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#openttd IRC Logs for 2019-03-18

---Logopened Mon Mar 18 00:00:17 2019
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02:40<tot>sorry I had to reload not sure if my msg got posted
02:40<tot>I am trying to compile the game following these instructions;
02:40<tot>however on step 3 of the tortoisesvn i get an error
02:40<tot>'unable to connect to a repository at url'
02:41<tot> svn:// is what I am using as per the article
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02:52<@peter1138>Yeah, we don't use SVN any more.
02:53<tot>is there updated guide on how to compile with patches?
02:53<@peter1138> < Jump to section 7.0 Compiling.
02:54<tot>I have never done this before, where do I apply the patches?
02:55<tot>I asked a friend and he said it was with tortoisesvn but if that is obsolete?
03:01<tot>I have VS2017 open and used the open>folder to load the 1.7 files i extracted from the zip provided by github
03:02<tot>in the patch zip i downloaded off the forums there are several dozen .patch files inside a folder labled 'patches'
03:02<tot>however opening this with the same method seems to overwrite my previously opened files
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03:17<andythenorth>pikka :o
03:17<andythenorth>did I broke it?
03:17<Pikka>no but I just fixed it
03:17<@peter1138>andythenorth, do you thing with this page:
03:18<Pikka>When civi was looking for a depot to build goods trucks in, it didn't check who owned the depot, so a competitor's depot being nearby could prevent it building any vehicles. Oops.
03:18<andythenorth>peter1138: the thing where I delete it? Or the 'outdated' thing?
03:19<@peter1138>I dunno.
03:19<@peter1138>All those "compiling on" pages are bullshit.
03:19<@peter1138>They all mention svn :p
03:21<andythenorth>peter1138: you suggested
03:21<andythenorth>probly in /docs
03:21<andythenorth>still suggesting that?
03:21<@peter1138>probably not in /docs
03:22<@peter1138>/docs is not more for things like internals
03:22<andythenorth>kinda depends if we want to web-publish anything with GH Pages
03:22<andythenorth>I am disliking GH Pages quite a lot tbh
03:22<andythenorth>it doesn't really work
03:23<andythenorth>meanwhile, you have a catchments bug to remove :P
03:23<@peter1138> Due to performance decisions the catchment area for cargo accepted by a
03:23<andythenorth>much lol
03:29<tot>sorry to ask again but can someone point me in the direction of an up to date guide on how to apply patches to the source
03:30<tot>all i can find for .patch files makes reference to svn clients
03:30<tot>is there a guide somewhere for using VS?
03:31<andythenorth>afaik there is no up to date guide for that tot :)
03:32<andythenorth>you are welcome to make one
03:32<tot>what are people using to apply patches then to create custom builds?
03:33<tot>i'm not sure how i would write the guide when I am asking the questions, but i can give it a shot when I understand the process
03:34*andythenorth looks for the link to old info
03:36<tot>yes I have read that but second post seemed to imply that it was for SVN still
03:37<andythenorth>yes, that's a problem
03:37<tot>"The hard way is to get the source code, apply the patch and compile the game yourself. This involves setting up a compile environment on your computer, which can take anywhere from a few hours to a few days, depending on your computer skill level. The easy way is hoping that someone else has done this compiling before, so that you can download a precompiled binary, similar to downloading the official version from the OpenTTD
03:37<andythenorth>where are we starting from? Do you have git etc?
03:37<tot>Seems to tell me to just ask people to compile it for me...
03:38<tot>i have downloaded the from github and installed VS2017
03:38<tot>the is extracted to its own folder and i have used the open>folder in VS2017 to load it
03:38<andythenorth>ok, this might be the most relevant wiki page, it's outdated though
03:39<@peter1138>In VS you need to open the project file within projects/
03:39<andythenorth>tot: have you compiled anything before?
03:39<@peter1138>s/project file/solution file/
03:39<tot>no but I asked my brother who does a lot and he said to apply patches @ the SVN level
03:39<tot>so that is why I am confused how to do it if that step is now skipped
03:40<andythenorth>so 1. SVN changed to git
03:40<andythenorth>2. the instructions for Windows are outdated
03:41<andythenorth>3. nobody working on the core game applies patches, so it's not something anybody really documents
03:41<andythenorth>hope that helps :)
03:41<andythenorth>what's the patch you're trying to apply?
03:41<tot>im sure the people in here know how it is done though? I thought this was the dev chat
03:41<tot>is there somewhere better for me to ask?
03:42<tot> &
03:43<tot>peter1138, I see multiple .vcproj files inside /projects/ but it does not allow me to select them all
03:44<andythenorth>asking here is good, it just might be that nobody knows the answer :)
03:44<andythenorth>also the channel is more active in evening, European timezone
03:45<tot>on the tt-forums there are pages and pages of .patch files in the development subforum
03:45<tot>I would be amazed if the developers did not know how they worked
03:45<andythenorth>you can also ask on the forum thread for each patch, sometimes that gets an answer, sometimes it doesn't
03:46<andythenorth>what timezone are you. in?
03:46<tot>I assumed the method would be similar if not identical for every patch so I did not think bumping old topics would be the best way to get the info
03:48<andythenorth>ok so the channel is often active around 19.00 GMT
03:49<tot>and who should i be looking for to answer
03:49<andythenorth>unknown, you just have to hope
03:51<tot>it is not known who the developers are?
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03:58<@peter1138>You need a tool to apply a patch.
03:58<@peter1138>TortoiseSVN was one such tool.
03:58<@peter1138>Other tools exist.
03:59<tot>I found this guide to use git; which i heard mentioned earlier
03:59<@peter1138>git apply will maybe do it if the patch is correctly formatted.
03:59<@peter1138>However you will need to clone the repo with git to use that, rather than downloading the (rather ancient) 1.7 source code.
04:00<@peter1138>andythenorth, I've messed up with my docks :/
04:00<tot>yes the format is listed in the article i believe
04:00<tot>git clone --branch [version][project_name].git
04:00<tot>so for 1.7 it would be git clone --branch 1.7
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04:01<tot>the only reason I was going to use 1.7 was because both the patch files I would like to try are from that era and I assumed would work best on a version that they were designed for rather than perhaps breaking in the new one
04:04<andythenorth>peter1138: ?? o_O
04:04<andythenorth>tot: that is a good assumption
04:05<@peter1138>I kinda ignored GetStationGfx and did it like newgrf_stations.
04:05<@peter1138>So I've got a hybrid mapping.
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04:09<tot>what is wrong with my command to pull the 1.7 version using git?
04:10<@peter1138>What happened when you did it?
04:16<tot>"Please make sure you have the correct access rights and the repository exists"
04:17<tot>and 'branch 1.7 not found in upstream origin'
04:17<@peter1138>1.7 isn't a branch, it's a tag.
04:18<tot>i see on the left @ github it says Branch: release/1.7
04:18<tot>how do I find the branch
04:18<@peter1138>Oops, you are right
04:18<@peter1138>However it is "release/1.7" not "1.7"
04:19<tot>oh I see; thank you
04:19<@peter1138>1.7.0 is a tag
04:19<tot>also after installing Git I have two applications it seems
04:19<tot>MINGW64 which is a console interface I am using
04:19<tot>as well as an application with a UI that allowed me to open my extracted .zip folder from when I downloaded from github earlier
04:20<tot>"However you will need to clone the repo with git to use that, rather than downloading the (rather ancient) 1.7 source code."
04:20<tot>leads me to believe I should be using the console rather than the UI?
04:21<@peter1138>There are CLI tools and GUI tools to do this.
04:22<tot>So I should not be using the MINGW64 console?
04:22<@peter1138>You should be using whatever you are comfortable with.
04:23<andythenorth>personal preference
04:23<tot>I am comfortable with neither so I ask what the community is more capable of helping me with
04:25<andythenorth>console is more universal
04:26<tot>ok well in the console I have cloned the 1.7 release
04:26<tot>git clone --branch release/1.7
04:27<tot>however i cant seem to 'checkout'
04:27<tot>it asks for an issue number which returns errors
04:28<tot>step 2 on this guide
04:28<andythenorth>you can paste errors to here
04:28<andythenorth>or straight to this chat, if they're 1 line
04:29<tot>fatal: not a git repository (or any of the parent directories: .git
04:29<@peter1138>You need to cd into the clone you just made.
04:29<tot>i was assuming the issue number was for local storage
04:29<@peter1138>And the "issue number" bit you can ignore, that's just drupal's naming scheme for bug fixes
04:29<tot>cd ~/path/to/[project-name]
04:30<tot>is that what your referring to?
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04:30<@peter1138>cd means change directory.
04:30<tot>is that the correct command?
04:31<@peter1138>cloning the repo puts it in a subdirectory, you have to move into the subdirectory...
04:35<tot>ok i figured that out
04:36<tot>the command to apply patches seems to go file by file
04:36<tot>but the patch I downloaded comes with dozens of .patch files
04:37<tot>curl -O[patch-name].patch
04:37<tot>git apply [patch-name].patch
04:38<@peter1138>Apply each in turn I guess.
04:38<@peter1138>We don't use patch files.
04:38<@peter1138>We use git branches, clones, pull-requests...
04:40<tot>arn't .diff and .patches the same?
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04:55<tot>Isn't that a post of you posting a .diff file?
04:55<tot>That is why I am asking if they are the same
04:56<tot>because how ever you apply that file I can likely do with the .patches
04:56<@peter1138>That's a 10 year old post.
04:56<@peter1138>We still used svn.
04:59<tot>Topics like this circa 1 year ago still regularly post .patch
05:00<@peter1138>So what's the problem?
05:00<andythenorth>people writing patches tend to not be involved with development :)
05:00<andythenorth>so they don't do things how we do them
05:00<@peter1138>You said "git apply" above. Did you do that/
05:00<tot>i changed directory and extracted .patch files to the same directory
05:01<tot>but trying to apply them gives me 'invalid url'
05:01<tot>as I am trying to point to them locally
05:01<andythenorth>oof is it a patch queue?
05:01<@peter1138>git apply filename.patch
05:02<@peter1138>And that gives "invalid url"?
05:02<andythenorth>sometimes the forum has stacks of patches
05:02<andythenorth>which have to be applied in precise order
05:02<tot>git apply 000_Debug.patch
05:02<tot>returns nothing; just moves on to the next line
05:03<andythenorth>I don't know what's correct, but I never used git apply
05:03<andythenorth>I just patch
05:03<tot>patch command?
05:03<@peter1138>If it says nothing, it probably worked
05:04<@peter1138>"git diff" will show you the current changes
05:04<tot>ok that returned something rather than nothing so I assume it worked
05:05<tot>i see a 'git patch --batch' option
05:05<andythenorth>first, did you make a compile, with no patches?
05:05<tot>when I checked 'patch --help'
05:05<andythenorth>I usually do a clean compile first, to be sure compile is working
05:06<tot>ok i will try that if this fails
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05:07<andythenorth>peter1138: this reminds me exactly why I wanted the old docs about patching removed :)
05:08<andythenorth>it's just the wrong way to do things
05:08<andythenorth>soooooo much easier to just fetch someone's GH branch as a remote
05:12<@LordAro>andythenorth: doesn't fix the historical issues though, as evidenced by thr above
05:12<@LordAro>there are so many patches only available patches
05:12<andythenorth>I am composing in my head a development forum post
05:13<andythenorth>that maybe could be stickied
05:13<andythenorth>TL;DR 1. please use github for patches 2. if attempting to gravedig a patch, pls first move it to a GH fork
05:13<andythenorth>framed as 'if you want to help' rather than 'you must'
05:14<@LordAro>that doesn't solve the issue though - how do you move the patch to a GH fork?
05:14<andythenorth>well it's hard unless you know what you're doing
05:14<andythenorth>or unless a core contributor does it for you
05:14<andythenorth>or the patch author is still active
05:16<@LordAro>since when has that ever stopped anyone trying?
05:16<@LordAro>samu is the obvious example here
05:16<@LordAro>hell, so am i
05:17<andythenorth>well if you add 'teaching people' to the list
05:17<andythenorth>it's otherwise unsolvable, outside of the 4 options above
05:18<andythenorth>so I wouldn't lose any sleep over that one
05:18<andythenorth>"guide to gravedigging old patches for non-programmers" :P
05:19<andythenorth>oops, forgot to eat breakfast
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06:00<@peter1138>Wait for CMake branch to be merged before writing :-)
06:01*peter1138 ponders.
06:01<@peter1138>Yeah, I should ditch part of what I wrote.
06:01<@peter1138>I did actually make a NewGRF dock, with NML, and then loaded it into the game.
06:02<@peter1138>But then I realised it copied some stupidity from NewGRF (rail)stations.
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07:59<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7385: Fix: NewGRF feature cleanup.
08:20<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #7385: Fix: NewGRF feature cleanup.
08:24<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7385: Fix: NewGRF feature cleanup.
08:30<planetmaker>peter1138, I wonder whether a notification about unsupported features inside the NewGRF should be communicated in any case to the player, though. Not sure
08:31<Eddi|zuHause>there's 3 levels of communication, a debug message, an error in the GRF window, or a popup message
08:32<planetmaker>yes... warnings and errors in the NewGRF window are (currently) generated by the NewGRF itself, though. That's the place I'd like to have it shown, though. As warning
08:33<Eddi|zuHause>that's action B or so?
08:33<Eddi|zuHause>i forgot most of that :)
08:34<planetmaker>yes, I think so. I had to check the newgrf wiki, too :P
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08:51<criador15>it may be annoying but, GSTest to string its possible?
08:51<criador15>and hello o/
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08:52<planetmaker>Test? Text?
08:53<planetmaker>and probably no. You need to use language files which contain the strings
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08:56<criador15>ok, thanks
08:56<criador15>and about the post, after i get the correct anwers i updated it
08:57<criador15>so you and the future people only find the correct anwers(this is wrong? i need to leave the first question?)
08:58<@peter1138>Indeed, NewGRF can control its own errors (LOL) but currently from "our side" of the code it's Disable or nothing.
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09:27<@peter1138>Let's see if that image leaks.
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09:51<DorpsGek_II>[OpenTTD/OpenTTD] orudge commented on pull request #7379: Codechange: Use C++11 functions for threading
09:55<Eddi|zuHause>peter1138: the most "LOL" part is that NewGRFs can force other NewGRFs to deactivate
09:55<planetmaker>yes... though NML does not support that. By design :D
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10:21<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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11:04<criador15>hey o/
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12:53<@Alberth>reformatting nml docs to rst looks like a useful path to at least know what it is supposed to contain.
12:55<andythenorth>related, GitHub Pages are leaving me disappointed
12:55<andythenorth>can't figure out why, but they're not doing what I hoped they would
12:56<@Alberth>they don't wiki?
12:56<andythenorth>they're a specific mechanic for publishing docs to a website
12:57<andythenorth>optionally including a Jekyll compile, as we also use in OpenTTD website
12:57<andythenorth>but they only publish from one of three options
12:57<andythenorth>or a weird orphaned gh-pages branch
12:58<andythenorth>using master means the root of the repo is polluted with docs
12:58<andythenorth>using docs means that, etc can't trivially be included in published docs
12:58<andythenorth>and the gh-pages orphaned branch is just weird, and every contributor will complain about it forever
12:59<andythenorth>as a test, I have made GH publish my fork of OpenTTD website
13:01<@Alberth>very plain
13:01<DorpsGek_II>[OpenTTD/OpenTTD] thedarkb commented on issue #7008: The Debian and Ubuntu builds all depend on shockingly out of date libicu and libpng packages.
13:02<@Alberth>maybe if you only edit from the web, gh pages would be fine?
13:02<@Alberth>of course that defeats the idea of publishing from source
13:02<andythenorth>kinda yes
13:03<andythenorth>it's quite frustrating, making off-the-shelf things perform
13:03<@Alberth>only if you have ideas of how it should behave :)
13:05<andythenorth>I suspect that it can all be resolved with a more complex jekyll compile, with most stuff in master/docs
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13:05<andythenorth>but then it will acquire a reputation of being a weird, broken Jekyll compile and no-one will want to touch it
13:06<@Alberth>why should it be in the gh site? would be fine?
13:06<andythenorth>1. GH can do this, why should we?
13:06<andythenorth>2. it means that forks also get accurate docs (but not branches on forks - which is bad)
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13:07<andythenorth>if there's a PR for nml, or another tool, I'd like to be able to read finished html docs for the changed features
13:07<@Alberth>having sources in gh is one, publishing them in gh is another matter
13:07<andythenorth>similar to, you can read docs for newgrfs
13:08<andythenorth>docs are just widely available, for all published revisions
13:08<andythenorth>and they're html, because it's the easiest format
13:08<@Alberth>oh, I agree docs should be in vcs next to the source of the tool
13:09<andythenorth>the GH Pages thing is because *it* looks like GH Pages should be the correct tool for this
13:09<andythenorth>I tried twice now, and TrueBrain has tried once now
13:09<@Alberth>I'd settle for source in vcs, in a format that is easily convertible to html-ish
13:10<andythenorth>yeah, that's the GH Pages promise
13:10<andythenorth>.md or similar -> Jekyll -> html pages on GH
13:10<@Alberth>provide a Makefile for converting, which generates a set of html pages
13:10<andythenorth>Jekyll :)
13:10<@Alberth>where you put the result is another matter
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13:11<andythenorth>I wait to see if TB still thinks it can go onto OpenTTD webspace
13:11<criador15>hello o/
13:11<andythenorth>creds are a problem
13:11<andythenorth>and allowing arbitrary people to publish is a problem
13:12<criador15>there is a method which filter cargo types?(difers from allowed to supply city, and to supply industry?)
13:12<criador15>because of this: GSCargoMonitor.GetIndustryDeliveryAmount i dont know if i can scan all cargo type, or if passenber will go wrong
13:13<andythenorth>is there a magic word to make TB appear? :)
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13:14<@Alberth>I think you tried that already by mentioning him
13:14<@Alberth>criador if the industry accepts passengers, it should work
13:15<@Alberth>but most industries don't take passengers as input cargo
13:15*andythenorth trying to define the general class of problem
13:15<andythenorth>- we publish the OpenTTD website already, using Jekyll and CI/CD
13:15<@Alberth>"something that is not solved yet"
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13:16<@Alberth>it changes every day or so?
13:16<andythenorth>- we need to publish technical docs for OpenTTD / toolchains, ideally against multiple released versions, including PRs
13:16<andythenorth>- we need ("I want") to publish newgrf docs, against multiple released versions
13:16<@Alberth>ah, ok publish as part of a release
13:16<andythenorth>starts to look like a pattern
13:17<andythenorth>it can't be 100% slaved to Jekyll, because I have a python compile, and we might also want to use sphinx etc
13:17<andythenorth>- NoGo and NoAI are already published somehow
13:18<andythenorth>- Doxygen for OpenTTD is published somehow
13:18<@Alberth>doxygen runs afaik
13:18<@Alberth>perhaps compile farm
13:19<andythenorth>this starts to look like coop bundles again :P
13:19<andythenorth>docs are trivial to build on CI, using whatever tool is most appropriate
13:19<andythenorth>the common thread is publishing the compiled artefacts somewhere
13:19<andythenorth>managing the auth creds to do that
13:19<@Alberth>yeah, imho the right spot for it, you're building binaries already
13:20<andythenorth>and having a system for navigating the available versions
13:20<@Alberth>always useful
13:21<andythenorth>bonus, if the publishing system can handle PRs, the CI will then just work with that
13:21<@Alberth>not sure it should tbh
13:21<andythenorth>and the only problem there is urls / paths / filenames
13:21<andythenorth>the rest just happens
13:21<@Alberth>fully auto magical :)
13:22<andythenorth>Alberth: this comes right back round to git versions, because aside from action 14, the other place they're needed is bundle publishing :P
13:22<andythenorth>wrong url, this one is better
13:22<@Alberth>nice, return of the git versions :p
13:22<@Alberth>/me looks
13:22*andythenorth doesn't know how bundles v6993-3137 maps to IH rev 3210
13:22<andythenorth>but let's assume it's magic
13:23<andythenorth>might be jenkins job number or something
13:23<@Alberth>one is days since sometime
13:23<andythenorth>@calc 6993/365.25
13:23<@DorpsGek>andythenorth: 19.1457905544
13:24<andythenorth>year 2000? :P
13:24<@Alberth>so 2k
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13:24<@Alberth>the nice thing is that you don't have a 32 bit limit here
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13:25<andythenorth>no :)
13:25<@Alberth>so 20190318-182534 is feasible
13:25<criador15>and the question i made was, its a alread done filter who filter this?
13:25<criador15><Alberth> but most industries don't take passengers as input cargo
13:25<andythenorth>maybe we should teach action 14 to understand rev dates
13:25<criador15>there is a IDLE for make GS?
13:25<andythenorth>or hashes
13:26<andythenorth>outside of interactive rebase, git rev dates are probably stable
13:26<@Alberth>criador: what filter? an industry has fixed input cargos
13:26<andythenorth>and have the advantage of encoding which rev is 'newer'
13:26<andythenorth>or even just newere
13:27<@Alberth>hashes have no inherent order, you can only use them to make things unique
13:27<criador15>i am using GSCargoMonitor, and have to pass cargoType and the location of what i am monitoring
13:28<criador15>if i pass passenger to farm, it blows up, so there is something alread made?
13:28<andythenorth>yeah hashes don't work for comparison, but rev dates should
13:28<@Alberth>andy: action 14 won't mind I think, it takes arbitrary data afaik
13:28<criador15>hello o/
13:28<@Alberth>blows up?
13:28<criador15>blows up <- unespected result
13:28<@Alberth>exploding farms in openttd sounds bad
13:29<@Alberth>tried sending a passenger to a farm as input cargo?
13:30<@Alberth>ie coal to the power plant, passenger to farm
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13:32<criador15>i just want to monitor all cargo from a specific city, but city dont acept anything, excet pax and mail
13:33<@Alberth>so all other cargoes are just 0
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13:35<@Alberth>cargo from an industry in a city does not count as coming from the city ... city is only houses and streets
13:35<criador15>yes, but the goal its not restrict
13:36<@Alberth>/me waits
13:36<@peter1138>nml has 'template' but that only covers sprite coordinates, right?
13:37<@Alberth>I tried to instantiate a grfid yesterday but that failed
13:37<criador15>GSTown::SetCargoGoal how this works?
13:37<@Alberth>so likely yes it's limited
13:37<@peter1138>I want to make a load of tile layouts and a load of similar-switches
13:37<@peter1138>But it seems... nope/
13:37<criador15> /Alberth enable
13:37<andythenorth>yeah nope
13:37<@Alberth>even though the docs don't say it
13:38<criador15> SetCargoGoal
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13:38<@Alberth>want py-xpd peter?
13:38<andythenorth>FIRS, one tilelayout, all industries :P
13:39<criador15>so much tasks on the chat
13:39<@Alberth>ha, try #python then :p
13:40<criador15>try how?
13:40<criador15>its not with me ....
13:40<@Alberth>the python channel, just like you're now in the openttd channel
13:40<criador15>not know how to make it via browser chat
13:40<@peter1138>Alberth, needs a full-blown example :)
13:41<@peter1138>FIRS templatings are way too obtuse.
13:41<@Alberth>yep, it's very brief
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13:41<criador15>do you all still play openttd?
13:41<@peter1138>Developing it is playing it.
13:41<@Alberth>play openttd? nah, we prefer discussing and hacking it
13:41<criador15>i know it
13:41<andythenorth>I deliberately show the FIRS ones, they're hard to read
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13:42<@peter1138>Hmm, right, I should remove the ground tile from the building tile, yes.
13:42<@Alberth>but criador, no idea what the town goal is, never used it
13:42<@Alberth>likely you should examine a city builder script for answers
13:42<criador15>if was what i alread see
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13:43<criador15>you need a industry in the city area that acepts its cargo, so when you deliver, the city meets its condition to grow
13:44*andythenorth tries to find a worse FIRS template
13:44<andythenorth>but the one I posted already is the worst
13:44<criador15>like, you deliver coal to the town, and the power plant receive it,(must be in the station area of effect) and then city start to grow
13:44<criador15>andy will wait for that
13:44<andythenorth>on the plus side, this used to be templated with CPP parametric macros
13:44<@Alberth>industries and cities are separate things
13:45<criador15>now in these days
13:45<@Alberth>if you want to connect them, your script must do that
13:46<@peter1138>In gimp, is there some way to extract only differing pixels from 2 layers?
13:47<andythenorth>not sure
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13:47<andythenorth>even in Photoshop, I'd have to think hard to get that done
13:47<nielsm>subtract the layers, select all zero pixels, and convert selection to a mask?
13:47<andythenorth>be easier in pillow :P
13:49<@peter1138>"Substract" is not what I want, and that only works on RGB images (not indexed)
13:49<@Alberth>convert to rgb first :p
13:49<@peter1138>Doesn't help, subtract is not the right ope
13:50<andythenorth>how many images to do ?
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13:50<criador15>how i send a image to here?
13:50<@peter1138>I need a "difference" tool or something. Hmm.
13:50<andythenorth>if it was once, I'd probably just put the layers on diff, and paint by hand over them
13:50<@peter1138>andythenorth, about 60.
13:50<andythenorth>if it was repeatable, I'd probably teach pillow to do it
13:51<@Alberth>criador som image publishing website like imgur
13:51<andythenorth>for pixels in A, B, if A != B, paint at pixel(X,y)
13:51<criador15>you can send the link please?
13:52<@peter1138>gimp is scriptable, but...
13:52<andythenorth>pillow can extract a sequence of pixels, which can be trivially compared in python if the images are identically sized
13:52<@peter1138>python-fu? hmm
13:52<andythenorth>that sequence of pixels can be written to a new image
13:52<andythenorth>I do this stuff a lot in newgrf
13:52<andythenorth>but I can't give you a copy-paste line of code :(
13:52<@peter1138>Type help() for interactive help
13:52<@peter1138>>>> help()
13:52<@peter1138>::: freezes :::
13:53<@Alberth> tutorial
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13:53<@Alberth>aimed at programmers, so nicely dense
13:53<@peter1138>Hmm, gimp can even do this!
13:53<@Alberth>hai wolf
13:53<andythenorth>peter1138: this has the smell of the old lady who swallowed a fly
13:54<andythenorth>is this needed for docks?
13:54<@peter1138>it does it when you save an animated gif, to optimize the layers.
13:54<criador15>hey wolf
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13:54*andythenorth biab, life admin
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13:54<criador15>looks the magic ^ !
13:55<Wolf01> <andythenorth> peter1138: this has the smell of the old lady who swallowed a fly <- I wonder how he does know the smell...
13:56<@peter1138>Experience I think
13:57<@Alberth>rich imagination
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13:59<@Alberth>criador: it may look like it, but that does not mean it is actually done in that way, lots of stuff is just make-belief it may be done in a completely different way than you think
13:59<+glx>nice I managed cmake to find my grfcodec, but it's probably a very old version
14:01<+glx>Unknown NFO file version: 32. Skipping file.
14:01<+glx>GRFCodec trunk r846 - Copyright (C) 2000-2005 by Josef Drexler
14:01<criador15>there is ony way to know
14:01<criador15>lets go read the GS
14:03<+glx>hmm let's clone the github one
14:03<@peter1138> ;)
14:07<@Alberth>3.4.1 was r820, in august 2006
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14:11<@LordAro>Alberth: yeah, but r841 could've been 10 years later :p
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14:14<@Alberth>r851 was 8 days later
14:15<@Alberth>it only contains r822 in-between for some reason
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14:16<nielsm>remaining revisions are likely on another branch
14:17<@LordAro>Alberth: boring :p
14:17<@LordAro>in which case though, yes, impressively old
14:17<@Alberth>perhaps they used branches
14:19<@Alberth>from the dark ages where 32 bit RGB images was not a thing yet :p
14:31<@peter1138>So my twitch stream is currently me trying to mess with images :p
14:32<andythenorth>very image
14:33<andythenorth>you're cutting out exact overlay shapes?
14:33<@peter1138>Doesn't need to be exact but...
14:40<+glx>weird the command to generate version.h is not created
14:40*glx is trying with VS and Ninja
14:45<@peter1138>andythenorth, did it :D
14:45*andythenorth watches
14:45<@peter1138>Now I need the template system to make the rest :/
14:45<@peter1138>Oh, and random variation.
14:46<+glx>anyway seeing perl is used later, I should probably switch to mingw
14:46<@peter1138>glx, grfcodec cmake or openttd cmake?
14:46<@peter1138>Yeah, I was working on cmake-ify the scripts at some point
14:47<@peter1138>Just not got that far yet.
14:48<+glx>ok same happen with mingw
14:49<+glx>but I see nothing wrong in cmakefiles.txt
14:50<+glx>ok found
14:50<+glx>a silly typo :)
14:51<+glx>and compilation fails
14:54<+glx>of course wrong compiler defines used is source
14:56<+glx>oh you don't check for boost yet
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15:25<@peter1138>i did check for boost but it never worked
15:25<@peter1138>then i figured, just remove boost :P
15:26<@peter1138>Right, how do I use py... whatever it was?
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15:57<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7383: Codechange: fix Intel C++ Compiler linking issues.
16:01<@Alberth>peter: there is just 1 main file that you provide as argument to the program
16:01<@Alberth>bin/py-xpd myfile
16:02<DorpsGek_II>[OpenTTD/OpenTTD] stormcone commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
16:02<@Alberth>where definitions are read and stored, and expanded when you call them
16:07<@Alberth>hmm, why does it raise stop iteration exceptions?
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16:19<@Alberth>right Python3.7 has changed behavior for stopiteration :(
16:23<frosch123>pep 479?
16:26<frosch123>it's weird that python uses exceptions for control flow so often, when that is an anti-pattern in other languages
16:26<@Alberth>my usecase isn't in the proposal :p
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16:27<@Alberth>they are completely hidden inside python primitives
16:28<+glx>ok and it now fails because mkdir() is deprecated
16:29<+glx>and the non cmake version doesn't detect mingw correctly
16:29<+glx>and will fail at the same place anyway
16:30<+glx>so for now grfcodec is unbuildable
16:30<@peter1138>with cmake? yeah
16:30<@peter1138>at least, mine was wip and unfinished :p
16:31<+glx>without it I can't build either
16:44<DorpsGek_II>[OpenTTD/OpenTTD] stormcone opened issue #7386: Measurement tooltips do not always appear
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17:13<+glx>oh but it compiles with cmake if I fix all the compiler defines
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17:16<+glx>peter1138: you have a PR ;)
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17:20<@peter1138>Hmm, how do I specify which random bits to use in a random_switch?
17:21<@peter1138>Oh. TILE.
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17:38<+glx>ok grfcodec and nforenum seem to work, at least with openttd cmake it works
17:39<+glx>but I guess they won't run outside mingw because they are not static
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19:46<criador15>glx you know about the GSTown::SetCargoGoal()?
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20:00<@peter1138>1 Peeeka
20:04<@peter1138>Gosh, that actually works.
20:11<@peter1138>Hmm, i ought to do these cranes.
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20:41<@peter1138>I suppose docks should perhaps have at least one tile adjacent to water...
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20:44<+glx>would help ships to reach docks :)
20:52<@peter1138>Hmm, well, placing docks on flat land works.
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21:44<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on pull request #7084: Change: AI/GS Config GUI overhaul
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