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#openttd IRC Logs for 2016-12-22

---Logopened Thu Dec 22 00:00:28 2016
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07:33<andythenorth>so the ‘hide in build menu’ flag? o_O
07:36<andythenorth>“frosch123: only thing that is missing is a flag or similar to hide a roadtype from the build menu”
07:36<frosch123>oh, that one
07:36<andythenorth>yes :)
07:36<Wolf01>Is it the right solution?
07:36<frosch123>well, it also needs checking whether all the filter dropdowns still make sense
07:37<frosch123>and as said, they should use separate ids
07:37<Eddi|zuHause>call them "virtual roadtypes"
07:37<frosch123>i.e. in autoreplace gui you would still filter for "offroad vehicles"
07:38<Eddi|zuHause>... so i just signed the contract for my new "dayjob"
07:39<frosch123>since when do we offer contracts here?
07:39<frosch123>and "day" in what timezone?
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07:48<andythenorth>Eddi|zuHause: has a job :o
07:48<Eddi|zuHause>i already had a job... it was just not necessarily "day" :p
07:49<Eddi|zuHause>(as in daily)
07:49*andythenorth is always curious who does what here
07:49<andythenorth>but never wants to ask, it would destroy the mystery
07:49<andythenorth>Rubidium does something with trains
07:49<andythenorth>pikka sometimes drives a bus
07:49<Eddi|zuHause>i do weird things with chemistry...
07:49<andythenorth>Dan sells collectables
07:50<Eddi|zuHause>my previous job dealt with HCl
07:50<Eddi|zuHause>and my new job deals with ink
07:50<Eddi|zuHause>basically, they're building an industrial-size inkjet printer
07:52<Eddi|zuHause>for things like wallpaper-patterns and stuff
07:52<Eddi|zuHause>where their previous analogue technique is uneconomical for smaller batch-sizes, but demand for that increases
07:53<frosch123>sounds militaristic
07:53<frosch123>i think the company specialises in camouflaging buildings
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07:59<Wolf01>I do stuff sometime
07:59<@DorpsGek>Commit by frosch :: r27703 trunk/config.lib (2016-12-22 13:59:46 +0100 )
07:59<@DorpsGek>-Change [FS#6532]: [gcc] Wnarrowing and Wfree-nonheap-object do no longer trigger in gcc 4.9.2, so reenable them.
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08:05*andythenorth is a capitalist
08:05<andythenorth>and an exploiter of the workers
08:05<frosch123>yes, you are brittish
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09:50<supermop__>Eddi|zuHause: ive seen something like that in canada, for printing on wall panels
09:51<supermop__>it was a huge flatbed from Oce, about 4m x 2.5m bed
09:51<supermop__>most of their business was fake marble
10:10<Wolf01>Mmmh, I have a dilemma, I'm making the game state manager for my game, but I want to keep it game-agnostic, as it is a component i
10:10<Wolf01>I would like to use it for other projects
10:12<Wolf01>I don't know how to go to menu after the gameplay, as the game scene doesn't know if there is another scene or the game is finished
10:13<Wolf01>And I just call "next" after the current level is finished
10:15<Wolf01>Maybe I need more things which run together, so it's not the gameplay scene which calls next but just tells "I've finished, do whatever you want now"
10:20<@Alberth>higher level game state manager?
10:21<@Alberth>(switching display sounds like game state :) )
10:22<@Alberth>in that case it should do whatever the higher level state manager expects to happen when one of its states is finished, I'd guess
10:24<andythenorth>Wolf01: listener / subscriber? Pipeline?
10:24<andythenorth>probably not an event system, probably a pipeline
10:25<Wolf01>I can enqueue sequences of states when I need to play a game, for example "briefing, real game, post-game"
10:25<andythenorth>[module_1, module_2, module_3]
10:25<andythenorth>each module takes a lock on the pipeline until it yields, or is forcibly terminated
10:26<Wolf01>*states -> scenes
10:28<Wolf01>I've tried to make a sequence for every defined level and the menu as the last scene when loading the game, but what if I want to play a specific level or resume a previous game?
10:30<andythenorth>dunno :)
10:30<andythenorth>I figure that the answer is quite specific to the framework you’re using, it’s not a general programming principle :)
10:30<andythenorth>in Flash there would have been scenes on a timeline, and you’d choose the scene
10:31<andythenorth>and game state (lives, high scores etc) would be stored in an object on root
10:31<Wolf01>I'm making a "framework", this is just a generic "how it should work"
10:32<@Alberth>you need to have some form of choosing between states
10:32<supermop__>there are no nicely designed weed accoutrements like there are for cocktails, beer, tea, etc
10:32<supermop__>no japanese brass cast items
10:33<andythenorth>supermop__: lots of funky glass shapes, though no?
10:33<andythenorth>and magic rolling tins and cutters and so on?
10:33<andythenorth>or is that just where I live?
10:33<supermop__>andythenorth: those are ugly as hell
10:33<supermop__>and yes we have a lot, but i would not give them as a gift
10:33<andythenorth>well smoking a lot and having good taste aren’t mutually dependent
10:33<supermop__>haha unfortunately
10:34<supermop__>thankfully i'm no longer close friends with any stereo typical stoners
10:35<supermop__>but i do have one in law im struggling to get a gift for, who like minimal design, doesn't drink, already has all the kitchen gear he needs
10:35<supermop__>but does like weed
10:35<supermop__>now that is not taboo here, you don't need fancy incense to cover smell, so can't gift that
10:36<supermop__>need some of those fancy weed chocolates from colorado i guess, but illegal to ship interstate
10:38<@Alberth>have xmas in colorado :)
10:39<supermop__>Alberth: flights are probably expensive this late
10:39<supermop__>but good idea
10:40<supermop__>i read an interesting article about how legalization movement here is finally leading designers to work on all this head shop stuff that for decades seemed to be intentionally ugly
10:40<@Alberth>bring family, and there's your present already :)
10:41<supermop__>i think the reason i never smoked was that in highschool the stuff seemed so ugly and tacky that it put me off
10:45<@Alberth>they found out a war on drugs is not winnable?
10:45<supermop__>Alberth: except in the design facet
11:28<andythenorth>what’s the utility of the published checksum on the ottd download pages?
11:29<Wolf01>To check the validity of what you got
11:29<andythenorth>what’s the proposed vector it defends against? 3rd party download sites?
11:29<Wolf01>As the game could be downloaded from an external mirror which may be compromised
11:30<frosch123>i think the checksum is https, while the file is http
11:30<Wolf01>The file is https too
11:30<frosch123>also from the mirrors?
11:31<Wolf01>It links, I don't know what binaries do on it's own
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11:33<Wolf01>Mmmmh, 4 commits in a row of just moving code around, no effective change
11:33*andythenorth puts the tinfoil hat back in the cupboard
11:33<Wolf01>And I can't figure out how to remove a dependency
11:35<Wolf01>I have a stupid dependency injection container which is needed when constructing the scenes... I might need to move it on an external project too
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13:08<Wolf01>Shit classes and namespace name collisions :|
13:17<peter1139>shit code
13:17<peter1139>(as in, all code is shit)
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13:29<LordAro>Wolf01: add underscores until it works
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13:45<@DorpsGek>Commit by translators :: r27704 /trunk/src/lang (3 files) (2016-12-22 19:45:38 +0100 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>welsh: 29 changes by kazzie
13:45<@DorpsGek>spanish: 2 changes by SilverSurferZzZ
13:45<@DorpsGek>russian: 13 changes by Lone_Wolf
13:53<Wolf01>Remaking the whole solution to check for missing things...
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14:11*andythenorth wonders if it’s christmas yet
14:13<@Alberth>it's only winter today :)
14:14<andythenorth>can santa bring me a {CARGO} string formatter?
14:14<andythenorth>which takes the cargo label as parameter
14:15<frosch123>there is CARGO_LIST
14:16<frosch123>and you can pass parameters like 1 << COAL
14:17<frosch123>hmm, or is that missing for newgrf?
14:21<crem_>Is there a way to set a realistic time speed? So that one game year takes one real year. :)
14:23<Alkel_U3>brutal daylength, with something like a 65536^2 map? :-)
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14:29<Wolf01>Seem that I was able to move my project without problems
14:29<Wolf01>It also automatically checked out the references
14:34<andythenorth>NML doesn’t know CARGO_LIST
14:34<frosch123>yes, it is also not in control_codes.h
14:34<andythenorth>I can work around it, it’s just a bit ugly on the compile side
14:36<andythenorth>I have the labels, I have to look up the strings
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14:52<frosch123>the command already exists for gs
14:53<frosch123>hmm, i guess the reason it does not exist for newgrf is that you cannot pass a bitmask for 256 cargo translation table entries as parameter :p
14:54<frosch123>so for newgrf we would have to make a slightly different command
14:54<frosch123>like limit it to 4 cargos, and then packing them into a dword parameter
14:55<frosch123>since industries accept at most 3 cargos, i guess a parameter to display 4 cargos should be fine
14:55<andythenorth>seems plausible
14:55<frosch123>actually, in that case... maybe rather a command to display a single cargo instead of a list
14:56<frosch123>industries know their cargos, unlike vehicles which display: refitteable to all but a,b,c,d,e,f
14:56<andythenorth>my use case is definitely single cargo from industry
14:56<andythenorth>nothing else
14:56<frosch123>single cargo without amount?
14:56<andythenorth>no amount
14:57<andythenorth>there are enough formatters for amounts I think
14:57<frosch123>yep :p
15:12<frosch123>andythenorth: <- try those
15:12<frosch123>ottd, nml, eints, ... what else would need patching?
15:12<frosch123>(not nforenum)
15:13<frosch123>yeah :p
15:13*andythenorth eating right now, but will test ASAP
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15:22<__ln__>does anyone think Super Mario Run is a good game?
15:26<andythenorth>haven’t played it
15:26<andythenorth>my kids will probably want it
15:30<Wolf01> I'm rofl thinking how much we'll ruin this guy's life XD
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15:47<@DorpsGek>Commit by frosch :: r27705 trunk/src/table/control_codes.h (2016-12-22 21:47:40 +0100 )
15:47<@DorpsGek>-Doc: Add the hex codes to the SCC_NEWGRF_ enum entries.
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16:22<andythenorth>frosch123: sorry haven’t tested yet, wrapping christmas presents :P
16:22<frosch123>i also still need to do that :)
16:22<Lejving>plastic bag, duct tape, black marker
16:23<Lejving>all you need for wrapping presents
16:24<frosch123>i also have a sand+cement option
16:28<supermop__>frosch123: that sounds good to me
16:28<supermop__>give a stone chisel and sledge hammer to open with
16:34<@Rubidium>supermop__: nah, just put the chisel and hammel in the cement like
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17:07*andythenorth bed
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17:41<_dp_>Hi! Do toyland cargo types only exist in toyland? Can't make my industry to produce BUBL in other climates
17:42<_dp_>It's not even treating it as invalid cargo, idustry simply doesn't produce anything and gets closed
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17:43<supermop>seems like should be able to produce them in other climates, none of the other cargoes are climate specific
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17:46<_dp_>well, I did this:
17:46<_dp_>it produces pax in all climates, but bubbles only in toyland
17:54<Redirect_Left>I love the image of passengers becoming equal to bubbles
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18:20<Wolf01> yes.
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18:25<_dp_>ok, looks like it does SetupCargoForClimate, so it never sets up default cargo if it doesn't match the climate
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20:14<_dp_>Redirect_Left, actually passengers for some reason became cola. Towns accept and produce cola and mail %)
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23:35-!-techmagus is "Yahanan Xie" on #tor-project #tor #openttd #/r/openttd
---Logclosed Fri Dec 23 00:00:29 2016