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#openttd IRC Logs for 2019-03-15

---Logopened Fri Mar 15 00:00:12 2019
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04:10<stefino>Hi, is possible to delet GRF from bananas?
04:15<andythenorth>no and yes
04:15<andythenorth>there is no way for users to do it
04:16<andythenorth>sysadmin like truebrain can do it, for issues like copyright infringement, etc
04:18<stefino>thanks for answer :)
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04:26<@Alberth>the right answer is likely "no, but you can publish a new version that overrides the old one"
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05:06<andythenorth>maybe we should write more GS
05:06<andythenorth>to find out what's wrong with GS
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05:22<@peter1138>Or quit.
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07:20<@Alberth>andythenorth: can you convert a partial nfo file to grf? I wonder how to implement linking in a quick and dirty way
07:21<@Alberth>I can read a grf container version 2, I should be able to merge 2+ of such files into 1
07:23<@Alberth>so that would then basically leave how to modify values in a partial grf
07:24<@Alberth>specifying sprite number + offset + what data to write, would that be feasible?
07:30<andythenorth>Alberth: I'm not sure of the details of the format :)
07:31<andythenorth>my assumption is that grf bytes could be split and linked
07:31<@Alberth>grfcodec has grf.txt , which has a description
07:31<@Alberth>it's a list of sprites, where the real-sprites data is moved to a seperate area
07:32<@Alberth>so you can read the sprite-list of all input files, and concatenate them
07:32<@Alberth>them move the data after it
07:33<@Alberth>it's a bit more involved as sprites point to the data, such pointers must be unduplicated, but that's details
07:35<@Alberth> <- output of my program, confusingly, it names "data" what we know as sprites and vice versa
07:35<@Alberth>but that's just plain copying, linking involves changing bytes here and there
07:36<@Alberth>do you have ideas there?
07:37<@Alberth>would "sprite #10, offset 15, replace 2 bytes by 0xAA 0xBB" work?
07:38<@Alberth>first version is probably best text-based for the replacements
07:39<@Alberth>hmm, give "0xAA 0xBB" a name perhaps, so you can refer to it?
07:43<andythenorth>I can look later :)
07:43*andythenorth must to work :)
07:50<@peter1138>grfid.cpp inside grfcodec shows roughtly how to read the raw grf format.
07:53<@peter1138>There is no index within the file, just a type & size. As long as everything is in the right order, things should refer to the right stuff.
08:01<@Alberth>yeah, I just coded reading from the description, it's simple
08:02<@Alberth>obviously, in a proper program you'd be able to express where a change would apply, but we don't have that yet
08:02<Eddi|zuHause>do we have to do the linking on binary level?
08:03<Eddi|zuHause>we could do it on an NFO-style intermediate language
08:03<Eddi|zuHause>then maybe people could actually understand what's happening :)
08:04<@Alberth>yep, I agree you need to be able to specify linking in text, or nfo is out of the loop
08:04<Eddi|zuHause>CETS does manipulation on NFO level by looking for a specially implanted action C
08:05<Eddi|zuHause>(that is just a really crude hack, though)
08:06<@Alberth>I have no idea what you want to express tbh
08:07<@Alberth>simple is "replace X bytes in sprite Y offset Z by Q other bytes
08:07<Eddi|zuHause>CETS was having issues with huge file sizes not being processed by NML properly (exploding memory), so i tried splitting it up, a few vehicles at a time
08:07<Eddi|zuHause>this posed the problem that some IDs (like global action2s and string-IDs) need to be constant throughout all these smaller GRFs
08:07<@Alberth>Q other bytes should likely also be allowed to be a name for some bytes
08:08<Eddi|zuHause>so i have a "header" and a "body", where the header gets an action C (comment embedded in nfo/grf) that says "header ends here"
08:08<Eddi|zuHause>and everything before this commed gets discarded from the NML->NFO output
08:09<@peter1138>Does NML output NFO?
08:09<Eddi|zuHause>yes, with a switch
08:09<@Alberth>it can
08:09<Eddi|zuHause>it can output NFO or binary
08:09<Eddi|zuHause>or both, i think :)
08:11<Eddi|zuHause>the combined CETS grf then gets stitched together from a dummy GRF that contains just the header (and a switch that makes use of all the IDs) all the bodies
08:11<andythenorth>iirc you get away with that because you don't use strings in CBs
08:12*andythenorth is hazy on the details
08:12<@Alberth>wavey hands and such :p
08:13<Eddi|zuHause>andythenorth: i think that should work, but if you use the NML way to compose strings on compile time, you need to repeat that in the dummy switch
08:13<andythenorth>I tried that and it started to get baroque
08:14<Eddi|zuHause>a linkable-nml compile would need to collect those strings and put them into a symbol table
08:14<andythenorth>I think it would have been possible, but it started to look complicated and fragile
08:14<andythenorth>yes, table, not baroque fake things
08:14<Eddi|zuHause>fragile, definitely
08:14<Eddi|zuHause>needs a lot of discipline to not break it
08:16<Eddi|zuHause>another problem with strings is that NML doesn't abstract away the run-time "textstack" (which isn't a stack) properly
08:17<Eddi|zuHause>but that is independent from linking
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08:22<@Alberth>a string is just an id? 2 or 4 bytes or so?
08:24<Eddi|zuHause>i think 2
08:26<@Alberth>simple in nfo: 01 02 03 word(foostr) 05 and else where foostr = 0x1234 thus
08:26<Eddi|zuHause> <-- this is my dummy callback listing all the global IDs
08:27<Eddi|zuHause>(this is a generated file)
08:28<@Alberth>but that's required, or just a work-around for something?
08:28<Eddi|zuHause>that is a workaround
08:28<Eddi|zuHause>to force NML to give the same ID to all these strings and CBs
08:29<@Alberth>nml is a next problem wrt linking, first have something nfo-ish seems a better idea
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08:30<Eddi|zuHause>but this indicates the kind of IDs that would need to be "linkable"
08:31<@Alberth>afk for some shopping for a while
08:31<criador15>good shopping
08:32<Eddi|zuHause> <-- just for context, this is my "header" (this is a proper src file)
08:33<criador15>hey, i was doing some mind work, and to make a new GRF with Game Script and AI, i start with who? a complex GRF, complex GS or complex AI?
08:33<Eddi|zuHause>this is compiled once standalone, and included in each partial GRF (which would make them technically full standalone GRFs)
08:34<criador15>if you was talking to me, i dont understand
08:34<Eddi|zuHause>from the standalone compile, the dummy code is stripped, and from the partial GRFs the whole header part is skipped
08:34<criador15>was me, sorry
08:34<criador15>was not*
08:34<Eddi|zuHause>no, i was not talking to you
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08:47<criador15>GameScript, there is a way to remove citys?
08:48<Eddi|zuHause>i don't think so, that is way too dangerous, as you would also have to remove all things referring to that city (industries, stations, ...)
08:49<criador15>also there not is a way to remove industry
08:50<Eddi|zuHause>clearing the tile not working?
08:50<criador15>where is the clearing tile function?(which class)
08:51<Eddi|zuHause>dunno, i would think that's a very generic and obvious function
08:54<criador15>Would it be better to remove cities or just enable GS when there is only one city on the map?
08:59<Eddi|zuHause>i don't understand what you mean
09:01<criador15>i need my GS to run with just one city, is better erase the excess or just allow the player to run the game when there is only one city in cenario?
09:02<@Alberth>not sure a work-around is going to do much good, I could just as well do nfo -> bytes conversion. Just bad I have to perform image encoding as well then
09:03<@Alberth>criador15: don't add a restriction there imho, just pick a city that your GS deals with, and let a user or a scenario author decide whether that should be the only city that exists
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09:10<criador15>talking about restritions, which kind of restritions make the game not recon my GS?(its needs to be in a tar file)?
09:10<@Alberth>can also be in a directory
09:11<@Alberth>you may want to start openttd with debugging output, so you get a log of what it finds and why it discards things
09:12<criador15>can you tell me how do that?
09:12<criador15>its the open with a console(terminal) window?
09:13<@Alberth>working on that, my openttd version needs recompiling first
09:13<@Alberth>yeah, start openttd from the command-line
09:14<@Alberth>if you add -h as option, you get the online help
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09:16<@Alberth>openttd.exe -d script=9 (if you have windows)
09:16<@Alberth>from a command window
09:17<criador15>thanks, trying
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09:21<criador15>well, how is a valid API version?
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09:22<criador15>i used 1.0, its need to be 1,0(commas) or (1.0)dot?
09:24<@Alberth> there's lots of prior art :)
09:25<criador15>wait, API version is from the game version?
09:26<@Alberth> starts at version 1.2, apparently
09:27<@Alberth>and yes, with every major release, you get new changes in the API, so it needs a new number
09:28<criador15>the debug shows me this:
09:28<@Alberth>not here!
09:28<@Alberth>use a pastebin
09:28<criador15>pastebin to 1 line?
09:28<@Alberth>ok, 1 line is fine,
09:29<criador15>:GetAPI version returned invalid version
09:29<criador15>the index doesn´t exist
09:30<@Alberth>well, yeah, "1.0" doesn't exist
09:31<planetmaker>it's the version of the API you want to use. Not the version of your script
09:31<planetmaker>so generally use the latest and greatest version of the API when you start a new script
09:31<planetmaker>unless you explicitly want to ensure that it also works on OpenTTD 1.2 or so
09:35<criador15>now its working :D, thanks
09:36<@Alberth>you used 1.8 I hope?
09:39<criador15>some of you had the idea of make a tutorial in your way?
09:41<criador15>this is huge
09:42<planetmaker>it was not written in a single day :)
09:42<planetmaker>zuu wrote quite some nice ai and gs stuff
09:42<@Alberth>nice !
09:43<planetmaker>even with included map/scenario :-O
09:44<criador15>its simple to understand?
09:45<planetmaker>from how well structured it looks: I'd think so
09:45<criador15>:thumbs up:
09:46<@Alberth>always nice, install a documentation package, and not find docs in /usr/share/doc :p
09:46<criador15>haha, everything is in the ReadMe file of 3 GB
09:47<criador15>gs-tutorial is a GameScript?
09:47<planetmaker>it's an OpenTTD tutorial, teaching the basics of playing OpenTTD
09:48<criador15>this should be embbed to the game itself
09:50<planetmaker>I agree
09:51<planetmaker>as should some other things IMHO
09:52<criador15>translate IMHO for me?
09:52<@peter1138>In my humble opinion
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10:07<criador15>exiting, see ya o/
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10:27<criador15>how i display a info message dialog?
10:30<criador15>like when the game has a error, its show a warning message dialog, i want to make same but for information
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11:09<nielsm>this weekend, merge and backport fixes and release RC2?
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11:20<@peter1138>Would be useful if fixes were already merged and tested...
11:21<nielsm> <- merge as-is?
11:22<nielsm>(into master)
11:22<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7364: Fix e66cec8f86: Permit loading of industry production callback with invalid cargo type.
11:22<@peter1138>I don't really see the point of it.
11:23<nielsm>jgr has had it in his fork for a while afaik, could ask him if it has helped resolve any bugs
11:30<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7366: Add: List recently executed commands in crashlog output.
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12:40<DrSegfault>Does anyone recall where in the options to highlight the currently reserved paths?
12:43<@peter1138>It's in... the settings.
12:43<@peter1138>Just type "reserve" in the filter
12:46<nielsm>you might need to show the "expert" options
13:02<DrSegfault>Ahh, under "surface"... Thanks!
13:16<@Alberth>NFO is a bit of a wonky format, scanner needs some tuning:
13:21<nielsm>if you're making an nfo linker (many nfo in, one nfo out) I'd suggest making the input format a bit less rigid perhaps
13:21<nielsm>or at least easier to parse
13:22<nielsm>since whatever linker input you're making won't be consumable by grfcodec regardless
13:22<nielsm>(since it contains named symbols)
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13:23<criador15>Alberth, you are there?
13:25<criador15>to create a GSGoal this line is corret? GSGoal.New(GSCompany.COMPANY_SELF,"Develop transport of passengers!!",GSGoal.GT_TOWN,0);
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13:27<nielsm>is COMPANY_SELF the right one? I'd think you should pass the company id of the company you want to have the goal
13:27<@Alberth>could be an option niels, on the other hand, backwards compatible for the non-link parts would be nice
13:28<criador15>like what parts?
13:28<criador15>you mean post all in ottdcoop?
13:28<nielsm>he's talking to me, not youi
13:28<@Alberth>I am atalking about NFO, different subject :)
13:28<criador15>ah yes
13:28<@Alberth>Strings don't work iirc
13:30<nielsm>criador15 yeah, that too, for textual strings that will be displayed in the user interface, you need to create them in your language file
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13:32<criador15>i made it without sucess, there is something that teach how to make the lang file?
13:32<@Alberth>have a look in busy bee
13:32<nielsm>copy an existing one, adjust the parameters at the top, replace the strings in it with your own
13:32<@Alberth>in particular only the english one
13:33<nielsm>yeah you _always_ start with english.txt
13:33<nielsm>that's the master language without exceptions
13:33<criador15>one more thing, i speak in portuguese, so to create the portuguese lang i can just create the file and it works or i need something else?
13:34<@Alberth>you can, just denote it as portuguese
13:35<@Alberth>oh, the filename itself was the language name?
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13:35<nielsm>also note that pt_PT and pt_BR are separate langauges in OTTD like most other places :)
13:35<nielsm>portuguese.txt and brazilian_portuguese.txt
13:37<nielsm>but you always need english.txt and it always needs to have all the formatting codes in it
13:41<@Alberth>long gone already niels
13:43<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7364: Fix e66cec8f86: Permit loading of industry production callback with invalid cargo type.
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13:44<criador15>and i knew about the PT and BR diferrents versions
13:49<criador15>if i can debug the values which i pass to the method, some of you can help know if they are valid?
13:50<criador15>and one more thing, there is some method or mod that let me take data from the game and export it?(like to a file, DB or something else that its not from game?)
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14:03<@Alberth>there is a log command to spam the AI/GS window with messages, that's useful for debugging , and export is not simple to do
14:05<criador15>i am using the IA/GS debug of game(window) and is not simple why?
14:06<@Alberth>sorry, don't understand what you mean
14:07<@Alberth>I answered 2 questions above, maybe that confuses you?
14:07<nielsm>the best way to get data about an ongoing game out of OTTD is using a GS and connecting to it via admin port
14:07<nielsm>but that only works for multiplayer afaik
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14:11<criador15>i use the AI/GameScript debug window, there is another?
14:11<criador15>admin port you mean cmd line?
14:13<nielsm>no, the admin port is a TCP network connection
14:14<criador15>so the game becomes a server, and i need a very complicated software to interact with it and take the data
14:14<nielsm>well the server part is really defined by the game script, mainly
14:14<@Alberth>just use the debug window
14:15<criador15>i am using it
14:15<criador15>the debug window
14:15<criador15>but in this line: GSGoal.New(GSCompany.COMPANY_SELF,GSText(GSText.STR_COMPANY_GOAL, GSCargo.CC_PIECE_GOODS,50,GSMap.GetTileIndex(mapSX,mapSY)),GSGoal.GT_TOWN,GSTown.GetLocation(0));
14:15<nielsm>(I'm not sure exactly what the admin port can do honestly, other than let other software talk to a GS running inside OTTD, the protocol doesn't seem to be well descrbed anywhere)
14:15<criador15>it dont thel me what is wrong, its just say its okay and the game go on
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14:18<criador15>nielsm if you are interested, there a little information about it here
14:19<criador15>thats it i want, but not now (lol)
14:19<nielsm>why are you using GSCompany.COMPANY_SELF ?
14:19<criador15>to designate the player company as the target to receive goals
14:19<nielsm>the game script is not the player
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14:20<criador15>yep, is to use the admin port
14:20<nielsm>try using COMPANY_FIRST instead (for testing purposes)
14:20<nielsm>in single player that will always be the human company
14:21<nielsm>but if you want your GS to work for multiplayer, or with AIs, you will need to create the goals for every company
14:22<criador15>there not is a Company List class right?
14:22<nielsm>but you know that all valid companies have an ID between COMPANY_FIRST and COMPANY_LAST
14:23<nielsm>and you can use GSCompany.ResolveCompany(company_id) to check if a company is valid
14:23<nielsm>uh, ResolveCompanyID() I mean
14:23<criador15>the line still not make a valid goal
14:24<criador15>(how you know that?, well the button goal its invalid, and the methods IsValidGoal(0) tells me that)
14:26<+glx>what's the return value of GSGoal::New()
14:27<criador15>very sugestive
14:27<+glx>that means invalid
14:27<+glx>well it's GOAL_INVALID
14:27<+glx>means the creation failed
14:27<+glx>you need to check last error
14:28<criador15>in the game debug window, in the in-game debug window or with what?
14:28<+glx>in the script
14:28<+glx>but it can write to debug window
14:29<nielsm>you need to give the TownID for the goal's destination, not the tile of the town
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14:30<criador15>how i take the town id from a specific town from specific tile?
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14:31<nielsm>the first town has id 0
14:31<nielsm>the second has id 1
14:31<nielsm>well, there might be holes in the id series
14:32<criador15>so i have to track down id ands conditions to a town thats satisfacted the GS?
14:32<nielsm>(in case some towns were deleted, during the game or during worldgen)
14:32<+glx>to get the townid from the tile
14:33<criador15>thats gold
14:34<@Alberth>just browse the list
14:34<nielsm>read all the documentation
14:34<nielsm>browse through it
14:34<nielsm>you don't need to remember everything
14:34<nielsm>just see it exists
14:34<criador15>i am do the reverse
14:34<nielsm>then you'll remember it when you need it, and can look up the details at that time
14:35<criador15>first the need of it, then go find it
14:35<criador15>but i look the doc too
14:36<criador15>okay, if its still -1
14:36<criador15>am i in trouble?
14:37<+glx>if it's still -1 check the errors
14:37<+glx>GSError::GetLastErrorString() should be useful
14:40<nielsm>hmm, I could use some tonic water for a gin, but then I'd have to dress up for going outside (training pants are not good when it's windy and raining and close to freezing)
14:41<criador15>so in english this would be?
14:43<+glx>one of the precondition shown in is not met
14:46<nielsm>just to be sure, you do have at least one town on the map, right?
14:46<criador15>the game display the name and population of 3 every 50 ticks
14:46<criador15>yes, 3 citys
14:47<@Alberth>break the line in smaller parts, one call each line, and check each return result
14:47<criador15>how i check if the second param of is valid? its says text*goal
14:47<criador15>how goal is a valid goal? what the apearence?
14:48<+glx>what do you pass for this param ?
14:48<criador15>its prints the memory location
14:48<criador15>local goal = GSText(GSText.STR_COMPANY_GOAL, GSCargo.CC_PIECE_GOODS,50,GSTile.GetClosestTown(GSMap.GetTileIndex(mapSX,mapSY)))
14:49<@Alberth>start with GSMap.GetTileIndex(mapSX,mapSY
14:49<@Alberth>next line do GSTile.GetClosestTown(..)
14:49<@Alberth>build it in small pieces, so you can find the call that fails
14:49<criador15>3 var for instance goal
14:50<@Alberth>instead of one of the 5 maybe
14:52<+glx>hmm I don't see this string in english.txt
14:53<+glx>hmm oh you can define your own strings of course
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14:54<criador15>borrowed from busybee
14:54<criador15>yo o/
14:56<criador15>GSMap return 2080, town id is 2 until it is okay
14:59<criador15>this line to be specific local goal_text = GSText(GSText.STR_COMPANY_GOAL, cargo.cid,this.wanted_amount, destination_string);
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15:08<criador15>if the goal its not made, but there is no error what happen?
15:08<criador15>forget what i said
15:08<@Alberth>hello wolf, andy
15:13<criador15>GSCompany.ResolveCompanyID return -1 is okay?
15:14<@Alberth>documentation should define that, but it looks wrong
15:15<criador15>-1 is company invalid?
15:16<criador15>i looked here, but it dont sat if its a valid or not company id
15:17<@Alberth>compare with COMPANY_INVALID thus
15:20<criador15>its not
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15:31<supermop_work_>hi andythenorth
15:32*peter1138 returned
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15:52<Samu>are we still on 1.9.0-RC1?
16:03<Eddi|zuHause>moo too?
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16:28<@peter1138>Oh yes, that savegame crashes because of k-d tree, not my patch :p
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16:38<Wolf01>I built the new Mclaren Senna, really nice
16:50<frosch123>are there lego tanks?
16:51<frosch123>or does lego not get more military than stormtroopers?
16:53<frosch123>oi, people sell custom sorted lego sets on amaz*n
16:59<@LordAro>lego doesn't do any (real) military, last i checked
17:00<nielsm>they have done medieval style stuff afaik, but yeah no modern military
17:01<nielsm>and pirates
17:01<andythenorth>no war theme
17:02<andythenorth>only space war
17:02<andythenorth>and medieval war
17:02<andythenorth>and pirate war
17:02<andythenorth>and war on crime
17:02<andythenorth>and ninja war
17:02<+glx>and robot war IIRC
17:03<frosch123>well, i found a polish lego competitor who offers a whole wot set, but i don't dare to post it to not upset andy's family
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17:29<TrueBrain>glx: MSVC is weird on AzurePipelines
17:29<TrueBrain>editbin is detected fine here
17:29<TrueBrain>without any issue
17:29<TrueBrain>AP .. refuses
17:29<TrueBrain>I hate MSVC :(
17:30<+glx>editbin is detected only from inside visual studio
17:30<TrueBrain>guess we have to bundle your solution, if you are okay with GPLing it, ofc
17:32<+glx>from outside you need to do call "C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Auxiliary\Build\vcvarsall.bat" x86
17:32<TrueBrain>I refuse! That URL is way too volatile :P
17:32<TrueBrain>I wanted a sane solution :P
17:32<+glx>there should be a var env with the path
17:34<+glx>hmm there isn't it seems :(
17:40<TrueBrain>found a way :D
17:41<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
17:43<+glx>I'm in the final part of squirrel_export, the xxx_instance.cpp stuff
17:44<TrueBrain>this is something new btw; not sure how to deal with that just yet
17:44<TrueBrain>I am totally for adding it
17:44<TrueBrain>but possibly we need to do it in a second PR right after it
17:44<TrueBrain>not sure what others think about it
17:47<+glx>I wanted to do the cmake way, in src/ai and src/game, but target properties and dependencies are not easy to manage (because src/ai and src/game are parsed before src/script/api), so I'll generate them from src/script/api
17:47<TrueBrain>we control the order things are parsed in
17:47<TrueBrain>it is the order add_.. runs
17:47<TrueBrain>so you can do with it what-ever you want :P
17:47<TrueBrain>(and ad a comment: ORDER MATTERS)
17:48<+glx>ah yes, totally forgot this option
17:48<TrueBrain>but as always, first make it to work, then we make it pretty :D
17:49<+glx>yes I'm still in the generate only part, so the generated files are exactly the same as it was before
17:49<TrueBrain>LordAro / peter1138: you think if we sneak in squirrel auto-generation (and remove the generated files) in the cmake branch, that will be an acceptable thing to do? :D
17:49<+glx>they probably will need to change to be usable at compile time :)
17:50<@peter1138>TrueBrain, I'm happy with it.
17:50<+glx>but that will be the next step
17:50<+glx>peter1138 had a patch for that ;)
17:50<TrueBrain>doesn't mean he likes it being in a single PR :)
17:50<TrueBrain>I think everyone agrees we have to do it :P
17:51<nielsm>I don't know if this is something that will be/remain a problem with the windows build, but the way the current VS projects block on building the baseset files from translations
17:51<TrueBrain>nielsm: sorry, what do you mean?
17:51<TrueBrain>I think a word is missing in that sentence, I just cannot find which :(
17:52<+glx>baseset generation seems faster with cmake for me
17:52<nielsm>when you build in visual studio from clean currently, building the main ottd project does not start until the baseset files have been generated
17:52<nielsm>(.obg .obs .obm files)
17:52<nielsm>and that takes significantly longer than compiling the languages
17:53<@peter1138>The vbs was a bit crude.
17:53<+glx>yeah the vbs is not optimised
17:53<nielsm>but if that's not a problem with cmake then I don't see any reason to try to improve it
17:53<TrueBrain>CMake is slower than the shell variant
17:53<TrueBrain>with CMake and MSVC, it still does the baseset first
17:53<TrueBrain>with Ninja etc, it does it before OpenTTD, but does the languages at the same time
17:54<TrueBrain>AP decided to remove timestamps from the logs, so I cannot see how long it takes now :D
17:54<TrueBrain> <- IT IS FULLY GREEN! (regression and everything)
17:54<TrueBrain>wauw ....
17:54<TrueBrain>that is kinda huge progress right there
17:55<+glx>a big step :)
17:56<nielsm>hmm I should boot my linux machine tomorrow and look at that fluidsynth annoyance
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17:57<TrueBrain>8>Compiling language spanish
17:57<TrueBrain>4>Generating orig_tto.obm baseset metadata file
17:57<TrueBrain>8>Compiling language spanish_MX
17:57<TrueBrain>locally it does it at the same time nielsm
17:57<TrueBrain>so yeah, CMake fixes that ;)
17:58<@peter1138>"IT IS FULLY GREEN! (regression and everything)"
17:58<@peter1138>^ Ship it!
17:58<TrueBrain>bundling has to be fixed :D
17:58<TrueBrain>but strictly seen, we can do that later :P
17:59<TrueBrain>soon it might be good if we all try out the cmake branch, to see if we don't hit obvious issues
17:59<TrueBrain>it should work/run for everyone
18:02<TrueBrain>but I first like to make another pass in making it a tiny bit more pretty
18:02<TrueBrain>and tidying up a bit
18:03<@peter1138>Oh right, my old Makefile doesn't get deleted, heh.
18:03<TrueBrain>we also need to work on getting grfcodec to work for our grf
18:03<TrueBrain>and tons of -W flags
18:03<TrueBrain>but, relative minor tbh
18:03<@peter1138>I have it built with cmake but I got stuck with boost :(
18:04<@peter1138>So it builds but only cos I happen to have boost installed, heh
18:04<TrueBrain>who is using boost?
18:05<TrueBrain>who should we start hitting with a breadstick
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18:05<@peter1138>grfcodec. it may be nforenum only.
18:05<TrueBrain>good luck with that :D
18:05<TrueBrain>I can look at it this weekend if you like? See if I can help
18:06<TrueBrain>or possibly .. you can patch it so it doesn't use boost :D
18:06<TrueBrain>right, telly time
18:07<+glx>hmm seems nmlc and python might be better than grfcodec and boost ;)
18:08<+glx>but I guess it's using boost for historical reason
18:08<@peter1138>Hmm, it made a debug build
18:11<@peter1138>How do I make a normal build?
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18:13<+glx>cmake -DCMAKE_BUILD_TYPE <path_to_root>
18:13<+glx>cmake -DCMAKE_BUILD_TYPE=Release <path_to_root>
18:15<@peter1138>That's confusing. Current ./configure with no parameters makes a release build.
18:15<+glx>or RelWithDebInfo if you want to be able to debug
18:15<@peter1138>Hmm, I get compile warnings now, woo.
18:22<andythenorth>yes but bedtime
18:22<andythenorth>very unsleeping last night
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18:40<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] closed issue #6993: Enhancements: Allow the scenario (.scn) to run by using the parameter in the openttd.cfg file.
18:40<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] closed issue #7016: New variables for railtype
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18:51<DorpsGek_II>[OpenTTD/website] Leffe108 commented on issue #48:
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18:59<Zuu>Nice initiative with monthly blog bost. :-)
19:02<@LordAro>an Zuu
19:02<@LordAro>bit early to see if it actually is monthly :p
19:02<@LordAro>wait, when did i get op?
19:26<Zuu>Why is it so hard to close down projects?
19:27<Zuu>(regarding trying to officially discontinuing ottdau)
19:53<k-man>what is ottdau?
19:54<Zuu>An old solution to update openttd on windows.
19:55<Zuu>A 3rd party tool that you ran before starting openttd that would update it if there is an update available and then start openttd. Much like steam does.
19:55<k-man>oh i see
19:55<k-man>while searching for that, i saw this:
19:57<Zuu>There is a thread about it on the forum. From what I remember basically it is known. But there is also a free/open version on the store too.
19:59<k-man>ah right
20:00<Zuu>I don't know if that one that charges does it all by the book but basically the OpenTTD license doesn't forbid anyone to fork OpenTTD and sell it but you need to provide the source code when you sell it.
20:04<k-man>yeah, they say tye provide source upon request
20:04<k-man>i just thought it was interesting
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23:25<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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---Logclosed Sat Mar 16 00:00:14 2019