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#openttd IRC Logs for 2018-06-16

---Logopened Sat Jun 16 00:00:55 2018
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02:13<@Alberth>hi hi
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03:13<andythenorth>o/
03:17<peter1138>\o
03:17<peter1138>o7
03:24<andythenorth>is it breakfast time?
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03:56<@Alberth>if breakfast is around 12, not yet
03:57<andythenorth>I tested it
03:57<andythenorth>it was breakfast time
04:15<@Alberth>good :)
04:17<@Alberth>no idea who is maintaining nml nowadays, but I pushed a fix for https://www.tt-forums.net/viewtopic.php?p=1208494#p1208494
04:18<@Alberth>python crashed on "{:r}".format("text") , changed to "{!r}".format("text")
04:19<andythenorth>nml needs moved to github I think
04:19<andythenorth>but eh
04:19<andythenorth>I don't know who the maintainer is either :)
04:20<andythenorth>let's see https://dev.openttdcoop.org/projects/nml/issues
04:21<andythenorth>seems there isn't one
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04:26<@Alberth>not many with nothing else to do, at least
04:28<@Alberth>Interestingly, there is now also reprlib, a separate implementation of 'repr' with some additional extensions like omitting long parts
04:29<andythenorth>the devzone issues suggest nml could use a tidy and maybe a release
04:29<@Alberth>new release would be spiffy, 4.4 was in 2016
04:30<@Alberth>by our planet builder
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04:31<@Alberth>bbl
04:31<andythenorth>I wonder how we distribute it
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04:31<andythenorth>ok
04:31<andythenorth>oh it's on pypi https://pypi.org/project/nml/
04:32<andythenorth>https://pypi.org/project/nml/
04:33<andythenorth>so 0.4.2 is the last release, pypi is at 0.2.4
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04:40<andythenorth>nice train http://www.railpictures.net/photo/661181/
04:49<LordAro>andythenorth: seems like someone forgot about pypi
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04:50<andythenorth>often the way
04:50<andythenorth>all of OpenTTD has the usual amount of good intentions :)
04:50<andythenorth>information all over the place, often outdated
04:53<TrueBrain>often not even done by a dev :P
04:57<__ln__>TrueBrain: what is the expected response time of a translations manager?
04:58<TrueBrain>2 minutes after you receive a response
04:59<__ln__>incompatible types
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05:55<Wolf01>o/
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06:24<Wolf01>Quak
06:24<Wolf01>Oh, simutrans updating, nice
06:24<Wolf01>I should play it sometimes
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06:26<Wolf01>I scared him
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08:08<Amis>Hello! Does anyone have the good old 32bpp GRVTS every link to it is dead.
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09:38<ANIKHTOS>hello all
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10:00<supermop>yo
10:08<ANIKHTOS>have all a nice day
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10:10<nielsm>I've been enjoying a bit of woodworking for a change
10:11<nielsm>by the way ANIKHTOS, "have a nice day" is usually said when you leave (wishing the other part well), the greeting counterpart is "how are you doing?"
10:12<nielsm>(or "how do you do?")
10:13<ANIKHTOS>okey do not shot me
10:13<ANIKHTOS>hwo do you do??
10:14<ANIKHTOS>okey 1 qyestion does anyoen knows the store valued from the ini files how they they game calls them ??
10:14<nielsm>game settings/configuration?`
10:14<ANIKHTOS>yes this values
10:15<ANIKHTOS>lets talk about the value of sevising a train which is 150 days
10:15<ANIKHTOS>it is named servint+trains
10:15<nielsm>in src/table/ there's a bunch of *.ini files that declare the settings that can be loaded/saved to the configuration
10:15<ANIKHTOS>servint_trains and it is in the settings.ini file and also in the openttd.cfg
10:16<ANIKHTOS>now when we start a game how the game load this value from the file??
10:16<nielsm>those ini files are (automatically, during "make") used to generate some code files that the C++ compiler then includes in the openttd program proper
10:16<ANIKHTOS>when i just type servint_trains i get it was not declared in this scope
10:17<nielsm>the configuration loader component of openttd uses those compiled data to read the value from openttd.cfg into a specific (global) variable in the process
10:17<nielsm>and when the game exits, the value of that global variable is stored back to the cfg file
10:17<nielsm>that all happens automatically
10:18<ANIKHTOS>but when i write a code how i call them??
10:18<ANIKHTOS>with naem seems nto to work
10:18<ANIKHTOS>i call it by name and i got 0
10:19<LANJesus>nielsm: i prefer "what's up" "how goes it" "greetings" "salutations" "hello"
10:19<nielsm>this seems to be how servint_trains is declared in settings.ini: http://0x0.st/sLpD.png
10:19<ANIKHTOS>what up what soon will be down blame the gravity lol
10:19<ANIKHTOS>hello lan user
10:19<nielsm>the part I selected is the variable it gets stored into
10:20<nielsm>oh wait, there's also one in company_settings.ini
10:20<nielsm>which is probably the actual valid one
10:20<ANIKHTOS>thats an old value
10:20<nielsm>since the first one is prefixed with _old
10:20<ANIKHTOS>there msut be a new one
10:30<ANIKHTOS>so nielsm the game reads the values form the ini file or form the cfg file??
10:30<nielsm>from the cfg file
10:31<nielsm>the ini files in src/table/ are used during compilation to generate the code that will read and write the cfg file
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10:32<ANIKHTOS>servint_trains = 150
10:33<ANIKHTOS>so the name fo the variable is servint-trains
10:33<ANIKHTOS>but why i have problems call it when i write code??
10:33<nielsm>show us the code
10:35<ANIKHTOS>servint_trains/= 2
10:35<ANIKHTOS>thsi line did not work variable nto declared
10:35<ANIKHTOS>then i made another varible
10:35<ANIKHTOS>firs a=servint+trains
10:35<ANIKHTOS>then a=a/2
10:36<ANIKHTOS>which return a 0
10:36<LordAro>please try harder to type accurately
10:36<LordAro>especially when you're talking about code
10:36<LordAro>otherwise it's just meaningless noise
10:36<Eddi|zuHause>ANIKHTOS: each train has a different service interval, the setting won't help you
10:37<nielsm>_settings_client.company.vehicle.servint_trains <- that's the variable that controls the default service interval for trains from a client
10:37<nielsm>but yeah it's probably not what you want regardless
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10:38<ANIKHTOS>well with my patch the trains and vehicles where doign servise with slow days
10:38<ANIKHTOS>which was way apart
10:39<ANIKHTOS>so i wanted to make them go servise in rnomal day so i thought changing this values will do the trick
10:39<ANIKHTOS>but i could not change it
10:42<nielsm>you should probably look at the Vehicle::NeedsServicing() and Vehicle::NeedsAutomaticServicing() functions
10:43<ANIKHTOS>well in the end i manipulate the vlaue there
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10:44<ANIKHTOS>but can you maipulate a value form the cfg file?/ to be somethign else ??? or you need to overide the value in the cfq file??
10:45<nielsm>the value from the cfg file is completely meaningless here
10:46<nielsm>because the actual service interval for each vehicle is stored on each vehicle
10:46<nielsm>you can have two trains with different service intervals
10:46<nielsm>(and it has been like that since transport tycoon original in 1994)
10:46<ANIKHTOS>i never knew that was possilbe
10:46<ANIKHTOS>i thought it was global settign
10:48<ANIKHTOS>how can i change the inerval while playign the game to a different value only for 1 train??
10:49<nielsm>http://0x0.st/sLp7.png
10:49<ANIKHTOS>i aply thsi gae from 1994 and i never noticed this one :-(
10:49<ANIKHTOS>i play
10:50<nielsm>and if you read the Vehicle::NeedsServicing() function you'll see it calls another function called GetServiceInterval(), also on the Vehicle class
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10:52<ANIKHTOS>yes i have seen it
10:52<ANIKHTOS>(this->date_of_last_service + (this->GetServiceInterval() i change this
10:52<ANIKHTOS>(to (this->date_of_last_service + (this->GetServiceInterval()/2)
10:52<ANIKHTOS>and it worked
10:55<nielsm>also consider what would have happened if you were dividing the global service interval setting by 2
10:55<nielsm>and then doing it again
10:55<nielsm>and again
10:55<nielsm>eventually you'd have reduced it to 0
10:56<ANIKHTOS>well i intercept the varibale when it was first declared in the files
10:56<ANIKHTOS>and divided it ther
10:57<ANIKHTOS>so i do nto thing i divide it over and over and over
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11:00<ANIKHTOS>in settings_type.h line 526 is where the variable serviint_trains is declared and given its type
11:00<ANIKHTOS>i add a new parameter servint_trains2= servint_trains/2'
11:01<ANIKHTOS>then change all files to link to servint_trains2
11:01<ANIKHTOS>and i got a 0
11:02<nielsm>sounds like a really bad solution regardless
11:04<ANIKHTOS>well it did nto work
11:04<@Alberth>obviously, servint_trains changes when you start a new game or when you load one
11:04<ANIKHTOS>by why i got a zero??
11:04<@Alberth>when do you assign the value?
11:06<ANIKHTOS>if in the smae file i cjsut type servint_trains=servint-trains/2 the value still remains 150 i tried it with new game and old game but not worked
11:06<ANIKHTOS>in old game i make a new train to see if the value will be different
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11:10<ANIKHTOS>i want to make a gui in the seetign so peopel can choose the slow factor how easy will be to make this??
11:13<nielsm>pretty easy
11:14<nielsm>https://wiki.openttd.org/OpenTTDDevBlackBook/Settings/AddSetting
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11:21<nielsm>hmm this seems to be wrong on that wiki page? guiflags: "SGF_0ISDISABLED - The feature is disabled (greyed out)"
11:22<ANIKHTOS>thank you nielsm my patch code will be mor efun knwo when peopel can choose the factor
11:22<nielsm>isn't it that a numeric value of 0 should display as "disabled" but everything above as the numeric value?
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11:24<@Alberth>it's a wiki, and nothing official, so it can say anything
11:25<@Alberth>I am surprised it even mentions .ini files :)
11:26<ANIKHTOS>okey where do you think i wil make the entry for the slow factor??
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11:27<ANIKHTOS>DifficultySettings???
11:27<nielsm>in the GUI I'd present it under Environment
11:28<nielsm>also consider if you want the user to be able to change it during play, I don't know but it might break things if you make that possible
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11:29<ANIKHTOS>it will not break things
11:29<ANIKHTOS>but would it make sense to change ti during game
11:29<ANIKHTOS>ahvign game goign faster or slwoer??
11:30<ANIKHTOS>having game goign faster or slower??\
11:31<@Alberth>of course it will break things, you'll get desyncs
11:32<ANIKHTOS>in networks games yea
11:32<ANIKHTOS>but now in single games
11:33<ANIKHTOS>for testign purposes i think for now i shoudl allow to change in game and later on disaple it
11:33<ANIKHTOS>disable it
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11:59<ANIKHTOS>okey what range of values i allow the user??
11:59<ANIKHTOS>1 to ??? 24?? or hightter??
12:05<snail_UES_>Anikhtos: how can I test your patch? can I just download the latest trunk source, replace those two CPP files, and compile?
12:06<ANIKHTOS>well you can get the 2 altered file and compile them
12:07<ANIKHTOS>or i put some binaries in binaries in the forum but my compiler doe snto support livlza so you will not be albe to load save game so if you can compile compile
12:07<ANIKHTOS>which make my testign a bit hard since i can nto load a savegame and see if everythign still work the same
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12:09<ANIKHTOS>if you can test it and give feed back if somethign looks broken in the mechanics
12:10<ANIKHTOS>cargo payment, industry production this things
12:17<Eddi|zuHause><ANIKHTOS> okey what range of values i allow the user?? <-- i've seen people use crazy high values with the other daylength patches
12:18<ANIKHTOS>more than 24?? i year will be 24 normal years??
12:19<Eddi|zuHause>yes, a lot more than that
12:19<nielsm>365 would be an appropriate maximum perhaps
12:19<nielsm>so 1 day = 1 year
12:20<ANIKHTOS>thats really crazy value
12:22<nielsm>because ottd is known for being a game where nobody does crazy things
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12:22<Eddi|zuHause>i've seen people that set 1tick=1second on the 24h clock and then wanted 1 24h cycle equal one ingame day
12:23<peter1138>o_O
12:23<nielsm>that's nearly half realtime?
12:23<Eddi|zuHause>na, 1:33
12:24<Eddi|zuHause>actually, it might have been 1tick=1minute
12:24<Eddi|zuHause>but that's still like a daylength of 7000
12:25<ANIKHTOS>okey i put max value of 365 for now
12:26<ANIKHTOS>well it is easy to change the value
12:26<ANIKHTOS>and i was thinking 24 to be a big value
12:27<Eddi|zuHause>yeah, lots of people fell into traps of "i thought X was a large value, until i met <power user>"
12:27<peter1138>16 railtypes? Whoever would need more?!
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12:31<ANIKHTOS>well i can but mx value 5 million
12:31<ANIKHTOS>and game will end before a year pass
12:35<Eddi|zuHause>the typical problem people faced with high daylength factors was that some counters that count ticks may overflow
12:41<ANIKHTOS>every day i learn a bit more
12:41<ANIKHTOS>every day i push my code forward
12:41<ANIKHTOS>i am happy
12:41<ANIKHTOS>:-)
12:48<peter1138>hi
12:52<ANIKHTOS>hi peter
13:04<ANIKHTOS>be back later
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13:15<IchGucksLive>hi
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13:15<IchGucksLive>Q when in a not cheeting game will i be presented the build of the industies
13:16<IchGucksLive>there are only reciving in the list but i cand build sourcing ones
13:16<IchGucksLive>or is it a simple setting that i missed
13:16<IchGucksLive>show me the industries is a cheet as i know from the past
13:18<nielsm>building industries is a regular game feature (now), but by default you can only build secondary industries, yes
13:19<nielsm>there is a setting that controls whether you can build primary industries (mines, farms, forests etc.), or perhaps can just fund "prospecting" for one
13:19<nielsm>"prospecting" for a primary industry will usually result in one being built at a random place on the map
13:21<IchGucksLive>so i need to search where this setting is
13:22<nielsm>in english it's "manual primary industry construction method", under Environment >> Industries
13:23<IchGucksLive>got it
13:23<IchGucksLive>there is also alow multiple of same industries
13:24<@Alberth>there is
13:24<IchGucksLive>no i stay default
13:24<Eddi|zuHause>multiple industries can help if you play with really few towns
13:25<IchGucksLive>now i can get what i want to adchive im now in 12th game year generated 50Mio of money but got so view sources
13:25<@Alberth>or with many many industries :)
13:25<IchGucksLive>Thanks
13:25<@Alberth>money has no meaning in this game :)
13:25<Eddi|zuHause>or when you want all source industries on one end of the map and all destinations on the other end
13:26<IchGucksLive>ive been not shure on how it is a cheet and someday it comes up as the Train systems
13:26<IchGucksLive>this is best back and forth full service
13:26<Eddi|zuHause>it's really fuzzy on what is actually a "cheat" when the game is not really balanced to begin with
13:27<@Alberth>you can only decide what you believe to be cheating
13:27<IchGucksLive>the beginn i use 2planes and it then grows at every landing
13:28<@Alberth>I never use planes, I think they are too cheaty :)
13:28<IchGucksLive>LOL
13:28<@Alberth>also, not much fun to play
13:28<IchGucksLive>ROFL Thanks BYE
13:28<@Alberth>bye, have fun playing
13:28<IchGucksLive>Le Mans second major incident
13:28<IchGucksLive>full saftycar
13:28<nielsm>distances in TT are really weird so planes can make very little sense, depending on scenario
13:29<IchGucksLive>impact at 320Km/h
13:29<@Alberth>nielsm: nah, coal does need to be delivered, jumbo-jet seems like a good solution over water :p
13:30<IchGucksLive>BY the way the timeline is to be concerned but you will come up with trains are 2years betwen stations
13:30<@Alberth>or red-hot steal that needs further finishing :)
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13:31<@Alberth>I mean carrying molten metal in an airplane, what can go wrong?
13:31<Eddi|zuHause>i once transported oil via zeppelins
13:32<Eddi|zuHause>so the oil rig delivered the oil through the heliport, and the passengers by ship
13:32<@Alberth>haha :)
13:32<nielsm>those mods that have fishing grounds based on oil rigs... they still get the heliport part of the stop
13:33<nielsm>so you can have helicoptors hovering there, catching fish
13:33<@Alberth>nice idea :)
13:33<@Alberth>ships are too slow anyway
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13:40<nielsm>hmm I have an idea for a GS that would let a scenario builder set up some specific rules for the sceario, something with placing signs in the world builder which are then "consumed" by the GS when the game starts
13:40<nielsm>should that be possible? does it alredy exist?
13:41<nielsm>e.g. a sign for "in 1965 a new town must be founded where this sign is"
13:44<@Alberth>signs is a common form of communication with squirrel scripts
13:44<@Alberth>lilely there are function already for this in some library developed by Zuu
13:44<@Alberth>*likely
13:45<@Alberth>the question is, how do you avoid the player modifying the signs? :p
13:46<@Alberth>hmm, sign it with a crypto key?
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13:47<@Rubidium>isn't that one of the features?
13:47<@Alberth>not going to work of course, just hack the squirrel code
13:47<Eddi|zuHause>the player can only edit his own signs?
13:48<@Alberth>ok, can the script change ownership of the signs to itself, eg by making a new sign?
13:50<Eddi|zuHause>the script can probably set as which player it wants to act before placing a sign
13:54<nielsm>can't the script "consume" the sign on the first tick of the game? read all signs on the map, and signs with correct syntax are stored in some GS internal storage and removed
13:54<nielsm>and after than never read signs again
13:56<@Alberth>sounds feasible, if you accept hackability of the script :p
13:57<nielsm>it'd also be neat if there was a way to fill out pages in the story book in the scenario editor, and then let a GS consume those pre-filled pages as script material, and replace with its own
13:57<nielsm>(does anything even use the story book?)
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14:00<@Alberth>tutorial does
14:01<@Alberth>GameScript can only switch to another comany it seems, and it has to be a valid company. That means the player can cheat to it too
14:03<@Alberth>a simpler solution may be to make a list of such goals in the script itself
14:03<nielsm>the goal is to have a script that can be used for any number of unique scenarios
14:04<@Alberth>oh, can't you load them from the savegame?
14:05<@Alberth>hmm, no, scenario doesn't load like that?
14:05<@Alberth>although, maybe it does
14:05<nielsm>like, I want a scenario author to be able to select the "ScenarioTools" GS, plop down a bunch of signs detailing the rules, and when the game starts for real, the GS reads all the signs at once, stores the rules in an internal variables, deletes all of the signs, and then it will never read any more signs
14:06<nielsm>I assume there is a way for a GS to have persistent state that's "hidden" from the world
14:06<@Alberth>you do have to save the information, or player cannot quit halfway
14:07<@Alberth>and you'll get that info back on load
14:07<nielsm>semi-related, I can't seem to get the tutorial GS to load
14:07<nielsm>I have downloaded it through bananas but it doesn't show up in the list of available GSs
14:08<@Alberth>we have such a thing?
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14:09<@Alberth>run a debug dump on script loading / recognizing
14:09<@Alberth>so you can see it's seen and loaded, or if not, why not
14:10<nielsm>hm what cmdline option would that be...
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14:22<+michi_cc>nielsm: I believe you have to load and start the tutorial scenario which has the GS pre-setup.
14:22<nielsm>and where is that scenario? >_>
14:23<nielsm>:(
14:23<+michi_cc>It's listed as "Beginner Tutorial" on http://bananas.openttd.org/en/scenario/
14:24<nielsm>scenarios aren't included in the in-game downloader ui?
14:24<peter1138>They are.
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14:26<nielsm>no idea why, but it wasn't showing up when I filtered for "begin" or "tutor" just before
14:26<@Alberth>it heard you :)
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14:29<ANIKHTOS>i am doign somethign wrogn i compile the game and when i open the seetings i get a crash fo the game in line 952 in the gui.cpp
14:31<peter1138>I would say yes you are doing something wrong.
14:32<LordAro>no that's definitely working exactly as intended
14:33<@Rubidium>actually, I find it quite interesting as I can't remember a gui.cpp
14:34<peter1138>I think that'll be covered under "doing something wrong" :-)
14:34<ANIKHTOS>settings_gui.cpp this->setting != null
14:36<Eddi|zuHause><nielsm> can't the script "consume" the sign on the first tick of the game? read all signs on the map, and signs with correct syntax are stored in some GS internal storage and removed <- i think that should be possible, however you can only "consume" (as in remove) one sign per tick
14:36<LordAro>like i keep saying, you *need* to be exact when describing error messages
14:36<LordAro>your usual mess of typos is not helpful
14:37<ANIKHTOS>i try to make an gui entry of variable
14:37<ANIKHTOS>follow the instructions
14:38<ANIKHTOS>but it crash the game so i am doing somethign wrong
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14:40<Eddi|zuHause>you missed some steps
14:42<ANIKHTOS>okey doign all steps from begining
14:45<@Alberth>don't trust the black book stuff too much
14:46<ANIKHTOS>black book?? you men wiki page of ottd??
14:47<LordAro>it tends to be out of date
14:47<@Alberth>yes, https://wiki.openttd.org/Development_Documentation this part in particular
14:48<@Alberth>other wiki is likely out of date too, but game play doesn't change very much
14:48<ANIKHTOS>great the documentaiton is out of date
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14:51<@Alberth>likely it was never completely up-to-date in the first place
14:52<LordAro>as ever, the only true documentation is the source
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14:54<ANIKHTOS>but outside documentation is so much faster to do things
14:54<ANIKHTOS>now you have to read all the code to figure out what it does if you had documendation it would be faster
14:55<LordAro>true
14:55<LordAro>there is the automatically generated documentation at http://docs.openttd.org/
14:55<LordAro>but again, it's generated from comments so can't be entirely trusted
14:55<LordAro>compiler doesn't compile comments
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15:00<nielsm>Eddi|zuHause ah well, only being able to remove one sign per tick is fine, it can still read all of them in a single tick I assume
15:01<Eddi|zuHause>maybe, but the game can force the script to pause after a number of operations
15:04<ANIKHTOS>still same error
15:04<nielsm>ah right yeah, well can just try to detect the situation and yell "you fool" at the scenario creator if the number of signs runs over
15:06<LordAro>ANIKHTOS: without seeing your code there's really not much anyone can do
15:06<nielsm>I'd really recommend getting a proper IDE with full debugger
15:06<LordAro>also that
15:06<nielsm>being able to look at the stack when it crashes it very useful
15:07<LordAro>i think you said you were using notepad before? jesus christ that's bad
15:09<+glx>but he can't install VS
15:10<+glx>LordAro: I think we pointed to notepad++
15:10<LordAro>a vague understanding of how C/C++ work would help as well, tbh
15:11<nielsm>the various lookup features in the VS editor are so absurdly useful
15:11<LordAro>vim + grep :p
15:12<ANIKHTOS>https://paste.openttdcoop.org/p4nwmwqv8
15:12<ANIKHTOS>i use notepad++ now
15:12<LordAro>ANIKHTOS: did you use git to checkout a copy of the source?
15:12<LordAro>a diff would be more useful
15:12<LordAro>(`git diff` in the terminal)
15:13<ANIKHTOS>can i do that from the browser?? or i need to download another programm??
15:13<nielsm>it's part of the git suite
15:13<LordAro>depends, how did you get a copy of the OTTD source?
15:13<nielsm>if you have git installed you can make a diff
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15:13<ANIKHTOS>and i gave you what lines i have added nothing else is changed i try to get seeting in the gui
15:14<ANIKHTOS>from the git hub from the browser i ask ti and i dwonlaod it
15:14<LordAro>so a .zip?
15:14<ANIKHTOS>yes a zip file
15:14<LordAro>right
15:14<LordAro>and you're using msys to compile it?
15:14<ANIKHTOS>yes
15:14<+glx>msys2
15:14<+glx>with mingw-w64
15:15<LordAro>glx: i figured the distinction wasn't necessary :p
15:15<ANIKHTOS>mys2 and i use the mingw64
15:15<LordAro>ok, you should be able to install git on the command line
15:15<LordAro>`pacman -S git`
15:17<ANIKHTOS>7 min more or less
15:17<LordAro>...that is not a good internet connection
15:17<LordAro>can't be more than a few MB
15:18<ANIKHTOS>27 mb
15:18<LordAro>huh, that's bigger than i thought
15:18<ANIKHTOS>Total Download Size: 27.03 Mi
15:19<LordAro>incidentally, i think installing mingw-w64-xz will fix your savegame loading issue
15:20<ANIKHTOS>you mean i will have the liblzma??
15:20<LordAro>i think so
15:20<+glx>yes you installed msys package last time, not mingw package
15:20<LordAro>it's either that or liblzma or liblzma-devel
15:21<LordAro>glx: the distinction irritates me
15:21<+glx>there's only one package for mingw containing bin and headers
15:21<ANIKHTOS>i installed liblzma and liblzma-devel but they do nto wrok
15:21<+glx>you installed msys ones yes
15:21<LordAro>yeah, you can probably get rid of them
15:22<ANIKHTOS>hwo u unitstall??
15:22<LordAro>pacman -R <package>
15:22<+glx>to install mingw specific packages I think it's better to use pacboy
15:23<+glx>https://github.com/msys2/msys2/wiki/Using-packages#avoiding-writing-long-package-names
15:23<+glx>else it's a pain :)
15:23<LordAro>interesting
15:23<LordAro>we exclusively use msys at work, which often breaks things
15:24<LordAro>(things only look for mingw, not msys)
15:24<+glx>msys packages are useful only to port tools for msys
15:25<+glx>all other projects need mingw packages
15:25<LordAro>you'd be surprised how much works :p
15:25<LordAro>one day i'll get around to "fixing" it
15:26<+glx>well it works if your target is only 32bit I think
15:26<LordAro>...that also happens to be the case
15:26<LordAro>(for now)
15:27<+glx>but usually msys packages are not found by mingw pkg-config
15:28<LordAro>yeah, there's a lot of overrides going on in our stuff
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15:29<+glx>anyway on my PC I'm still with the old msys
15:30<LordAro>oh dear
15:31<+glx>I highly integrated it in windows path so trying to install msys2 will conflict everywhere ;)
15:31<LordAro>ha
15:36<+glx>vcpkg uses msys2 but it's ok because it installed it locally in the the checkout path
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16:51<ANIKHTOS>okey unistal msys2
16:51<ANIKHTOS>and install it again
16:51<ANIKHTOS>and this time i am installign packaged with pacboy
16:52<ANIKHTOS>https://paste.openttdcoop.org/pakjuacgd this is waht i get when i tyrpe ./configure now
16:52<ANIKHTOS>i am missing lzo2
16:52<LordAro>maybe you should try installing it
16:53<ANIKHTOS>i isntall it with pacboy
16:53<ANIKHTOS>but still not found
16:53<ANIKHTOS>and there is no devel
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16:54<LordAro>you should've installed the mingw-w64-lzo2 package
16:54<LordAro>not sure of the specific pacboy syntax
16:55<ANIKHTOS>Packages (2) mingw-w64-i686-lzo2-2.10-1 mingw-w64-x86_64-lzo2-2.10-1
16:55<ANIKHTOS>installed this 2
16:55<LordAro>hrm
16:55<LordAro>glx: know anything more?
16:56<+glx>so 32bit and 64bit are installed
16:56<ANIKHTOS>yes
16:57<LordAro>(in general you only need 64bit)
16:57<ANIKHTOS>pacboy is strange to use
16:58<ANIKHTOS>when i type big name to get 1 option i get no such file
16:59<LordAro>could be a side effect of however pacboy talks to pacman
16:59<LordAro>no matter, if you've got both of them installed it "should" work
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17:00<ANIKHTOS>https://paste.openttdcoop.org/pakjuacgd
17:00<ANIKHTOS>this is what i get after i try to ./configure
17:00<+glx>you can check config.log
17:03<ANIKHTOS>well it tried to find lzo2 in 4 locations failed and moved on
17:05<ANIKHTOS> trying /mingw/include/lzo/lzo1x.h... no
17:06<ANIKHTOS>but the location is not correect
17:06<ANIKHTOS>R:\msys64\mingw64\include\lzo
17:06<+glx>location seems correct
17:07<ANIKHTOS>msys2 installs mingw as mingw64 or mingw32
17:07<@DorpsGek>/mingw should be this mingw64 dir
17:07<+glx>oups
17:07<+glx>wrong command
17:07<ANIKHTOS>make a folder and link it to the correct folder??
17:08<+glx>check what you have in /mingw
17:08<+glx>from msys shell
17:08<ANIKHTOS>i do nto have a folder mingw
17:08<LordAro>...dorpsgek is alive?
17:08<ANIKHTOS>i have 2 folders mingw32 and mingw64 where lzo is isntaleld
17:09<LordAro>TB is that you?
17:09<+glx>yes you physically have these, but msys use an alias
17:09<+glx>LordAro: it was me
17:09<LordAro>mysterious
17:10<+glx>check /etc/fstab
17:11<+glx>it should contain all mount points used by msys
17:11<ANIKHTOS>check /etc/fstab this doe snto work
17:12<+glx>just open the file
17:12<LordAro>is this the bit where you're using msys2.exe instead of mingw64.exe or something?
17:12<+glx>on my machine I have /mingw and /usr/local pointing to the same dir (but it's a highly customised install)
17:13<+glx>ha yes you must of course start the right env
17:13<LordAro>somsone should really rewrite thr compiling on mingw wiki page
17:14<LordAro>it predates msys2
17:14<ANIKHTOS>no i run the ingw64
17:14<+glx>so in mingw64 type "cat /etc/fstab"
17:14<ANIKHTOS>i have 3 optiosn to run ming64 mingw32 and msys2 i always run mingw64
17:14<+glx>that's correct
17:15<+glx>never use msys2
17:15<+glx>only the mingw ones
17:16<+glx>so this step is clear
17:16<+glx>and I think mingw64 and mingw32 define where /mingw points
17:17<ANIKHTOS> For a description of the file format, see the Users Guide
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17:17<ANIKHTOS># http://cygwin.com/cygwin-ug-net/using.html#mount-table
17:17<ANIKHTOS># DO NOT REMOVE NEXT LINE. It remove cygdrive prefix from path
17:17<+glx>ignore the comments ;)
17:17<ANIKHTOS>none / cygdrive binary,posix=0,noacl,user 0 0
17:17<ANIKHTOS>and nothign more
17:17<+glx>that's weird
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17:18<ANIKHTOS>ii hust open mingw64 and type that
17:18<ANIKHTOS>shoudl i go to another location and type that??
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17:20<ANIKHTOS>okey i made a folder mingw
17:21<ANIKHTOS>and link the subfolders to mingw64
17:21<ANIKHTOS>now it can see lzo2
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17:22<+glx>but I think the launcher should handle that
17:22<Eddi|zuHause>hm, i just found an unopened letter that said "thanks for playing at our christmas party" and 25€
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17:22<ANIKHTOS>maybe ./configure file fo ottd need an update?? for msys2???
17:22<Eddi|zuHause>and i can't remember what christmas party that was
17:23<ANIKHTOS>https://paste.openttdcoop.org/pgcufayv7 this is what i get after ./configure
17:23<ANIKHTOS>so i need to install anythign more??
17:24<frosch123>Eddi|zuHause: likely not before 2001
17:24<+glx>possible as I think no devs use msys2
17:25<Eddi|zuHause>frosch123: well, it made a reference to the year 2018... but anyway :p
17:26<ANIKHTOS>can you tell me if i have all the tools needed installed??
17:26<+glx>configure output seems good, you can type make
17:28<Eddi|zuHause>ANIKHTOS: what line of that output are you worrying about?
17:29<ANIKHTOS>line 36 and down with all the not found
17:29<+glx>ah yes you could install libpng
17:30<+glx>but it's not vital (only used for screenshots and heightmaps)
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17:33<ANIKHTOS>anythign else i need??
17:34<ANIKHTOS>the icu???
17:35<+glx>I'm checking
17:36<+glx>hmm you don't use a recent source tree
17:37<ANIKHTOS>i am using the 1.8.0
17:37<ANIKHTOS>the master was not copiling was giving me erorors
17:37<ANIKHTOS>the 1.8 compiles with no errors only 1 warning
17:38<+glx>yes so you'll need freetype and icu if you need a non latin language
17:38<+glx>we removed the need in recent source
17:38<+glx>using windows native features
17:39<ANIKHTOS>okey for the test purposes i can live without strange language support
17:41<ANIKHTOS>great now my compiller works better :-0
17:42<ANIKHTOS>git i can only install it with pacman
17:42<ANIKHTOS>install it??
17:42<+glx>it can be installed globally
17:43<ANIKHTOS>so go ahead and install it??
17:43<+glx>I used the installer from https://github.com/git-for-windows/git/releases
17:43<+glx>2.17.1(2)
17:44<+glx>ignore the RC
17:44<ANIKHTOS>2.17 or 2.18?? i only see 2.18
17:45<+glx>2.18 is RC
17:45<+glx>scroll down for 2.17
17:46<+glx>this git is compatible with github 2FA, I don't know how it is for msys git
17:49<ANIKHTOS>merge the git files with the mingw64 files??
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17:50<ANIKHTOS>i imagine i run the git.exe??
17:52<ANIKHTOS>the git creates 4 folders
17:52<ANIKHTOS>cmd etc mingw64 and usr
17:53<ANIKHTOS>what exe i run to start the programm??
17:53<+glx>git is a command line tool
17:54<ANIKHTOS>like mingw64
17:54<+glx>but it shouldn't do anything (except outputing its usage) when executed without args
17:55<+glx>no mingw64 opens a shell window
17:55<+glx>you use git in this window or any windows command line
17:55<ANIKHTOS>i downlaod the zip version
17:55<ANIKHTOS>and i unzip it in a folder
17:55<ANIKHTOS>if i want to run git
17:55<ANIKHTOS>what i need to start??
17:56<+glx>just type git
17:56<+glx>but if you just extracted the zip you'll need to add its path
17:56<ANIKHTOS>to mingw64??
17:58<ANIKHTOS>i see 2 git.exe
17:58<ANIKHTOS>one in folder cmd and nothign else in that folder
17:58<ANIKHTOS>and the other in ,ingw64\bin with many other files
17:59<Wolf01>'night
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18:09<+glx>I used the installer, it's way easier
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18:19<ANIKHTOS>if i can get a zip file i get the zip file
18:20<ANIKHTOS>this way i know that all the files the programm needs are in 1 folder
18:20<ANIKHTOS>from where you start git?/
18:20<ANIKHTOS>comamnd line of windows??
18:20<ANIKHTOS>or the mingw64??
18:20<LordAro>commandlines don't work so well if you do things that way
18:21<LordAro>installers simplify things
18:21<+glx>you can run it in both, but you'll need to add the path
18:21<LordAro>by design
18:21<+glx>that's why installer is easier
18:21<ANIKHTOS>or i can merge the git files with mingw64 files??
18:22<ANIKHTOS>have this 2 in the same folder
18:22<+glx>I think you can unzip it in msys2 yes
18:22<+glx>it seems to use the same tree
18:22<ANIKHTOS>thats way i ask to merge thme together
18:23<LordAro>but then you've merged 2 things and made the whole "download zips only" thing pointless
18:24<+glx>and it complicates upgrading too
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18:33<ANIKHTOS>okey it seems to work
18:33<ANIKHTOS>i can call git from mingw64
18:35<+glx>looking at https://github.com/msys2/msys2/wiki/MSYS2-introduction#file-system I think configure needs to be updated
18:36<+glx>it clearly is not compatible with MSYS2
18:39<ANIKHTOS>well i made the merge
18:39<ANIKHTOS>and i keep the files i had from the msys instalaltion
18:39<ANIKHTOS>and nto ovveride them form git
18:39<ANIKHTOS>and it seems git to work
18:40<ANIKHTOS>okey now i have git
18:40<ANIKHTOS>what i do with it??
18:40<+glx>git is used to get the sources
18:42<ANIKHTOS>well i download them with the browaser
18:42<ANIKHTOS>much more user friendly
18:42<ANIKHTOS>;-)
18:46<ANIKHTOS>okey i try to compile i type make
18:47<ANIKHTOS>and i get bash: make: command not found
18:47<ANIKHTOS>what i am misisng now??
18:47<+glx>make is not installed ?
18:47<ANIKHTOS>i instaleld it with pacboy
18:49<ANIKHTOS>great now i have liblzma and lzo2 but nto make
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19:11<ANIKHTOS>glx seetign up mingw is always this problematic??
19:12<+glx>it should just work, but as I already said I never used MSYS2
19:12<ANIKHTOS>the first time i isntall it make was working but had problem ith lzma and lzo2
19:13<ANIKHTOS>now i solve the lzma and lzo2 but i do not have make
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19:18<ANIKHTOS>1 step forward 2 steps back
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20:20<Eddi|zuHause>how is "lzma and lzo2" "1 step" and "make" "two steps"?
20:25<ANIKHTOS>okey instal make from pacman
20:25<ANIKHTOS>and now i have make
20:25<ANIKHTOS>i thougth installign packages from pacboy was better ??
20:27<+glx>for libraries it's better
20:28<ANIKHTOS>okey i will delete all reisntall all
20:29<ANIKHTOS>and write down the steps
20:29<ANIKHTOS>and i can give the steps to someoen to post it in wiki
20:30<+glx>try with PR6825, should remove the need to create a mingw dir
20:31<ANIKHTOS>PR6825 whats that??
20:32<+glx>a pull request
20:32<+glx>https://github.com/OpenTTD/OpenTTD/pull/6825
20:32<+glx>it's a submitted modification of openttd source
20:36<ANIKHTOS>how i get the file??
20:37<+glx>you can get the source including the modification with git
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20:42<ANIKHTOS>okey i go to files changed
20:42<ANIKHTOS>to get the file??
20:43<+glx>I know it can be done with command line, but I don't know how
20:43<+glx>I use github desktop for that
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20:53<ANIKHTOS>well today i manage to get msys2 work at last
20:53<ANIKHTOS>:-)
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21:17<ANIKHTOS>got the file
21:17<ANIKHTOS>installing everythign from beginign and make documendation
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22:54<ANIKHTOS>good night all
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---Logclosed Sun Jun 17 00:00:57 2018