--- | Log | opened Sun Jun 24 00:00:07 2018 |
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00:27 | <@Alberth> | moin |
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00:53 | <@Alberth> | hola |
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02:22 | <@Alberth> | o/ |
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02:23 | <@Rubidium> | morning early bird ;) |
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02:30 | <peter1138> | hi |
02:31 | <@Alberth> | 6-ish am is quite normal for me nowadays :) |
02:33 | <@Alberth> | how to construct an adaptive k-d tree ? |
02:38 | <@Alberth> | where k=2, so perhaps a map of maps would be enough |
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02:50 | <@Alberth> | o/ |
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02:51 | <andythenorth> | moin |
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02:52 | <andythenorth> | so do we have 64 cargos yes peter1138 ? |
02:53 | <peter1138> | Nope. |
02:53 | <andythenorth> | oh dear |
02:53 | <peter1138> | I think there's a PR for it. |
02:53 | <andythenorth> | there is |
02:54 | <andythenorth> | I need to stop playing tanks |
02:54 | <andythenorth> | and wreck FIRS instead |
02:54 | <andythenorth> | I have a tanks addiction that is causing me marital strife |
02:54 | <andythenorth> | the problem with 7 minute MP games....is you can't just stop |
02:55 | <andythenorth> | https://github.com/OpenTTD/OpenTTD/pull/6802 |
02:55 | <andythenorth> | also https://github.com/OpenTTD/OpenTTD/pull/6803 |
02:55 | <peter1138> | That one breaks the compile farm. |
02:56 | <andythenorth> | it does |
02:56 | <peter1138> | Due to macros in sq I believe. |
02:58 | <andythenorth> | Alberth has been busy? o_O |
02:59 | <@Alberth> | random simple-ish fixes :p |
02:59 | <@Alberth> | problem is of course that it will run out of simple stuff :p |
03:00 | <nielsm> | the simple things also need to be kept down, if everyone only works on "interesting" stuff the simple stuff piles up! |
03:00 | <andythenorth> | then it gets overwhelming |
03:00 | <andythenorth> | like 'why can nobody even do simple things?' |
03:00 | <@Alberth> | so you tried the {LRE} things, nielsm ? |
03:00 | <nielsm> | no |
03:01 | <peter1138> | I figured just renaming the sq macro, but. Hmm. |
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03:04 | <@Alberth> | I owndered about #6505 (Allow rail when ships are on lower halftile), I tend to think it's not feasible. We clear the tile, which implies there should no vehicle on it. The patch gets around that by not clearing the tile, but still adding the cost, which seems the wrong solution imho |
03:05 | <@Alberth> | only ways to make it feasible is to either drop clearing the tile, or to extend the 'clear tile' with "don't mind having a vehicle at it" |
03:08 | <peter1138> | Yeah I remember looking at it originally and thinking it felt wrong. |
03:10 | <andythenorth> | peter1138: do you need a test grf for 64 cargos? It requires that I patch nml to do that :P |
03:14 | <peter1138> | Suppose it would be useful. |
03:14 | <@Alberth> | bbl |
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03:17 | <andythenorth> | ok |
03:17 | <andythenorth> | nmlc is easy to patch |
03:18 | <andythenorth> | it's only hard to get it in my path correctly :( |
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03:28 | <andythenorth> | hg is so hostile to branches |
03:28 | <andythenorth> | really wish it wasn't :) |
03:28 | <andythenorth> | probably I should learn to use it right :P |
03:32 | <andythenorth> | ok made a test https://github.com/OpenTTD/OpenTTD/pull/6802#issuecomment-399734518 |
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03:48 | <LordAro> | peter1138: interestingly, there's also a #define sq_type, which seems to be identical |
03:52 | <andythenorth> | so how do I fix NRT then? :P |
03:52 | <andythenorth> | https://paste.openttdcoop.org/pbdpjnqul/whsjvp/raw it seems |
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04:15 | <nielsm> | hmm I should return to my music logic stuff, I don't know if anyone else has noticed but with the latest music PR merged the title song will loop forever even after starting a game... need to fix that |
04:15 | <nielsm> | ._. |
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04:24 | <LordAro> | haha |
04:24 | <LordAro> | no nightlies, so no one notices |
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04:46 | <andythenorth> | should we be fixing having nightlites? :P |
04:46 | <andythenorth> | or even nightlies? |
04:53 | <LordAro> | well it'd mean that we'd have actual people testing stuff |
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05:54 | <nielsm> | rewriting the entire music control logic, it shouldn't be a problem to replace the playlist shuffle mechanism should it? |
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05:55 | <LordAro> | probably not |
05:55 | <nielsm> | it shouldn't cause desyncs and nobody would notice anyway |
05:56 | <LordAro> | i would be very surprised if anything sound related was sent over the network |
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06:43 | <nielsm> | ugh I'm more and more tempted to even scrap the BaseMusic class and rebuild something not using BaseSet<>, it feels like such a bad fit for the music things |
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06:57 | <nielsm> | hmm, why is "music playing" even a game setting that gets saved? it doesn't in TTD DOS at least |
07:01 | <+michi_cc> | nielsm: Because it dang annoying if you have to stop the music each and every time? Music volume control doesn't work reliably on some platforms. |
07:01 | <nielsm> | select the no music set? |
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07:02 | <+michi_cc> | Somebody might want to have music sometimes. And I would guess this setting is older than the support for alternative music sets. |
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08:23 | <LordAro> | Alberth: you still need to add your ottd email address to your GH account |
08:26 | <@Alberth> | hmm "verification email sent", where would that arrive? :p |
08:27 | <@Alberth> | done |
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08:40 | <LordAro> | :) |
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09:26 | <nielsm> | okay, time for the smoke test~ |
09:26 | <nielsm> | it starts music when starting the game! so that part's fine |
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09:27 | <nielsm> | switching music set on main menu works |
09:27 | <nielsm> | starting a new game switches song to first in the playlist |
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09:29 | <nielsm> | only problem I can find is the shuffle button not seeming to work entirely right |
09:32 | <nielsm> | custom playlist building breaks |
09:43 | <andythenorth> | so eh |
09:43 | <andythenorth> | improved-building-in-towns? |
09:43 | <andythenorth> | what's needed? o_O |
09:46 | <nielsm> | wtf why is (-1) % 21 == 15 |
09:47 | <FLHerne> | Bridges over houses, and signals on bridges |
09:47 | <LordAro> | because it's actually 0xffff..., probably |
09:47 | <FLHerne> | (and in tunnels, and on tunnel mouths) |
09:48 | <FLHerne> | Currently, building rail in towns is horrible, because you have to demolish the entire damn town first |
09:49 | <FLHerne> | Hm, is that the question? |
09:49 | <FLHerne> | Placement of town buildings - is usually fine when towns just grow outward, but it doesn't work properly when different growth areas merge together |
09:50 | <FLHerne> | You get disjointed bits of road all over with the non-grid layout |
09:59 | <@Alberth> | should be cleared by the authorities, perhaps? |
09:59 | <@Alberth> | or get reconnected :p |
10:00 | <@Alberth> | so perhaps some form of reserving tiles for future build or so? |
10:04 | <FLHerne> | Yes |
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10:20 | <@Alberth> | (-1) % 21 should be 20 |
10:23 | <nielsm> | it was a signed/unsigned issue as LordAro suggested |
10:28 | <@Alberth> | I know that -1 == -1*21 + 20, but how does that explain the 5 difference? |
10:29 | <@Alberth> | oh, your -1 was interpreted as unsigned. ok, nvm |
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10:38 | <andythenorth> | towns with gaps |
10:38 | <andythenorth> | removal of road tiles even when connected on more than one side |
10:39 | <nielsm> | there we go! https://github.com/nielsmh/OpenTTD/tree/musiclogic |
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10:41 | <@Alberth> | tbh I am not sure you should be able to have your constructs in a town |
10:42 | <@Alberth> | if you want it, be early |
10:42 | <@Alberth> | or what the modelers do, build a roadplan, and then let the city have them |
10:43 | <@Alberth> | ie being able to put a continental airport in the middle of the city would be wrong? |
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10:47 | <FLHerne> | Yes, definitely |
10:49 | <FLHerne> | But the things that make rail networks take up a lot of space are still a problem if they're built in advance; it still looks odd |
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10:50 | <FLHerne> | e.g. this one's nicely inconspicuous, but relies on signals-in-tunnels to have useful capacity https://www.tt-forums.net/download/file.php?id=176307&sid=b642de6467b7f48c5e36767ea3d76142 |
10:52 | <@Alberth> | subways, with stations built on the ground :) |
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10:52 | <@Alberth> | I can also see the need to eg make a nice bus station |
10:53 | <FLHerne> | (fwiw, I've found a less-grey group of building sets since then :P) |
10:54 | <FLHerne> | Eh, the current ones are both pretty and reasonably flexible |
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10:54 | <@Alberth> | our city transport with trains is a bit weird though, don't think many cities have a 4 block wide band running through the city for trains |
10:56 | <@Alberth> | you'd mostly have a single station in a city |
10:56 | <@Alberth> | but perhaps it's due to weird openttd scale |
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10:58 | <FLHerne> | I'm not sure I understand your point |
10:59 | <FLHerne> | With cities >15k or so, you definitely need some sort of suburban/metro rail |
11:00 | <FLHerne> | And OTTD rail infrastructure being overscale is part of the problem, because it looks silly and takes up too much space |
11:01 | <FLHerne> | Signals in bridges/tunnels, custom-bridgeheads etc. are all popular because they help reduce that problem |
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11:02 | <FLHerne> | You can use them to build urban rail networks /without/ those ugly swathes of surface rail |
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11:04 | <@Alberth> | perhaps townsize in openttd is too large? |
11:05 | <FLHerne> | No, pretty much all real cities have multiple stations and/or metro rail |
11:06 | <FLHerne> | If anything, the small towns look comically small compared to industries, vehicles etc. |
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11:13 | <nielsm> | the catchment area is also weird |
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11:18 | <LSky> | Age old question, why isnt my personal server advertising? I port forward both ports, didnt help, tried adding openttd as exception to windows firewall, didnt help, tried putting the machine in question in the router's DMZ, didnt help, tried disabling the machine's firewal entirely, didnt help... what steps am I missing? |
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11:19 | <LordAro> | @ports |
11:19 | <@DorpsGek> | LordAro: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound) |
11:19 | <LordAro> | LSky: ^ sure you've done UDP & TCP? |
11:19 | <LSky> | Yes |
11:20 | <LSky> | for both 3978,3979 |
11:20 | <andythenorth> | https://dev.openttdcoop.org/attachments/download/5982/metro.png |
11:20 | <LordAro> | well i guess that *should* be working |
11:20 | <LordAro> | LSky: do you know your public IP? |
11:20 | <LSky> | yes |
11:20 | <LSky> | I tried a port scanning website |
11:20 | <LSky> | doesnt show the port as open |
11:21 | <LordAro> | seems like something is missing on your end then |
11:21 | <@Alberth> | isp blocking them? |
11:21 | <LordAro> | your ISP could be doing something |
11:22 | <LSky> | I doubt Ziggo of all ISPs is blocking this :/ |
11:23 | <LordAro> | ISPs do weird things sometimes |
11:23 | <LordAro> | either way they can probably help diagnose issues better than we can |
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12:04 | <andythenorth> | so how am I supposed to resolve merge conflicts then? o_O |
12:05 | <nielsm> | edit the conflicted files appropriately |
12:06 | <LordAro> | woah, controversial |
12:06 | <andythenorth> | so specifically, one of the conflicts involves rewiting code, not just picking lines |
12:07 | <andythenorth> | so I end up with a merge commit, that isn't just a merge, but changes behaviour |
12:07 | <andythenorth> | which seems all wrong |
12:07 | <andythenorth> | should I cp the offending commit out of upstream first? |
12:08 | <nielsm> | when you have >>>>>>>>>>> change A ============== change B <<<<<<<<<<<<<<<, you generally need to edit the thing so it has both change A and B, if they make sense together |
12:08 | <andythenorth> | and what should the commit history look like for that? |
12:09 | <LordAro> | doesn't matter for the purposes of fixing the merge commit |
12:09 | <nielsm> | if you're rebasing, it should look like the "foreign" change (not yours) was there from the beginning when you started your work |
12:09 | <LordAro> | commit history can be fixed later |
12:09 | <LordAro> | fixing the merge conflict* |
12:09 | <nielsm> | if you're merging, the merge commit will have lines that don't exist in either parent |
12:10 | <andythenorth> | so it's not worth cp? |
12:10 | <andythenorth> | before merge? |
12:10 | <LordAro> | i doubt it |
12:12 | <andythenorth> | ok |
12:12 | <andythenorth> | I don't think I have the skills to do this tbh |
12:12 | <andythenorth> | I leave it |
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12:19 | <LordAro> | andythenorth: if you give me commit permissions on your fork i could take a look |
12:19 | <andythenorth> | https://github.com/andythenorth/OpenTTD/invitations |
12:20 | <andythenorth> | branch is nrt-block |
12:20 | <andythenorth> | trying to sync to upstream master |
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12:25 | <LordAro> | andythenorth: so this one isn't actually too bad - NRT's modifications are basically replacing the hardcoded _road.foobar constants with a roadtype lookup function. the code that changed ( https://github.com/OpenTTD/OpenTTD/commit/25dbc6542cab0c5a751894317f038b2f7f9ac8c2#diff-9c5b25348920a31681a381d73e8f161b ) did something weird with the code but we don't need to care about that |
12:26 | <LordAro> | we can just make the same change (_road -> GetRoadTypeInfo) to the new code |
12:26 | <andythenorth> | peter pasted this as a possible fix, but I don't read C++ well enough https://paste.openttdcoop.org/pbdpjnqul/whsjvp/raw |
12:26 | <andythenorth> | to know if it works |
12:28 | <LordAro> | ah, hmm, i was looking at the wrong switch :) |
12:29 | <LordAro> | but still, pretty sure the same changes can be applied |
12:30 | <nielsm> | LordAro, so if C++11 is still out that also means no auto type deduction? :( |
12:30 | <LordAro> | nielsm: for now, yeah :/ |
12:31 | <LordAro> | nielsm: you could come up with an actual "OTTD uses C++11 now" PR :) |
12:32 | <nielsm> | for (MusicSystem::Playlist::const_iterator song = _music.music_set.cbegin(); song != _music.music_set.cend(); ++song) |
12:32 | <nielsm> | versus |
12:32 | <nielsm> | for (const auto &song : _music.music_set) |
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12:38 | <LordAro> | oh, i know |
12:38 | <LordAro> | it's not great |
12:38 | <LordAro> | it's part of the reason why stl containers have been shunned so far |
12:39 | <LordAro> | i think uses in other places put the initialiser on the line above, c89-style |
12:40 | <nielsm> | that affects scoping though |
12:40 | <nielsm> | especially important inside switches |
12:40 | <nielsm> | (I prefer avoiding ugly braces around case blocks) |
12:45 | <LordAro> | this is why C++11 is a good thing! |
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12:45 | <LordAro> | but we're not able to use it yet |
12:45 | <+michi_cc> | nielsm: cbegin() and cend() are C++11, too, BTW. |
12:45 | <nielsm> | what |
12:45 | <nielsm> | ;_; |
12:46 | <+michi_cc> | begin() and end() have const overloads. |
12:46 | <LordAro> | andythenorth: done |
12:46 | <andythenorth> | :o |
12:46 | <andythenorth> | :) |
12:46 | <LordAro> | (twice actually, i screwed up the rebase) |
12:47 | <nielsm> | but those only get used in a const context I think? so you can't quite force a const_iterator out of it |
12:48 | <andythenorth> | how do I get a merge conflict on pull :P |
12:48 | * | andythenorth must have some local changes |
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12:49 | <+michi_cc> | You can still assign them to a const_interator. |
12:51 | <andythenorth> | tabs vs. spaces :P |
12:51 | <andythenorth> | ok |
12:51 | <andythenorth> | I have to get a different editor for C++ I think :P |
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12:56 | <andythenorth> | ach, deleted local nrt branch and checked it out again |
12:57 | <andythenorth> | had a merge that wouldn't commit |
12:57 | <Thedarkb-X40> | I used to use emacs but I use Notepad++ in Wine now. |
12:57 | <LordAro> | i... can't think of anything worse |
12:57 | <andythenorth> | is that trolling Thedarkb-X40 ? :) |
12:57 | <Thedarkb-X40> | It's actually not. |
12:58 | <andythenorth> | I love my editor, but it doesn't have per-language settings |
12:58 | <andythenorth> | and tabs are meaningless in python and html |
12:58 | <Thedarkb-X40> | When I was a Windows peasant, I ran something called CodePad or CodeEdit or something. |
12:58 | <Thedarkb-X40> | It had a built in Hex editor and I used to be big into ROM hacking. |
12:59 | <nielsm> | ahh, the thing I forgot to test also works! automatic advance to next song |
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13:00 | <andythenorth> | interestingly, nrt doesn't work |
13:00 | * | andythenorth wonders why |
13:00 | <LordAro> | heh |
13:00 | <Thedarkb-X40> | What does voice actually mean on this server? |
13:00 | <Thedarkb-X40> | channel* |
13:00 | <LordAro> | pretty much nothing |
13:00 | <Thedarkb-X40> | http://codepad.software.informer.com/ |
13:00 | <+michi_cc> | andythenorth: Half-trolling: Visual Studio Code :p |
13:00 | <Thedarkb-X40> | This is what I used to use back then. |
13:00 | <LordAro> | andythenorth: assuming it actually compiles, the only thing that i could've broken is construction of bus/truck stops |
13:01 | <andythenorth> | LordAro: I think it predates your change |
13:01 | <Thedarkb-X40> | ...when I could assemble Z80 code in my head... |
13:01 | <LordAro> | michi_cc: afaik, that's the best of the electron editors |
13:01 | <andythenorth> | it won't load my NRT test grf |
13:01 | <andythenorth> | says invalid sprites |
13:01 | <LordAro> | better than atom, anyway |
13:01 | <andythenorth> | so NRT is shafted I think |
13:01 | <LordAro> | oh dear |
13:01 | <andythenorth> | well |
13:01 | <andythenorth> | it's a bad idea anyway |
13:02 | <Thedarkb-X40> | I used to mess around with Doom and I used to make engine patches with a hex editor too. |
13:02 | <LordAro> | :( |
13:04 | <Thedarkb-X40> | I used to mess around with Pokémon ROMs and there is no room for any extra code. |
13:04 | <Thedarkb-X40> | They literally pushed the Game Boy to the limit. |
13:04 | <LordAro> | nice |
13:04 | <andythenorth> | I liked doom wadding |
13:04 | * | andythenorth still plays doom sometimes |
13:04 | <LordAro> | i have great respect for people who can do that sort of thing, i certainly couldn't |
13:04 | <Thedarkb-X40> | I never made anything good. |
13:04 | <andythenorth> | but not with wads |
13:04 | <Thedarkb-X40> | I'm more of a Quake man. |
13:05 | <LordAro> | someone should review & merge some PRs |
13:05 | <andythenorth> | they are stacking up |
13:05 | <Thedarkb-X40> | Quake is a lot easier to mess with because the source is available. |
13:05 | <Thedarkb-X40> | and FOSS. |
13:05 | <Thedarkb-X40> | I suppose Doom is too. |
13:10 | <andythenorth> | ok so the NRT here works https://github.com/OpenTTD/OpenTTD/pull/6811 |
13:10 | <andythenorth> | so something broke since then |
13:10 | <LordAro> | diff the diff |
13:10 | <andythenorth> | ah |
13:11 | <andythenorth> | I made a 47 cargo version of FIRS to test 64 cargo OpenTTD |
13:11 | <andythenorth> | and that is tripping up the NRT branch :P |
13:11 | <andythenorth> | I've removed that grf, seems to work |
13:11 | <andythenorth> | oops |
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13:12 | <LordAro> | hahah |
13:12 | <Thedarkb-X40> | Remember MissingNo. in Pokémon? |
13:12 | <andythenorth> | "Crashed Thread: 8 ottd:genworld" |
13:12 | <andythenorth> | probably a random crash :P |
13:13 | <Thedarkb-X40> | That happened because when you get the Pokémon catching tutorial, the game has no where to store your username, because the Old Man's name has to go in your username's buffer, so it writes your name to the wild Pokémon data. |
13:13 | <andythenorth> | so does the PR automatically update? it's against the same commit |
13:13 | <andythenorth> | https://github.com/OpenTTD/OpenTTD/pull/6811 |
13:14 | <Thedarkb-X40> | This shouldn't matter because as soon as you leave the area, the wild pokémon buffer should get overwritten. |
13:14 | <Thedarkb-X40> | But on cinnabar island, there are tiles where you can encounter wild Pokémon, but no wild pokémon data. |
13:15 | <Thedarkb-X40> | So the pokémon you encounter will be based on your username. |
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13:24 | <@Alberth> | andythenorth: PR updates itself on push indeed |
13:29 | <LordAro> | andythenorth: it's a different commit hash, technically |
13:30 | <LordAro> | the old one (pre rebase) is at 25644fd9e |
13:41 | <andythenorth> | yeah the CI has re-run |
13:41 | <andythenorth> | good :) |
13:41 | <andythenorth> | peter1138: this is synced to master again https://github.com/OpenTTD/OpenTTD/pull/6811 |
13:54 | <LordAro> | :) |
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14:00 | <nielsm> | well I've looked over all open PRs and don't think I can give useful feedback or confirmation on any of them |
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14:02 | <Eddi|zuHause> | <andythenorth> probably a random crash :P <-- there's no such thing as a "random" crash... |
14:03 | <Eddi|zuHause> | well, except if you're living in a high radiation area, i guess :p |
14:04 | <@Alberth> | while (true) { if (random() == 0.5) crash(); } |
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14:05 | <Eddi|zuHause> | what's that? 1:2^48-ish? |
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14:28 | <ANIKHTOS> | https://github.com/ANIKHTOS/OpenTTD |
14:28 | <ANIKHTOS> | my repository and the branch i make the changes |
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14:41 | <@Alberth> | Eddi: yep, quite random :p |
14:44 | <LordAro> | #define if(x) if(x == (rand() % 2)) |
14:45 | <Eddi|zuHause> | LordAro: "rand()" is usually a number between 0 and 1 |
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14:56 | <@Rubidium> | even then it's not random, e.g. with if (true || false) you'll always go into the true branch |
14:56 | <+michi_cc> | Anyone going to review and merge my PR? Otherwise I've probably broken OTTD enough today ;) |
14:57 | <LordAro> | Rubidium could do it! |
14:59 | <+michi_cc> | Unfortunately there's four CI builds in the queue before, no merge till then. |
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14:59 | <LordAro> | more builders! |
15:00 | <+michi_cc> | peter1138: I've approved something, in case you want to merge. |
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15:01 | <nielsm> | michi_cc: any reason why only 64 byte buffer? |
15:01 | <LordAro> | the array for the version of OTTD needs to be increased generally, what with git hashes taking up most of it |
15:02 | <LordAro> | getting tired of the "string too long" warnings |
15:04 | <ANIKHTOS> | okey so i make a fork of openttd, i made a new branch and i place there my changed files |
15:04 | <ANIKHTOS> | is there anything else i need to do in github?? |
15:06 | <LordAro> | ANIKHTOS: you've managed to change date.cpp entirely |
15:06 | <LordAro> | i'd recommend fixing that |
15:06 | <LordAro> | https://github.com/ANIKHTOS/OpenTTD/commit/4dadde9a5d336684dca9c5e78324d892b14846cf |
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15:07 | <ANIKHTOS> | actually the change is not that much i kept eveythign old there but the change is only n the end of the file |
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15:08 | <ANIKHTOS> | i i only changes 1 function in the date.cpp the rest changes are there to accomodate my changes and make the change possilbe, new variables, giving value to the varibles and so on |
15:08 | <LordAro> | github thinks otherwise |
15:08 | <ANIKHTOS> | well it compares lines |
15:09 | <ANIKHTOS> | and lien by lien it finds a lot of differences yes |
15:09 | <ANIKHTOS> | but if youa re human and see there is only 1 change in the Increasedate() function |
15:10 | <LordAro> | no |
15:10 | <LordAro> | because humans use git to see what has changed |
15:10 | <+michi_cc> | nielsm: Same reason as for the 50 applies (i.e. probably none at all). |
15:10 | <@Rubidium> | LordAro: making it longer breaks network compatibility and reviewing a Windows only change is not really something I'd be good at |
15:11 | <+michi_cc> | I'm quite sure that changing the title of the Windows window will not affect network code. |
15:11 | <ANIKHTOS> | come on now gitbub says i changes all the lines!?!?!??! |
15:12 | <ANIKHTOS> | which is nto true |
15:12 | <ANIKHTOS> | even the first 25 lines it marks them as changed!?!?!? |
15:12 | <+michi_cc> | "Changed all lines" can usually be translated as "I used an editor that either sucks at line endings or at tabs". |
15:13 | <@Rubidium> | michi_cc: the first part was about LordAro's suggestion to make the revision generally longer, so it has no direct relation to your actual change |
15:13 | <ANIKHTOS> | notepad++ |
15:13 | <ANIKHTOS> | but only screw up this file the rest are shown better |
15:14 | <+michi_cc> | That does support proper line endings, but you've still managed to save the file with different line endings (CRLF or LF). |
15:15 | <ANIKHTOS> | okey i will re write the file maybe this time will not be broken |
15:17 | <@Rubidium> | LordAro: there where I talked about network compat, it's specificly about the "server discovery" protocols (i.e. master server) |
15:21 | <andythenorth> | wow |
15:21 | <andythenorth> | I got an actual legit 4096 in 2048 |
15:23 | <andythenorth> | probably won |
15:34 | <Eddi|zuHause> | i definitely had 8192s |
15:35 | <Eddi|zuHause> | well, besides the "perfect game" i mean |
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15:43 | <ANIKHTOS> | re make the file |
15:43 | <ANIKHTOS> | now it will not show this huge differences |
15:45 | <LordAro> | https://github.com/OpenTTD/OpenTTD/compare/release/1.8...ANIKHTOS:ANIKHTOS-slowtime better :) |
15:45 | <LordAro> | no idea why you've added strings for numbers though |
15:46 | <LordAro> | and watch your indentation & coding style |
15:46 | <ANIKHTOS> | i am trying to learn the style of ottd and write the ssame |
15:46 | <ANIKHTOS> | in many case i just make minor alters |
15:46 | <LordAro> | is fine :) - have a read of https://wiki.openttd.org/Coding_Style |
15:46 | <ANIKHTOS> | so the style is identical??? |
15:47 | <LordAro> | it should be, but you've introduced things like spaces where there shouldn't be or broken indentation |
15:47 | <LordAro> | (oh, and branches should be made off master, not a release branch (like 1.8) ) |
15:47 | <ANIKHTOS> | i am workign in 1.8 |
15:48 | <ANIKHTOS> | so i will nto have problems with the changes happenign in the amster |
15:48 | <ANIKHTOS> | if someone change a file in the master then my code will nto work??? |
15:48 | <LordAro> | you'll only get problems when you try to update (merge or rebase) the branch |
15:48 | <ANIKHTOS> | to avoid conflict i make it for now in 1.8 which no one will alter |
15:48 | <LordAro> | it won't stop working randomly |
15:48 | <nielsm> | the code on your machine won't change behind your back |
15:48 | <LordAro> | but in general i wouldn't expect anything to be changing about the date code anyway |
15:48 | <nielsm> | it only updates when you pull |
15:48 | <Eddi|zuHause> | no, you will create an own branch anyway, so if someone changes master, you will not be affected, until you rebase your branch to the new master |
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15:49 | <ANIKHTOS> | okey do nto hit the first day i download the amster and i could nto compile it i was gettign error |
15:49 | <ANIKHTOS> | i downloas 1.8 an dic oudl compile it |
15:49 | <ANIKHTOS> | so i stayed with 1.8 |
15:50 | <nielsm> | working on an old version now will make it harder to keep up with future changes in the rest of the game |
15:50 | <nielsm> | since you're already behind |
15:51 | <LordAro> | but whatever, for now it's fine |
15:51 | <stefino> | Hi. If I have a house and I want to reduce its quantity in one city with "same_house_count_town" variable, how to code it? Any kind of switch? |
15:52 | <Eddi|zuHause> | stefino: there should be a callback that gets called on placing a house |
15:52 | <Eddi|zuHause> | to find out whether that house will be allowed at this location |
15:53 | <Eddi|zuHause> | from this callback, you would make a switch that checks the variable, and then return positive or negative result |
15:54 | <LordAro> | ANIKHTOS: oh, you'll want view->show symbol->show whitespace and tab enabled |
15:54 | <stefino> | Eddi|zuHause: ahhh...I'm goint to try it |
15:55 | <Eddi|zuHause> | stefino: callbacks are the things you put in the "graphics {...}" block |
15:57 | <stefino> | Eddi|zuHause: yes yes, these two parts are OK - propertise and callbacks. I have a troubles with variables. For example I'm thinking how to write this switch atm :D |
16:02 | <ANIKHTOS> | lordara where i put liens where i shoudl not have?? |
16:02 | <stefino> | Eddi|zuHause: I understand how it works but don't know how to write it. Something like this? https://paste.openttdcoop.org/psjq6n5kl |
16:03 | <Eddi|zuHause> | stefino: what do you need the getbits for? |
16:03 | <LordAro> | ANIKHTOS: take a look at the compare link above, maybe the side-by-side view might make it clearer ("Split") |
16:04 | <Eddi|zuHause> | stefino: you probably want this callback: "construction_check 0 or 1 Return 1 to allow building the house or 0 to disallow. Called only for the north tile." |
16:05 | <Eddi|zuHause> | stefino: so you want to have "return 0" or "return 1" in your switch |
16:07 | <stefino> | Eddi|zuHause: I don't know? :D I need to check number of this ID houses in the city. So I thougnt that in this switch I set maximum number of this buildings (2) and in case of 0,1 it is possible, in other case it returns "fail" |
16:12 | <Eddi|zuHause> | stefino: say, you want to have no more than 10 houses of this type, you could do it something like this (pseudocode): https://paste.openttdcoop.org/pqxxhvpef |
16:12 | <Eddi|zuHause> | stefino: i don't think getbits does what you think it does |
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16:14 | <stefino> | Eddi|zuHause: ahh thanks :) |
16:15 | <stefino> | I rewrote old switch where was getbits - honestly, I have no idea what the "getbits" done O.o |
16:15 | <Eddi|zuHause> | your getbits will result in "0" for 0,4,8,12,... houses, and "1" for 1,5,9,13,... houses |
16:17 | <stefino> | Eddi|zuHause: so thanks a lot again :) |
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16:19 | <ANIKHTOS> | if you see the code lordara is mostly add code and some lines of existign code alter a tiny bit |
16:20 | <LordAro> | i can see it |
16:21 | <LordAro> | that doesn't change the indentation being wrong |
16:21 | <ANIKHTOS> | indentation=?? |
16:21 | <LordAro> | tabs/spaces |
16:21 | <LordAro> | read the wiki page |
16:22 | <LordAro> | https://en.wikipedia.org/wiki/Indentation_style and probably this one, for a more general view |
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16:24 | <ANIKHTOS> | okey indentation means formating style |
16:25 | <ANIKHTOS> | i read it i foudn a few errors |
16:25 | <stefino> | Eddi|zuHause: nice, it works :) |
16:25 | <Eddi|zuHause> | stefino: you can also do more crazy things, like have more houses allowed for bigger cities |
16:27 | <stefino> | Eddi|zuHause: interesting :) the next step will be to code houses near the street, what I wrote on the forum (what you also comment) |
16:27 | <Eddi|zuHause> | yeah, that also gets complicated rather quickly :p |
16:28 | <Eddi|zuHause> | if you want the house to stay put if new roads are constructed, you must set the animation frame and stuff |
16:30 | <stefino> | it sounds like a big fun :D |
16:30 | <Eddi|zuHause> | yeah, but it gets easier the more comfortable you get with switches and stuff |
16:31 | <Eddi|zuHause> | there's gonna be a lot of "... and stuff" from here on :p |
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16:45 | <ANIKHTOS> | so anyone wants me to add something in the patch?? have found any bug?? |
16:49 | <snail_UES_> | guys, I’m planning to add an “alpine mode” for my trainset, featuring only trains used on mountain lines |
16:49 | <snail_UES_> | would you prefer this to be used by default when climate is “arctic” |
16:49 | <snail_UES_> | or always selectable through a parameter regardless of the climate? |
16:50 | <ANIKHTOS> | i vote selectable if possible |
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16:51 | <ANIKHTOS> | your traisn will be slow but with a lot of power so they can go sttep climps with no problem?? as in reality?? |
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16:54 | <snail_UES_> | ANIKHTOS: yes |
16:54 | <snail_UES_> | there will be some trains with rackrail |
16:54 | <snail_UES_> | and others will be powerful electrics since the early years |
16:55 | <snail_UES_> | you will miss the faster railcars that are used on flat lines |
16:55 | <ANIKHTOS> | you will intorduxe new rail track or it is not possible?? |
16:55 | <snail_UES_> | my set already includes rackrail type (with and without catenary) |
16:55 | <snail_UES_> | but it’s not very useful in-game, because speed is limited to 20km/h (and that’s already unrealistically high) |
16:56 | <snail_UES_> | it’s more of an eye-candy than anything else :p |
16:56 | <ANIKHTOS> | well for the game you need to put speed aroudn 80-100 |
16:56 | <ANIKHTOS> | nto realsitic as a number but will be more realsisitc for the game |
16:58 | <nielsm> | wait, did my changeset to music_gui.cpp end up exactly 666 lines worth? :D |
16:59 | <ANIKHTOS> | add a commet i made it 66 line dman now 667 :p |
16:59 | <snail_UES_> | non-rackrail trains can do up to 80 km/h, freight can do up to 50 (it’s narrow gauge trains) |
17:00 | <ANIKHTOS> | well in reality normal traisn can nto climp where thsi special trains go |
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17:06 | <snail_UES_> | yes, unfortunately we’ve only got one kind of slopes in OTTD |
17:06 | <snail_UES_> | if we had slopes of different steeps, we could allow rackrail to go where adherence trains can’t |
17:08 | <ANIKHTOS> | well if railtype is used you can make normal traisn nto able to work there |
17:10 | <ANIKHTOS> | able to use it but not powered thus you will need a speacial engine to pull the train |
17:10 | <nielsm> | hmm I get crashing during startup after pulling and rebasing my fps-meter on top of master |
17:11 | <nielsm> | during init of ScanProgressWindow |
17:13 | <ANIKHTOS> | its the 666 lines nielsm |
17:13 | <ANIKHTOS> | thats the problem |
17:15 | <nielsm> | hmm went back to master and did a full rebuild, no crash then |
17:16 | <nielsm> | it was either because of a faulty partial rebuild, or because of some game script or newgrf files |
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17:34 | <Eddi|zuHause> | <snail_UES_> or always selectable through a parameter regardless of the climate? <-- this |
17:36 | <Eddi|zuHause> | snail_UES_: i use "arctic" more as a "snow in temperate" simulation, not for the mountaneousness |
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17:37 | <snail_UES_> | Eddi|zuHause: another way would be to restrict alpine trains only in arctic, and make the user choose in temperate |
17:37 | <andythenorth> | Eddi|zuHause: all climates in one map? o_O |
17:37 | <snail_UES_> | but that wouldn’t help in your case if you’re playing on a flat land in arctic |
17:38 | <stefino> | one more question - any idea where the problem is? O.o https://www.youtube.com/watch?v=ftINq47mU_A&feature=youtu.be |
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17:40 | <Eddi|zuHause> | snail_UES_: probably being consistent is the better choice in the long term |
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17:40 | <Eddi|zuHause> | stefino: you need to set the bounding box |
17:41 | <stefino> | aaahh...X,Y,Z offset in spritelayout? |
17:41 | <Eddi|zuHause> | stefino: if you enable newgrf developer tools, press Ctrl+B |
17:42 | <stefino> | yes |
--- | Log | closed Sun Jun 24 17:47:39 2018 |
--- | Log | opened Sun Jun 24 17:47:48 2018 |
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18:03 | <stefino> | Eddi|zuHause: thanks :) |
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18:34 | <stefino> | Eddi|zuHause: there has tobe another bug O.o With activated ctrl+b it is ok, but whed is it switched off, it gives a bugs https://www.youtube.com/watch?v=VN6n6hkJpQE&feature=youtu.be |
18:36 | <Eddi|zuHause> | stefino: the bug is still there with the ctrl+B, it's just less visible |
18:37 | <stefino> | but where is the problem? I think thas I set boxes corectly |
18:38 | <Eddi|zuHause> | i can't really make it out from the video |
18:41 | <stefino> | https://paste.openttdcoop.org/pxiy0gjch |
18:43 | <Eddi|zuHause> | i'm afraid i don't have enough experience with houses to see the problem |
18:46 | <stefino> | and if I have for example animations on industry tiles, I thought it is the same |
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18:48 | <Eddi|zuHause> | it is pretty similar |
18:49 | <Eddi|zuHause> | note that with industries you have the individual "industry tiles" and the "industry" that groups them together |
18:49 | <Eddi|zuHause> | each doing only half the things that an industry does from a player point of view |
18:50 | <Eddi|zuHause> | where houses, even though they can be mutli-tile, are missing this combining entity |
18:51 | <stefino> | mmm, it is possible :/ |
18:52 | <stefino> | so thanks a lot for today, I go sleep. bye :) |
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22:11 | <ANIKHTOS> | good night all |
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--- | Log | closed Mon Jun 25 00:00:08 2018 |