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#openttd IRC Logs for 2017-03-06

---Logopened Mon Mar 06 00:00:12 2017
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04:38<Samu>anyone familiar with visual studio 2015?
04:40<Samu>how do I make visual studio to convert line endings from LF to CR LF globally
04:40<Samu>it does ask me if I access a file with inconsistent line endings though, but since I changed 56 lines... it sucks to access them 1 by 1
04:41<Samu>it does ask me when* typo
04:41<Samu>i changed 56 files*
04:41<Samu>damn let me rephrase
04:41<Samu>it does ask me when I access a file with inconsistent line endings though, but since I changed 56 files... it sucks to access them 1 by 1
04:42<__ln__>you are trying to use visual studio for something that is much more easily doable using a bash script.
04:47<Samu>advanced save options is not as advanced as one would hope
04:50<__ln__>how did you manage to make the line endings inconsistent anyway?
04:54<Samu>with visual studio regex
04:54<Samu>find and replace using regular expression
04:55<Samu>i changed the 56 language files
04:55<Samu>some of the replaces removed CR, only kept LF
04:56<Samu>maybe because I suck
04:56<Samu>don't know better
04:56<Samu>i could have avoided it, perhaps if i knew how to use regex better
04:58<__ln__>strange, but as i said, you can fix them with a bash script
04:59<Samu>i'm looking at tortoisesvn, see what it can do
05:06<Samu>this, but for a folder
05:07<Samu>CRLF or native?
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05:10<Samu>svn doesn't let me change it?
05:10<Samu>i don't understand
05:14<__ln__>let's say you have two glass jars, one filled with sugar, one filled with 50% sugar and 50% salt.
05:14<__ln__>now you attach labels to each jar, describing the contents: 'sugar', and 'salt'.
05:15<__ln__>question: does the contents of the latter jar change from sugar/salt mix into pure salt just by you attaching the label on its side?
05:16<__ln__>this question was meant for Samu
05:20<Samu>i wanted svn:eol-style to force inconsistent end of style into CRLF when patching
05:20<Samu>end of line style
05:43<Samu>well... i patched the lang files in some unorthodox method, I wonder if it is acceptable, let me upload it, brb
05:46<Samu>download the 2nd patch
05:46<Samu>__ln__: i'm still confused about this whole EOL deal
05:47<Samu>can you take a look at the patch?
05:47<Samu>especially the way I patched strings in the different languages?
05:51<__ln__>are you sure your patch is supposed to touch the lang files at all
05:52<Samu>yes, there was a request from Alberth
05:52<Samu>maybe i should talk to him when he comes online
05:53<Samu>it was to avoid translator work
05:53<Samu>should the patch go into trunk
05:53<Samu>commit or whatever, I'm not sure how the process works
05:55<Samu>we talked about it yesterday, let me get the chat log
05:59<__ln__>i see
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06:47<Samu>- reuses already translated parts of some strings from all languages and combines them with the missing "aircraft type" in english.
06:47<Samu>from the patch notes :p
06:49<Samu>renames some String IDs.
06:50<Samu>waiting for Alberth seal of aproval or reproval, I wonder if this was what he requested
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07:05<drac_boy>thought I just had to share finding this its quite quirky to me
07:05<drac_boy>and look at the drawing too .. seem like the tail car has an odd axle arrangement compared to the rest too
07:06*drac_boy notes this probably wouldn't be too bad for a small grf modification too :p
07:16<drac_boy>anyway need to afk for a while sorry :-s
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07:51<supermop>me also
08:04<Wolf01> lol
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08:07<Wolf01>"Mankind" -> "humanity" / "manpower" -> "human resources"... fail, human still has "man"
08:15<Samu>the reason why ryzen fails:
08:16<Samu>L3 cache
08:16<Samu>RIP AMD
08:16<Samu>16 MB L3 cache, where only 8 MB is fast, the other 8 MB is slow
08:16<Samu>i recall gtx 970 doing something similar
08:18<Samu>games enjoy caches
08:18<Samu>hence the terrible performance of ryzen on games
08:20<Wolf01>I bet AMD didn't make ryzen for gaming, but gamers "8 cores, 3GHz, low price... fap fap fap"... L3 cache shit "oh crap"
08:23<crem>Samu is very enthusiastic! :) (judging by his recent activity on this channel)
08:28<Samu>well, one thing i can predict for the 4 core ryzen... it will not suffer from this problem
08:28<Wolf01>But then you can buy an i3
08:28<Samu>will most likely be better than the ryzen 6 core and 8 core in games
08:29<Samu>that is, if AMD actually limits it to 8 MB l3 cache
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08:33<Samu> AMD's Data Fabric interconnect... 22 GB/s, which is much lower than the L3 cache's 175 GB/s
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08:33<Samu>connecting 8 MB cache to the other 8 MB cache
08:34<Samu>AMD pulled a gtx 970 :/(
08:39<Samu>no wonder there were talks about Zen+
08:41<Samu>they knew they were going to release a sub-par product
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08:46<Samu>i'm getting broken "savegame invalid chunk size" errors with the latest trunk
08:46<Samu>erm, r27765, not latest
08:46<Samu>gonna try 27770
08:47<Wolf01>Are you trying to load a savegame made with a patched ottd?
08:47<Samu>nop, im loading 1.6.1 saves i think
08:49<Samu>yep, they're 1.6.1 saves
08:51<Samu>here's some examples of what i'm loading
08:53<Wolf01>Does it works before r27765?
08:55<Wolf01>I hope r27757 didn't break something
08:55<Samu>i can load with r27770´
08:55<Samu>not with 27765
08:55<Samu>what changed
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08:58<Wolf01>Nothing related to saveload, only stuff from grfs
08:59<Samu>ah, 27770 fixed it
08:59<Samu>-Fix [FS#6540]: Initialize variables in station_sl.cpp (JGR)
08:59<Samu> /trunk/src/saveload/station_sl.cpp
09:00<Samu>let me look at 27757
09:02<Wolf01>Didn't noticed 1.6.1 was so old
09:03<ST2>it's not old... it's more experienced :P
09:07<crem>Hm.. Usually if something happened for a person long time ago, the event is "old" (rather than "new"), but the person at that time is "young" (and now he is "old"). But openttd 1.6.1 is neither new nor young. :-\
09:08<Samu>dang it, i forgot how to compile an old trunk
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09:14<Wolf01>Bah, no will to work today
09:16<Samu>what the heck is wrong with the compiler, did I suddenly became noob?
09:16<Wolf01>I thought you never left that stage XD
09:17<crem>When something doesn't compile, it's indeed most often a bug in the compiler.
09:17<Samu>visual studio is not compiling, 215 errors, clean trunk, grrrr
09:18<Samu>revision r27757
09:20<Samu>does the folder really have to be called "trunk"
09:20<Samu>i named it something else, but meh
09:20<Samu>gonna try "trunk"
09:21<crem>trunk is a gorgeous name, why not keep it like that? I would even name my cat trunk.
09:21<crem>Maybe not anymore. Too similar with "trump".
09:24<Samu>visual studio does not want to compile
09:25<Samu>Severity Code Description Project File Line Suppression State Error MSB3073 The command "..\objs\strgen\strgen.exe -s ..\src\lang -d ..\objs\langs\table :VCEnd" exited with code 9009. langs C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.CppCommon.targets 123
09:25<Wolf01>If you have modified your project to add the libraries I think you should check that, also you might want to clean && rebuild
09:25<Samu>Severity Code Description Project File Line Suppression State Error C2065 'TAB_COUNT': undeclared identifier strgen D:\OpenTTD\trunk\src\strgen\strgen.cpp 528
09:25<Samu>no, it's r27757, no changes
09:25<Samu>clean trunk, on revision 27757
09:26<Wolf01>And also, why do you try to build a revision which has a compile error fixed 2 revision later?
09:26<Samu>because... meh, r27757 was for testing
09:26<Samu>to see if i could load save or not
09:28<Samu>gonna try 27759
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09:33<Samu>27759 can load
09:33<Wolf01>What is the problem, 27770 works, so?
09:33<Wolf01>Do you have any valid reason to use older revisions?
09:34<Samu>testing r27760
09:34<Samu>just curious to see which version broke it
09:35<crem>Did you try submitting shattered-1.pdf and shattered-2.pdf into the repo? svn is known to behave funnily with them!
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09:38<Samu>this is odd, dont tell me 27765 is gonna load now
09:38<Samu>lol, it loads
09:39<Samu>why u do this to me... i really don't get it
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09:41<Samu>let's see... now applying my patch on 27765
09:44<Samu>now it loads...
09:44<Samu>i did nothing wrong, but now it works
09:44<Samu>well, screw it
09:45<crem>All science (including computer science (why is it science at all?)) is based on magic, religion and esotherics.
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09:54<Samu>hmm i see what could be wrong, but got no time now
09:54<Samu>i added a setting that is stored in savegame files
09:54<Samu>but no time, be back later
09:54<supermop__>afaict unspooled is working more or less as i want now
09:55<Samu>erm, nop, it loads, grrr i fail to identify the problem
09:55<Samu>well bbl
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09:55<supermop__>Wolf01: want to try new version?
09:56<Wolf01>Just throw it somewhere and I'll grab it when I'll get less lazy
10:03<supermop__>in graphics development section
10:11<supermop__>need to improve tunnel sprites
10:29<supermop__>hmm unspooled+docklands+road hog =fatal newgrf error
10:34<supermop__>no room for HAUL
10:34<supermop__>need to remove some roads
10:35<supermop__>or let haul use gravel or something
10:35<supermop__>docklands really doesn't need so many
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11:26<supermop__>not sure if i want to make parameters for docklands to choose between chips and isr style, or parameters to turn each roadtype on and off
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11:27<supermop__>or parameters to enable/disable all roads/elroads/rails/elrails separately
11:36<Wolf01>supermop__, the grf error seem to be caused by conflicting names O_o
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11:40<Samu>hello Alberth, i got the 2 patches ready, tell me if this is what I should have done.
11:43<Wolf01>Ok, too many roadtypes
11:45<@Alberth>in a minute Samu, having dinner currently
11:46<Wolf01>Didn't know that NL had different timezone than IT :P
11:46<@Alberth>perhaps different dinner cultures ? :)
11:47<@Alberth>and a different time of getting up / going to bed :)
11:47<Wolf01>AFAIR I always had dinner past 19:00 when I came to visit my parents there
11:48<Samu>dinner is at 20:00 here
11:48<Samu>sometimes even later
11:48<Samu>rarely earlier
11:50<Wolf01>Mmmh, I think we should add a more explicative error for not being able to load some grfs
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12:01<Wolf01>Mmmh, I think we fucked up values in the enum
12:03<Wolf01>I need a grf with exactly 15 roadtypes
12:07<@Alberth>Samu: since when do all 50-something languages have "Aircraft type" in their language?
12:14<Samu>what's the string name exactly?
12:14<Samu>don't tell me i failed
12:17<@Alberth>STR_SORT_BY_AIRCRAFT_TYPE <-- string name
12:17<@Alberth>Aircraft type <-- string text
12:19<Samu>ah, that one, none have
12:20<Samu>i added it to english.txt only
12:20<Samu>the other languages should not have that one
12:20<Samu>if they do, I failed
12:22<@Alberth>that worked ok, but it was only to point out what "string name" is, and what "string text" is
12:23<@Alberth>that doesn't answer my question
12:23<Samu>what would be the answer
12:23<Samu>since never? this patch adds it
12:24<Samu>that string is the one that goes into the sorter type
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12:27<@Alberth>This looks like proper portugese to you?
12:27<@Alberth>STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_RUNCOST_TYPE :{BLACK}Custo: {CURRENCY_LONG} Máx. Velocidade: {VELOCITY}{}Capacidade: {CARGO_LONG}{}Custo de circulação: {CURRENCY_LONG}/ano{}Aircraft Type: {STRING}
12:28<Samu>nop, the string name was renamed, the string text was altered, to re-use what it had already, but added what was missing
12:29<Samu>added it in english, but translators should have less work on it
12:29<Samu>wasn't this what you requested?
12:29<@Alberth>I asked for a change in the string name
12:30<@Alberth>to reduce the length of the string name
12:32<@Alberth>unless you speak the language fluently, you generally can't change the string text
12:35<Samu>i thought I was doing the right thing, it would save translators some time
12:37<Samu>it was renamed
12:37<@Alberth>some engines may not have a aircraft type
12:37<@Alberth>eg all train engines
12:38<@Alberth>or are they using other strings?
12:38<Samu>all aircraft have aircraft type
12:38<Samu>unless i missed something
12:38<Samu>i was under the impression all aircraft have a type
12:38<@Alberth>yes, the question is, are these string only used for aircraft, or also for other vehicle types?
12:39<Samu>only for aircraft
12:39<Samu>there is one that might confuse, it's reused for ships and road vehicles
12:39<Samu>even I got confused
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12:43<Samu>STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAPACITY_RUNCOST this one was renamed, but also kept, not deleted, it's the one that is used for ships, at least
12:43<Samu>renamted to BLABLA_TYPE
12:44<@Alberth>yeah, too long name :p
12:44<@Alberth>no good idea how to reduce length though
12:45<Samu>these strings are those for the newspaper and engine preview offering windowses
12:45<Wolf01>"feature, numprops, engine, numinfo", I don't know exactly how grfs work, but numinfo for NRT seem always to be "1"
12:45<Wolf01>Shouldn't it be the number of defined roadtypes?
12:46<Samu>so, 4 renamed, 3 deletes, because 1 is still being used
12:46<Samu>else it would be 4 renamed, 4 deleted
12:47<Samu>then there's 2 other strings, that go into vehicle details
12:47<@Alberth>english should be changed completely, as that is the starting point for translations
12:48<@Alberth>all other translations, delete strings if not used any more, possibly change the string name, and nothing else
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12:49<@Alberth>where "delete strings" and "change the string name" must always follow english changes
12:49<@Alberth>you don't add new strings in other languages
12:50<Samu>what if it is a renamed string?
12:50<@Alberth>renaming the string name is fine
12:50<@Alberth>I don't see that as a new string
12:51<Samu>but i had to complement it with an extra {STRING}
12:51<@Alberth>but you still don't change the meaning of the string, and you don't change the text
12:51<Samu>the {STRING} code thingy
12:51<Samu>for SetDParam
12:51<@Alberth>an added {STRING} means you changed the meaning of the string
12:51<@Alberth>it says something else than before
12:52<@Alberth>you can't assume you can just append it, eg that breaks for all right -> left languages
12:52<@Alberth>you can't assume existing words are still valid
12:53<@Alberth>don't change meaning of the string
12:53<@Alberth>if you must, it's delete the old one, add a new one in english
12:54<@Alberth>all languages have their own rules, which nobody knows, for all languages
12:55<@Alberth>let the translators figure it out for their own language
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12:56<Samu>i see, in that case, it's not even a rename
12:57<Samu>it's a delete, add new
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13:05<Samu>alright thx Alberth, i know what I have to do
13:06<Samu>give translators more work :p
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13:35<Wolf01> <- I don't get the point of this check, numinfo is always 1 and if I load 2 grfs with 8 + 8 roadtypes it passes because 8 + 1 < ROADSUBTYPE_END
13:36<Wolf01>But then I get an error in the for trying to access a roadtype with subtype = 15
13:36<Wolf01>Which is also invalid
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13:39<frosch123>Wolf01: those are grf-local ids, not global ids
13:40<frosch123>there are always two limits for each feature, maximum items per grf, and maximum items in total
13:40<Wolf01>The maximum items in total doesn't work
13:40<frosch123>for rail and roadtypes both have the same value, that's why the constants do not distinguish them properly
13:40<frosch123>but houses for example check different constants
13:41<Wolf01>If you load dockland+unspooled+road hog you get an error
13:42<frosch123>"you get an error" means "it does work"?
13:42<frosch123>what else should it result in than with an error?
13:42<Wolf01>It should work, but no way to tell why it threw an error
13:42<frosch123>it shoudl trigger "attempt to use invalid id" or something
13:43<frosch123>CIR_INVALID_ID in RoadTypeChangeInfo
13:43<Wolf01>Or better, it should throw it when reserving and not when changing info
13:43<frosch123>a grf can check whether the reservation succeeded
13:43<frosch123>just noone bothers
13:44<frosch123>(i don't blame them, i would not care either)
13:44<Wolf01>if (!rtid.IsValid()) return CIR_INVALID_ID; <- shouldn't there be some logging too?
13:45<Wolf01>Maybe the same one as the check above
13:45<frosch123>add it in HandleChangeInfoResult, if you care
13:46<frosch123>but i wouldn't know what to log :)
13:46<Wolf01>It could be invalid for different reasons
13:47<frosch123>then split CIR_INVALID_ID into two values
13:47<frosch123>but do it for all features then
13:50<supermop_>talking about too many roadtypes?
13:51<supermop_>i can load spool+hog, or spool+docklands, just not all three
13:52<Wolf01>Seem to be right
13:53<supermop_>but what is the conflicting name problem?
13:54<Wolf01>None, it was just the 16th roadtype
13:56<Wolf01>I thought HWAY was conflicting with HAUL, but it's just because you can't load 16 roadtypes
13:57<supermop_>well easy solution, just allow 256 roadtypes
13:57<Wolf01>With virtual map array space?
13:58<frosch123>128 road types, 2 tram types :p
14:00<frosch123>for some reason roadtypes are used differently than railtypes
14:00<frosch123>roadtypes seem to be more about eyecandy
14:00<frosch123>while railtypes were about speed limits or so
14:00<supermop_>frosch123: i tried to do both
14:01<supermop_>im adding params to docklands
14:03<Wolf01>Oh, regarding your question, I think dockland should have a param to switch betwen 2 types, while unspooled should have switches to disable roadtypes
14:03<supermop_>so chips/isr/both
14:05<supermop_>have to finish learning how to use param first
14:06<supermop_>can i just have the param control a switch that switches betweeen roadtype lists?
14:06<supermop_>so i dont have to turn each roadtype on/off?
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14:12<frosch123>did anyone already check the crash.dmp?
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14:12<supermop_>my crash dmp?
14:13<Wolf01>frosch123, do you have any suggestion about the CanBuildVehicleInfrastructure branch? It seem to work, but not right as it should
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14:14<supermop_>i didn't, i looked through the log that popped up but didn't know what to look for
14:16<supermop_>japan tracks are still in NFO.....
14:17<supermop_>so much for stealing their switches
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14:21<frosch123>hmm, i cannot load that save
14:21<frosch123>i have a trolleybi.grf, but apparently there is some other
14:21<frosch123>moi pm
14:22<supermop_>frosch123: only should be one version of it i think
14:22<andythenorth>lo planetmaker
14:24<supermop_>im not at home so i am unsure if the version i have at home is some how different from the one on the server
14:25<frosch123>also my roadhog does not match
14:27<Wolf01>Roadhog should be the version with HAUL
14:28<frosch123>well my ottd does not accept neither the Trolleybi nor the roadhog as compatible grfs
14:28<frosch123>so, i can't help :)
14:28<frosch123>i cannot check the dmp
14:29<frosch123>and i also cannot load the save to possibly reproduce it
14:29<supermop_>when i get home i can pm the exact versions that are on my computer, in the mean time i will keep playing with nrt to find the next crash
14:30<andythenorth>weird that RH isn’t compatible :)
14:30<andythenorth>that sounds…like a bug
14:31<supermop_>can i put some kind of boolean thing at the start of a roadtype block that turns the whole thing off?
14:31<@planetmaker>if 0 { ... }
14:31<frosch123>andythenorth: can you load the crash.sav?
14:32<@planetmaker>might that I confuse that with gcc pre-processor stuff
14:32<supermop_>if 0 { <the whole roadtype block> } ?
14:33<@planetmaker>basically yes
14:34<frosch123>you need parentheses between if and { though
14:34<@planetmaker>if (0) { ... } :)
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14:36<supermop_>if i 'if the/else' two different roadtype tables, will the road types not in the table selected not get defined?
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14:39<andythenorth>I can load the save with missing grfs :P
14:39<andythenorth>RH is substituted
14:39<andythenorth>the others I’ll have to go look for
14:39<frosch123>i have some nrt roadhog, but it does not accept it as compatible
14:39<frosch123>i guess linear grf versions do not work for that :)
14:39<andythenorth>bundles can’t build the branch, so I’ll post one
14:40<andythenorth>related: nml needs to change often, but we have no way to use nml forks on bundles (afaik)
14:41<andythenorth>I considered shipping an nml in the repo, but that’s awful :)
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14:42<frosch123>+ if (any_date && e->company_avail != (CompanyMask)-1) continue; <- Wolf01: that line looks incorrect
14:43<frosch123>in general, ExistingRoadSubTypesForRoadType should either get some assertions, or handle all cases
14:43<frosch123>currently it checks a few thing, and if they do not trigger, it does some random other thing
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14:56<Wolf01>Mmmh, this evening I can't think
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14:58<@planetmaker>supermop, whatever is in the if block, will not happen and not be defined, if the definition is inside it
14:59<@planetmaker>But there are some things which cannot be put inside an if block in NML. Not sure whether a definition is such thing. I don't htink so, though
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15:07<supermop_>look ok?
15:08<Wolf01>I don't think so
15:08<Wolf01>Missing some }
15:09<Wolf01>Also if (0) means "never"
15:09<supermop_>param 0 = 0?
15:09<Wolf01>Maybe it should be more right
15:10<Wolf01>But IDK
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15:20<@planetmaker>use proper indentation and the missing {} will become apparent. But yes, that should work like that
15:20<@planetmaker>I think I do a similar magic in swedishrails. Have a look there
15:20<Wolf01>More like param[0]==0
15:21<Wolf01>You could do something like:
15:21<@planetmaker>oh, that's the topic? Yeah... that's right
15:22<Wolf01>Uhm, nml supports && in conditions?
15:22<Wolf01>And || too
15:22<@planetmaker>wolf: actually supermop's code regarding param is absolutely correct
15:22<@Alberth>all magically expanded into lots of nfo sprites :)
15:23<@planetmaker>it's the grf header and it's correct syntax he uses
15:23<@planetmaker>so, supermop, except the closing } in the end, it should do the job
15:23<Wolf01>Ok, I never understood nml, and never I'll do
15:24<@planetmaker>it's not an assignment. It's a block definition for param 0 at the top of that code
15:24<Wolf01>I was talking about the "if"
15:24<@planetmaker>the definition of what param 0 can be
15:25<@planetmaker>supermop, you want the if to depend on the param?
15:25<@planetmaker>THEN, Wolf01 is absolutely right :)
15:25<andythenorth>if (o) {} ?
15:25<andythenorth>0 / o /s
15:25<@planetmaker>if (param[0]) { ... } else { ... }
15:26<andythenorth>if (0) {} just evaluates to false Wolf01 :) Or is that not your puzzle
15:26<supermop_>and what if i want to choose between 3 instead of a boolean
15:26<@planetmaker>or more explicitly if (param[0] == 1) { ... } else { ... }
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15:26<@planetmaker>if (param[0] == 0) { ... }
15:26<@planetmaker>if (param[0] == 1) { ... }
15:28<@planetmaker>easier to read than many if else if else blocks chained
15:29<Wolf01><Wolf01> Uhm, nml supports && in conditions? <-
15:29<@planetmaker>I think so
15:30<Wolf01>Then he can even do A, B, A+B with just 2 if
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15:30<@planetmaker>clever isn't always best
15:30<Wolf01>0,1 = A; 0,2 = B
15:31<@planetmaker>oh, you mean & (bitwise) not && (logical)
15:31<@planetmaker>but still, yes
15:32<Wolf01>Btw, I think I should place myself on a bed, or drink another liter of coffee
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15:56<supermop_>doesn't work: "A grf may contain only one road type table."
15:58<supermop_>so that isn't going to work
15:59<Wolf01>Maybe there is a way
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16:17<andythenorth>what are you trying to achieve? o_O
16:19<andythenorth>supermop: ^
16:20<supermop_>parameter to choose between chips or isr or both styles for docklands, so one doesn't run out of roadtypes
16:21<supermop_>and then later to choose between a full or reduced set of types in spool
16:21<andythenorth>I could read nml src :P
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16:22*andythenorth wondering what happens if you just extend the roadtype table, as per cargotables
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16:22<andythenorth>then ‘if’ block the type definition
16:24<andythenorth>for cargo tables, there’s no limit to the length
16:25<andythenorth>nml does not appear to check the length
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16:25<andythenorth>for roadtypetable
16:25<andythenorth>so you do one big table
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16:26<andythenorth_>dunno how ottd resolves the roadtypetable from each grf to the list of installed roadtypes
16:27<supermop_>well people still might want to play with fewer roadtypes per parameter
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16:30<andythenorth_>supermop: nml compiled a roadtypetable with 17 entries, and ottd loaded it
16:30<andythenorth_>I didn’t try the if-block for a type though
16:31<supermop_>i just am not sure how else to turn off some types
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16:33<andythenorth>supermop: I missed the start of this, but what happens if you “if (foo) item(FEAT_ROADTYPES, name, 0) { stuff }”
16:33<@planetmaker>supermop, maybe we can look at swedischr4ails
16:33<andythenorth>or whatever the right syntax is
16:33<@planetmaker>which iirc does something like ^^
16:34<@planetmaker>if (LABEL_ERAIL_NORMAL) {
16:34<@planetmaker> item(FEAT_RAILTYPES, elrail) { property { label: "ELRL"; } }
16:34<@planetmaker>if (LABEL_ERAIL_E040) {
16:34<andythenorth>it’s roughly how cargos are handled in FIRS
16:34<supermop_>that would need to go in front of each roadtype block?
16:34<andythenorth>in front of the item block for the roadtype
16:35<supermop_>and can it be true for two different parameter values?
16:35<andythenorth>you don’t need to if-block the sprites, spritelayouts, switches etc
16:35<andythenorth>if (param_1 || param_2)
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16:53<supermop_>if (param_1 == 0 || param_1 == 2)
16:54<supermop_>if i can buy fake and real passports, why would i buy the fake one?
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16:54<@planetmaker>woot? :)
16:55<@planetmaker>looks good @ supermop
16:58<supermop_>ok ill try compiling
16:59<andythenorth>it should compile
16:59<andythenorth>I’m 50:50 on whether it will work though :)
16:59<supermop_>and see if it works
16:59<andythenorth>I don’t know how ottd handles the roadtype allocation
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17:12<supermop_>it did not compile
17:12<supermop_>"unexpected end of file
17:12<supermop_>odd since i didnt touch any code at the end of the file
17:14<supermop_>was missing a }
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17:17<supermop_>still doesn't work hm
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17:23<supermop_>what causes that kind of error?
17:23<supermop_>does the param need something else?
17:26<andythenorth>usually unexpected EOF is missing “ char
17:26<andythenorth>but can be other things
17:26<andythenorth>I think
17:27<andythenorth>supermop: does nml tell you the line numbers that causes the EOF?
17:28<andythenorth>make a copy, remove stuff until it compiles :P
17:29<__ln__>what do the lego people of the channel think about:
17:30<supermop_>the sally ride bums me out
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17:36*andythenorth bed
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17:46<Wolf01>__ln__, not many thoughts, I won't purchase it as commemorative/non-playable things aren't my kind of idea for lego
17:51<supermop_>it works!
17:51<supermop_>now i need to put an isr looking depot in for the isr style
18:01<supermop_>and then 50 parameters to select subtle different depot styles
18:05<@planetmaker>51 parameters: the 51st selects random from the other 50 styles :P
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18:06<supermop_>i wonder which of the ISR sheds/warehouses people expect a depot to look like
18:07<supermop_>if only i knew someone who drew a ton of depot variations 7 years ago....
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---Logclosed Tue Mar 07 00:00:14 2017