a copy
06:59<frosch123>andythenorth: it's an usual day in an unusual state
06:59<andythenorth>frosch123: cryptic?
06:59<Eddi|zuHause>andythenorth: half of germany has a holiday on 31.10, and the other day on 1.11
06:59<andythenorth>ah
07:00<Eddi|zuHause>protestant/catholic nonsense
07:00<V453000>didn't get to that yet andythenorth :)
07:00<andythenorth>V453000: it only comes up when you’re looking at the results, and asking ‘wtf'
07:00<V453000>also I have some programmer helpers to warn me shit :D
07:01<V453000>XD right
07:01<andythenorth>also Image.show() is a useful tool when debugging
07:01<V453000>I'm creating copies atm to work with
07:01<V453000>and only read from the sources
07:01<V453000>& save copies upon output
07:02<andythenorth>Wolf01: how about equivalent of sprite aligner tool, just show the bits in-game? o_O
07:02<andythenorth>in-game docs are leet :P
07:03<Wolf01>Oh, just a html table with the correct order of sprites to use should be enough
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07:04*andythenorth needs to do overlay sprites next
07:04<andythenorth>or tramz
07:04<frosch123>can you also remove the walkways from the underlay?
07:05<V453000>not having to figure out correct order of sprites = heaven
07:05<@peter1138>I never have to do that.
07:05<Wolf01>Mmmmh, I get an assert on base roadtype: 33554690... a bit too high, the limit is 2
07:06<Eddi|zuHause>i don't know how that is difficult, just look at opengfx or another base set
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07:06<Eddi|zuHause>@base 10 2 33554690
07:06<@DorpsGek>Eddi|zuHause: 10000000000000000100000010
07:07<Eddi|zuHause>my guess is some bitstuffing that you didn't undo properly
07:07<Eddi|zuHause>@base 10 16 33554690
07:07<@DorpsGek>Eddi|zuHause: 2000102
07:09<Wolf01>Really strange
07:09<Wolf01>I have 2 for loops which creates the identifiers
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07:13<Wolf01>Ok, thats the RoadTypeIdentifier "invalid"
07:13<Eddi|zuHause>why is invalid not 0xFFFF...?
07:14<Wolf01>Because it's a structure
07:14<Wolf01>And not an enum
07:14<Wolf01>I needed to represent 0xffff... + 0xffff... in a different way
07:14<Wolf01>if (!_sorted_roadtypes[ROADTYPE_ROAD][rst].IsValid()) continue; <- should be enough
07:15<Wolf01>Nope...
07:15<Wolf01>Initialized with the wrong values, basetype invalid + 0 subtype
07:16<Wolf01>I hate that structure :(
07:18<Eddi|zuHause>i really don't know what you're doing there, but it sounds a few layers too complicated
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07:19<Wolf01>I need to have both roadtype (road or tram) and subtype (one of the defined roads/trams) in the same variable, so I made a structure which could be packed to int
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07:26<Wolf01>http://imgur.com/a/8kOd5 <-
07:27<Wolf01>4+ are wrong, should be all like 3
07:27<andythenorth>frosch123: http://dev.openttdcoop.org/attachments/download/8134/NRT-sprites-4.png
07:27<@peter1138>have we got bridge and underground layers yet?
07:28<andythenorth>only in a patch on your computer
07:28<@peter1138>wasn't it smatz who played with it?
07:28<Eddi|zuHause>wasn't that smatz's patch?
07:28<@peter1138>heh
07:30<frosch123>andythenorth: \o/
07:30*andythenorth making blue ones now
07:30<andythenorth>for POC
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07:31<@peter1138>When I first started on OpenTTD, 256MB was a decent amount of RAM...
07:32<frosch123>are you sure?
07:32<frosch123>ottd started in 2004, in 2005 1GB was the standard amount
07:32<@peter1138>Well, enough for general use.
07:33<Eddi|zuHause>i think i had 1GB when i found openttd
07:33<Eddi|zuHause>but i upgraded that computer from 512 at some point
07:34<Wolf01>I had 1GB, later 3GB cause XP x86
07:34<andythenorth>we need a convert tool :P
07:35<andythenorth>http://dev.openttdcoop.org/attachments/download/8135/NRT-sprites-5.png
07:35<Wolf01>FOR_ALL_SORTED_ROADTYPES... 0, 1, 1350
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07:36<andythenorth>frosch123: FWIW, your patches are merged here https://github.com/andythenorth/NotRoadTypes/tree/road-and-tram-types
07:36<andythenorth>along with this morning’s ottd trunk
07:36*andythenorth learnt about git remotes
07:36<Eddi|zuHause>Wolf01: encapsualate your operations on this data type better, and then make sure every operation checks for invalid first
07:36<Eddi|zuHause>can't be more specific
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07:37<Wolf01>I can't even understand how it manages to read uninitalized ones... there's a hard limit
07:40<Wolf01>I managed to swap the variables and double convert the structure in the macro -.-'''
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07:42<Wolf01>C++ types are too loose, you won't get errors until runtime
07:44<Wolf01>ROADTYPE_ROAD, RoadTypeIdentifier, uint8... 3 different things, sometimes it tells about invalid cast, sometimes it happily accepts everything you put there
07:46<andythenorth>hmm
07:46<andythenorth>catenary for road? o_O
07:46<Eddi|zuHause>you either use too little or too much object orientation, but i still think you're making it more complicated than it needs to be
07:48<frosch123>in the 90's there was some program which people put into their login script to print some clever note on every login
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07:49<Wolf01>I would put a todo list on the login screen
07:49<Eddi|zuHause>was that better than the windows loging screen where if you didn't know the password, you just press escape and it just logs you in anyway?
07:49<Eddi|zuHause>-g
07:49<Wolf01>Windows 98
07:50<andythenorth>Snail: does it compile yet? o_O
07:50<Wolf01>That was just to enter the credentials for network, so it didn't ask for them when you needed to access the network for the first time
07:50<Snail>hi andythenorth
07:50<Snail>nah :(
07:55*andythenorth not sure what to do next :)
07:56<andythenorth>the example grf could be refactored, but that seems like busy work
07:56<Wolf01>Gui sprites
07:57<andythenorth>I have reset the grf to use the defaults :P
07:57<andythenorth>for convenience
07:57<Wolf01>+1
07:57<andythenorth>Wolf01: http://dev.openttdcoop.org/attachments/download/8136/example_roadtype_and_tramtype.grf
07:57<Wolf01>If you set the catenary flag on roads do you get some weird stuff?
07:58*andythenorth tests
08:00<Wolf01>It's strange that I get img = 0 for standard roads when I open the road construction toolbar, but not for grf roads
08:00<Wolf01>Do you get that too?
08:01<andythenorth>Wolf01: in stdout?
08:01<Wolf01>No, assert
08:02<Wolf01>assert(img != 0)
08:02<andythenorth>not seeing that
08:02<Wolf01>Widgets don't get the image
08:02<Wolf01>I think I have a problem with RoadTypeInfo
08:03<Wolf01>Strange, because the names are all there
08:06<andythenorth>Wolf01: http://dev.openttdcoop.org/attachments/download/8137/example_roadtype_and_tramtype.grf
08:06<andythenorth>adds catenary to one type
08:06<frosch123>andythenorth: is it intentional that the original road/tram also get the red graphics?
08:06<andythenorth>frosch123: it’s a side effect of the example grf
08:06<andythenorth>I’ll tidy it up
08:07<andythenorth>Wolf01: that last grf was lies, fixing
08:09<Wolf01>It's more all roadtypes look the same
08:09*andythenorth thinks there is some problem
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08:10<Wolf01>I think I didn't pass the right value to road_cmd functions
08:10<frosch123>default road, red road, blue road?
08:10<frosch123>tram is all red though
08:11<andythenorth>I am making a new grf
08:11<andythenorth>or updated
08:11<andythenorth>but the results are odd
08:11<andythenorth>I have normal road showing catenary, but the catenary flag isn’t set
08:11<andythenorth>wolf road is correctly red, but shows no catenary, despite flag is set
08:12<andythenorth>north road is blue, correctly no catenary
08:12<andythenorth>also the strings in the buy menu don’t match to the types
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08:12<andythenorth>hmm, actually the red and blue are transposed
08:13<Wolf01>Stupid tortoise svn plugin... I reverted all the changes from the entire repository instead of the branch
08:13<Wolf01>It seem I'm not able to read before clicking "ok"
08:15<andythenorth>frosch123 Wolf01 http://dev.openttdcoop.org/attachments/download/8138/example_roadtype_and_tramtype.grf
08:15<andythenorth>should be more obvious which type is which :P
08:15<Wolf01>The plugin is not project-path aware
08:16<Wolf01>And since I have an all-in-one checkout, I ran into these problems
08:17<Wolf01>Not so bad, I wanted to cleanup it anyway
08:17<andythenorth>http://dev.openttdcoop.org/attachments/download/8139/example_roadtype_and_tramtype.grf
08:17<andythenorth>un-broke gui sprites for one type
08:19<Wolf01>Could you change the order too? Game builds electric roads because they are first O_o
08:21<andythenorth>I can, but there’s a bug there too
08:22<andythenorth>the chosen type doesn’t match the type built
08:22<Wolf01>Nice
08:22<andythenorth>dunno if it’s just wrong strings, or something else
08:22<andythenorth>try it :)
08:22<andythenorth>blue road is read
08:22<andythenorth>red *
08:22<andythenorth>the nml is correct
08:23<Wolf01>Index to subtype bug, just make the right grf and I'll address that
08:23*andythenorth looks up ordering spec
08:25<Wolf01>I'm making some little fixes
08:25<Wolf01>But lunch time now
08:26<andythenorth>I can’t get ‘normal’ road into correct place
08:26*andythenorth wonders what the default is for it
08:26<andythenorth>for rails, 07 is normal
08:28<andythenorth>Wolf01: http://dev.openttdcoop.org/attachments/download/8140/example_roadtype_and_tramtype.grf
08:28<andythenorth>sort order 99 and 100 seemed to work :P
08:36<Wolf01>/* sort order */ 0 << 4 | 7,
08:38<Wolf01>I copied from railtypes, so I think that has the same rules
08:44<Wolf01>andythenorth I totally want to build something like this https://thelegocarblog.com/2016/10/31/pneumatic-backhoe-picture-special/
08:46<andythenorth>looks nice eh?
08:47<Wolf01>Yeah
08:47<andythenorth>I think it would be more playable if smaller
08:47<Wolf01>Too bad we don't have electric air valves
08:47<andythenorth>large models tend to be less robust
08:48<Wolf01>It's really clever, 2 pumps for 2 circuits so you don't have too much pressure drop
08:49<andythenorth>isolated circuits eh
08:53<Wolf01>This branch is 48 commits ahead, 15 commits behind andythenorth:dev. <- looks funny
08:53<andythenorth>:P
08:53<andythenorth>I have stopped maintaining andythenorth/dev
08:53<andythenorth>it has bits of gui in it
08:53<andythenorth>will be a bad patch
08:57<Wolf01>I'm going to break things running fast
08:57<Wolf01>But I think code will be pleased about the change, less confusion
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09:12<Wolf01>https://github.com/Wolfolo/NotRoadTypes/commit/9147b755288f6d4d760babae3c93601dfc46a37a did this
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09:15<Wolf01>At least now I use only one thing and I shouldn't have again the problem of storing a RoadType directly in a RoadTypeIdentifier variable because it is declared as uint8
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09:19<andythenorth>makes sense
09:23<Wolf01>Next is to add IsRoad() / IsTram() methods to replace all the "_cur_roadtype_identifier.basetype == ROADTYPE_TRAM"
09:24<Wolf01>_cur_roadtype_identifier.IsTram() or a static function in road_gui?
09:27<Eddi|zuHause>if you already bothered to make a struct, you might as well encapsulate the functions into it
09:29<andythenorth>http://dev.openttdcoop.org/attachments/download/8141/example_roadtype_and_tramtype.grf
09:30<andythenorth>added a yellow road
09:30<andythenorth>construction menu is now even more messed up :)
09:30<Wolf01>I'm arriving at it, slowly :P
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09:34*andythenorth should release this rainbow grf
09:34<andythenorth>looks cool
09:35<andythenorth>V453000 would like it
09:41<supermop>yo
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09:43<frosch123>https://devs.openttd.org/~frosch/Vtown.png <- is that how you use them?
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09:53<V453000>sick
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10:10<@peter1138>Mega gameplay enhancement ;)
10:19<andythenorth>important
10:19<Wolf01>About mega gameplay enhancement, what's the status of custom bridge heads?
10:19<andythenorth>should make them company coloured :P
10:19<Wolf01>Hell yead andy :D
10:19<Wolf01>*yeah
10:20<frosch123>currently not supported :)
10:21<frosch123>are railtypes cc-recolored?
10:22<Wolf01>Maybe fences
10:22<Wolf01>I have some memories of fences with cc-colored signs
10:25<andythenorth>fences are cc
10:25<andythenorth>in default
10:26<frosch123>default roads use the recoloring for dirt/grass
10:26<andythenorth>they do? o_O
10:26<frosch123>but i disabled that for custom roads, since it is stupid
10:26<frosch123>and custom roads should not include the walkways anyway, so the recoloring only surprises wrt. which colors are useable
10:27<andythenorth>not sure what the benefits of recoloring would be for roads
10:27<andythenorth>but eh
10:27*andythenorth must go out soon, but if anyone does bridges, tunnels etc
10:27<andythenorth>I’ll update the grf when I get back
10:28<Wolf01>Splitting menu right now
10:29<frosch123>i'll look into bridges/tunnels/levelcrossing/catenary
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10:47<Wolf01>Ha! Found when it asserts for "img != 0", still looking for *why*
10:56<@peter1138>It asserts because img != 0
10:57<Wolf01>Yeah, but I should figure out why is 0
10:57<Wolf01>I'm thinking, is it too late to trash our fork and work directly on andy's repo? Maybe creating various branches and then merge all into andy's master?
11:01<Wolf01>ottd->fork->fork... cross fork-branch merges... it will explode soon or later
11:04<Wolf01>Ha! Found it, index to road subtype... index is 0, 1, 2, 3, 4, 5, road subtype in 0, 1, 2; 0, 1, 2
11:09<Wolf01>Is index 0 or 1 based?
11:16<Wolf01>Ok, seem solved
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11:18<Wolf01>o/
11:18<crem>o/
11:18<frosch123>o/
11:19<@Alberth>o/
11:19<Eddi|zuHause>Wolf01: so what's the difference between a fork and a branch in that scenario?
11:20<Wolf01>That I have 3 branches in my fork
11:20<frosch123>Wolf01: why is there a catenary bit in the map array?
11:21<Wolf01>frosch123, I think it was there before
11:21<frosch123>nope
11:21<frosch123>if you don't know, i'll ignore/remove it :)
11:21<Wolf01>Or maybe it was added when I and andy were working cluelessly to add features without newgrf
11:22<Wolf01>Remove it, it could be retrieved from RoadTypeInfo in any moment
11:27<andythenorth>Wolf01: I would much rather you worked out of ‘my’ repo :)
11:27<andythenorth>we aren’t strangers, the whole github ‘fork’ thing just doesn’t apply
11:28<andythenorth>just make feature branches, then merge them into a candidate build when ready
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11:56<frosch123>someone seems to like function overloading a lot :p
11:56<@Alberth>reduces the number of used identifiers :p
11:57<frosch123>what to call variables of type RoadTypeInfo and RoadTypeIdentifier?
11:57<frosch123>some places use rti for for either of them
11:57<frosch123>but i need both
11:57<Wolf01>Does the same thing with different input, why not use the same name? :D
11:58<@Alberth>rt_info rt_iden ?
11:58<frosch123>Wolf01: HasCatenary exists for RailType, RoadType and Tile
11:58<frosch123>at least one of them is bonkers :)
11:58<Wolf01>rti should be RoadTypeInfo, rtid for RoadTypeIdentifier
11:58<Wolf01>I would remove the tile one
11:59<frosch123>yup, already done
12:00<Wolf01>I missed one point to add the new toolbar button for trams... and I can't find where, I'm following all the road button places and seem it's ok
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12:00<frosch123>oh, for levelcrossing there is also rti for RailTypeInfo :)
12:01<Wolf01>Eh, use roti then :P
12:01<Wolf01>As it's done in enums
12:03<Wolf01>Oh, now it's appeared
12:04<Wolf01>No code duplication ad all
12:05<Wolf01>But I would need to duplicate the roadstops gui part to hide the 4 bays for trams
12:05<Wolf01>Or I'll leave them there?
12:05<andythenorth>long-term they need to be hidden
12:05<andythenorth>but that’s optimisation
12:08<Wolf01>Trams button uses the rail sprite, we'll need a new one in opengfx or such
12:08<andythenorth>there’s the one I made...
12:08<Wolf01>And I noticed the weird behaviour about ordering as andy said before
12:08<Wolf01>I'll need to look at it
12:10<Wolf01>https://github.com/Wolfolo/NotRoadTypes/commit/40bc20899540b6771b32c39bf84b8be043a6427c <- andy for your amusement
12:11<Wolf01>It took less time to rewrite from scratch without code duplication than trying to merge the old branch
12:11<andythenorth>should I merge that into road-and-tram-types
12:11<andythenorth>?
12:11<andythenorth>or are we keeping the gui branch separate?
12:11<Wolf01>It's in my dev branch
12:11<Wolf01>I made some fixes today
12:11<Wolf01>If you want to merge it, I think it's ready
12:11<andythenorth>ok
12:12<Wolf01>Needs that ordering fix
12:12<Wolf01>Which I don't know if it's because all roadtypes have the same order or what
12:13<Wolf01>Also I defined the trams button only for full toolbar, if you can't see it get a bigger screen :P
12:13<andythenorth>:P
12:14<Wolf01>Just kidding, we should think about how to rearrange buttons
12:15<andythenorth>Wolf01: is the button split in your dev branch?
12:15<andythenorth>I merged, but no button :)
12:16<andythenorth>https://github.com/andythenorth/NotRoadTypes/pull/9
12:16<andythenorth>that just splits the toolbar? o_O
12:22<crem>Sorry for (kind of) offtopic. I played openttd ~5 years ago last time, and the very annoying thing was "local authorities" which disallowed to build around the city. Was it improved since then? Especially as I hear about trams, which I believe means more building around cities.
12:22<crem>I know about "lots of trees" trick, but it doesn't help much, and kind of unrealistic.
12:23<@Alberth>off-topic???? :)
12:24<crem>kind of :)
12:24<crem>It's mostly about development here as far as I can see :)
12:25<andythenorth>bbl
12:28<Wolf01>You merged from my master, andy, I made changes in dev
12:28<Wolf01>Which was already in sync with your road-and-trams XD
12:30<Wolf01>I don't know how to handle this now... maybe merging from dev works and ignores the last duplicated merge
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12:39<supermop>crem: you are probably more on topic than andythenorth is 90% of the time
12:40<Wolf01>frosch123, did you add or remove the BridgeHasCatenary?
12:40<frosch123>i removed it
12:40<Wolf01>Because if andy merges it will be readded...
12:41<ElleKitty>Gaby_ Hello, you =3
12:41<ElleKitty>Welcomes to Gaby, first time on IRC
12:41<frosch123>ElleKitty: you already brought in some stranger yesterday :p
12:41<Gaby_>:D
12:42<Wolf01>It's like when you find stray cats
12:42<ElleKitty>frosch123 The stranger from yesterday is my decades-long friend! Gaby, however, is a total stranger =3
12:42<supermop>crem: it hard to say "improved" as one of the objectives of the game is to replicate the gameplay of TTO/TTD, and stubborn local authorities are very much part of that original experience
12:42<ElleKitty>I picked Gaby up earlier today, someone left him
12:43<supermop>people have done work to make things more friendly, but the core gameplay is the same
12:43<ElleKitty>Gaby_ When you type a few letters of someone's name, then press TAB, their name will be completed. And when you send such a message, it pings them so they hear it
12:43<Wolf01>Better if I stop developing on my fork now and create a branch in andy's repo before doing more damage. I don't have any more things to commit from mine
12:44<ElleKitty>Gaby_ Give it a try?
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12:46<Gaby_>First, Can I change the language ?
12:47<Wolf01>:D
12:47<ElleKitty>Gaby_ is totally a stray cat...
12:47<Gaby_>Me ? :D
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12:47<ElleKitty>Gaby_ Yes, you can change to french, just go to settings
12:48<ElleKitty>But your english is good, I dont know why you'd need to change
12:48<Wolf01>Chat will still be in english though
12:48<ElleKitty>Wolf01 It didnt even cross my mind to tell him that. Surely everyone knows this?
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12:49<Gaby__>Woaw :D
12:50<Wolf01>I don't know, in some chats with predefined messages you can compose your message in your tongue and others will see it in theirs
12:50<Wolf01>Some Nintendo games have that
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12:52<ElleKitty>Pfshh. Modern AAA "accessibility"
12:52<ElleKitty>This "accessibility" of theirs is what made for lazy gamers
12:53<supermop>surely some method of machine translation could try to translate messages in real time
12:53<ElleKitty>This is one of the main reasons why AAA sucks now. Indy is where all the fun is
12:53<Wolf01>It's mainly to put in comunication kids from the entire world, so you don't have bad language and everyone talks in his tongue
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12:55<ElleKitty>I'm divided on whether this is a good idea, or a really really bad one in a long run
12:56<Wolf01>You have some limitations but at least you shouldn't be able to say weird things, flame etc
12:58<ElleKitty>Seems a bit big-brotherish to me.
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12:59<Wolf01>Better than leaving kids completely unattended
13:00<ElleKitty>I was unattended as far as my computer is concerned... I got a few C&D's and an FBI notice, but I turned out just fine in the end
13:01<ElleKitty>Anyway. My problem with this is that it's not just videogame chatrooms. Everything is more and more under surveilance.
13:02<ElleKitty>You had Xbox 360 with optional Kinect, which can track your motions in the room. Then you got Xbox One with MANDATORY intenet and MANDATORY Kinect. Whoaaa, hold back right there
13:02<Wolf01>Oh, when you can talk only about ingame things or if you like more cats than dogs I don't think is a problem
13:03<ElleKitty>Then there are now those voice-command TVs so that you could "throw away that old remote that keeps getting lost", but it monitors everything you say in the room unless it's unplugged from the wall
13:03<Wolf01>Just unplug the x-one when not in use
13:03<ElleKitty>I shouldnt have to have to UNPLUG ITS POWER. Thats what the Power button should be doing
13:04<Wolf01>Smart TVs are so 1984, I don't think I'll buy one... I don't even watch TV programmes
13:04<ElleKitty>I expect that, when I press Power button on the box, that it powers down
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13:05<Wolf01>Think about it as another way to not waste electricity when "powered off"
13:05<ElleKitty>TV is entertainment for people with medium and mediocre intelligence. They serve you a show, and you eat it up. Internet serves you what you ask of it
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13:17<ElleKitty>Wolf01 No Man's Sky wallpaper: http://178.222.78.76:256/1gX93fW.jpg
13:17<Wolf01>I don't trust anonymous IP addresses with strange names in jpgs
13:18<Wolf01>Put a screen in imgur :D
13:19<ElleKitty>Funny thing is, this is already from Imgur. I dont change their names when I save them to disk, this makes them easily searchable later
13:20<ElleKitty>Wolf01 Here you go... https://imgur.com/1gX93fW
13:20<Wolf01>:)
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13:49<Wolf01>http://imgur.com/gallery/DX09L XD
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14:06<@Alberth>dangerous site, wastes lots of time :)
14:07<Wolf01>Nah, a friend linked it, I waste my life on 9gag
14:07<Wolf01>Or tvtropes
14:07<Wolf01>Or here
14:10<Wolf01>BBL
14:18<ElleKitty>Wolf01 https://imgur.com/UPPq9UM
14:19<andythenorth>Wolf01: I will revert the merge from your master
14:19<andythenorth>I hate that bitbucket UI for pull requests, it’s failure prone
14:19<andythenorth>it rebuilds the menu options with js so your choices change :P
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14:25*andythenorth wonders if github forks are just git remote
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14:51<@Alberth>it's mostly just git with a nice set of web pages :p
14:52<andythenorth>‘nice’ :)
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15:05<@Alberth>the latter gets extended continuously, lately they added a 'review' option
15:05<@Alberth>not sure what the added value is wrt just being able to add comment to a line of code, what was already possible :)
15:05<@Alberth>but progress is in small steps :)
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15:12<@Alberth>new squid too!
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15:15<andythenorth>translations
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15:23<@Alberth>new inktvis too :)
15:27<argoneus>good evening train friends
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16:03*andythenorth might play a game
16:03<andythenorth>need some GS or something
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17:35-!-wCPO is "Kristian Klausen" on #debian-live #debian #debian-next #debian-lxqt #debian-mentors #openttd #debian-apt
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20:33-!-Supercheese is "Supercheese" on #openttd #openttdcoop.devzone +#openttd.dev
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21:00-!-Jynxs is "OFTC WebIRC Client" on #openttd
21:01<Jynxs>hello world
21:01<Jynxs>looking for help
21:02<ST2>as said in channel topic: Don't ask to ask, just ask!
21:02<ST2>xD
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21:13<Jynxs>thanks ST2 for helping in game
21:14<ST2>yw :)
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21:38-!-Mazur is "Stefan Linnemann" on #openttdcoop.stable #openttdcoop #openttd #oolite
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23:27-!-Mazur is "Stefan Linnemann" on #oolite #openttd #openttdcoop @#openttdcoop.stable
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---Logclosed Wed Nov 02 00:00:25 2016