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Log for #openttd on 17th May 2014:
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05:21:20  <George> Hi
05:21:28  <George> I have a problem.
05:22:26  <George> I need to access var 61 (Query variable of n-th vehicle in chain) to access random bits in CB 10. But does not work.
05:23:29  <George> Is there any other way to check random bits of the first vehicle of the articulated vehicle chain?
05:29:41  <George> FS#6018
05:37:47  <George> BTW when FS#6004 would be implemented?
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07:32:49  <planetmaker> moin
07:44:40  <LSky`> morning
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07:54:29  <Alberth> moin
07:56:24  <planetmaker> btw, the new syntax highlighting script is now used and executed
08:00:00  <Alberth> yay :)
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08:21:53  <DorpsGek> Commit by translators :: r26592 /trunk/src/lang (41 files in 2 dirs) (2014-05-17 08:21:45 UTC)
08:21:54  <DorpsGek> -Update from WebTranslator v3.0:
08:21:55  <DorpsGek> catalan - 1 changes by juanjo
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08:40:26  <andythenorth> o/
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08:41:15  <Alberth> hi hi
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08:42:37  <planetmaker> short appearence :)
09:00:00  <Eddi|zuHause> George: randomaction2 has a builtin offset variable
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09:17:58  <Alberth> Total posts 1099996   <-- 4 posts togo :)
09:18:41  <Rubidium> nope, 11115 posts to go
09:20:38  <LordAro> that count doesn't exclude deleted posts?
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09:26:55  <Eddi|zuHause> we had this discussion also with post number 1000000
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09:32:47  <LordAro> but the post id is already >1.1e6
09:46:06  <V453000> new renderer =D http://dev.openttdcoop.org/attachments/download/6114/3-X_1.png
09:49:09  <peter1139> Does it animate?
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09:52:34  <planetmaker> it does
09:57:07  <V453000> of course :)
09:57:35  <V453000> http://dev.openttdcoop.org/attachments/download/6108/3-X_3.wmv
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10:00:22  <peter1139> errrrrrrrrr
10:00:35  <peter1139> that is freaking awesome
10:00:44  <planetmaker> yup
10:01:01  <peter1139> the bit that puts the wheels on is a bit weird though
10:01:10  <peter1139> (as if the rest of it is natural :D)
10:01:42  <planetmaker> to me that looks like attaching wheels in formula1
10:02:11  <peter1139> i mean the way it goes through the ground
10:02:43  <planetmaker> yeah, that's right. It needs some more solid attachment to the actual foundations of the plant
10:04:39  <V453000> peter1139: it is just not finished, in my model it is done already  :)
10:04:48  <peter1139> :)
10:04:53  <V453000> I do the robotic animated things first, solid models afterwards
10:05:04  <V453000> it is great because first you make the functional things that matter, rest is just to fill it up nicely
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10:05:49  <V453000> I have this factory almost done (:
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12:19:54  <Samu> hi
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12:30:52  <Samu> hosting a server with 14 AIs http://www.openttd.org/en/server/81142
12:39:17  <Samu> Otvi is building ships going from one lake to another. lol
12:39:23  <Samu> they're stuck
12:51:57  <Samu> sent him an email
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16:11:30  * LordAro is playing the game :o
16:11:43  <Eddi|zuHause> how dare you
16:12:09  <LordAro> i always have to get used to the scrolling - i always feel like the mouse should stay still (relative to the map)
16:12:23  <LordAro> i've been invited to play on a server later
16:12:49  <Eddi|zuHause> you mean like reverse scroll direction?
16:13:13  <LordAro> no, i already have that
16:13:27  <LordAro> i feel like the mouse should stay where it is over the map
16:13:30  <LordAro> on the same tile
16:13:36  <LordAro> rather than staying still on screen
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16:14:01  <Eddi|zuHause> but how often is the tile still on the map after scrolling?
16:14:11  <Eddi|zuHause> and which game does it like that?
16:15:20  <LordAro> i don't know
16:15:27  <planetmaker> that would be weired really. You couldn't scroll further than the screen width at most
16:15:30  <LordAro> it's just that that's what i "expect"
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16:20:47  <planetmaker> hm... I did not expect this to trigger while playing: Error: Assertion failed at line 1509 of /home/planetmaker/ottd/trunk/src/saveload/saveload.cpp: IsVariableSizeRight(sld)
16:21:45  <Eddi|zuHause> planetmaker: autosave?
16:21:57  <planetmaker> yeah. Need to try unpatched, though
16:22:19  <planetmaker> even though it would be a surprise as I don't touch any var
16:24:42  <Eddi|zuHause> maybe there's old stuff buried that was just missed all the time before the asserts were introduced
16:27:03  <planetmaker> likely. Also unmodified trunk crashes on me
16:29:39  <peter1139> IsVariableSizeLeft
16:30:03  <planetmaker> sorry, non left ;)
16:30:32  <peter1139> Shame that isn't compile-time.
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16:33:02  <frosch123> we should have a regession library of savegames
16:33:09  <frosch123> two for each savegame version or something
16:33:40  <frosch123> iterated saveing and loading and comparing the results
16:34:14  <planetmaker> would need adoption with each new savegame version?
16:35:00  <LordAro> frosch123: wouldn't be too difficult to do, could probably script it ;)
16:35:09  <LordAro> (no, i'm not volunteering :p )
16:35:19  <frosch123> no, i mean you start with a ottd 0.1 savegame, load it with versions 0.2, 0.3, 0.4, ... 1.3 and resave with them
16:35:35  <frosch123> then you take the 0.2 resave and load it with 0.3, 0.4, ... 1.3 and resave again
16:35:58  <peter1139> How about... no :p
16:35:59  <frosch123> you get n*n/2 savegames in total and n saves from the newest
16:36:03  <frosch123> which should be the same :p
16:36:43  <planetmaker> but no-one has yet complained that the current nightly is totally unplayable when autosave is active :(
16:36:45  <frosch123> LordAro: problem is that it is work to write a script which will result in even more work fixing the issues it turns up with :p
16:36:58  <LordAro> :p
16:37:45  <planetmaker> not to say the problem to actually run these old openttd versions ;)
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16:40:37  <Zuu> Hello
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16:41:10  <planetmaker> o/ Zuu
16:41:11  <Alberth> o/
16:42:37  <Zuu> Hello
16:42:53  <Zuu> Nice weather here and I guess in central Europe too?
16:44:20  <planetmaker> it's alright, yeah :)
16:45:11  <LordAro> :o a Zuu
16:45:16  <LordAro> o/
16:47:17  <Zuu> Got to go soon though. No busses on saturday so well walk 5 km to the pub :-)
16:49:05  <Eddi|zuHause>  <peter1139> Shame that isn't compile-time. <-- i don't see how you would get it inherently typesafe without completely rewriting
16:50:42  <Eddi|zuHause> probably needs a bit of templating
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17:00:48  <LordAro> err, where are those passengers coming from? http://i.imgur.com/9PZCF1C.png
17:01:22  <planetmaker> LordAro, 'accepts'. One steel mill tile
17:01:35  <planetmaker> not coming from, but wanting to go to work
17:01:50  <LordAro> since when did steel mills accept passengers?
17:01:59  <planetmaker> TTD? TTO? DUnno
17:02:04  <LordAro> huh
17:02:21  <Eddi|zuHause> i'm fairly sure it was already in TTO
17:03:00  <LordAro> i've never noticed before :L
17:04:28  <Alberth> new transport opportunities for you :)
17:04:40  <LordAro> :)
17:05:35  <Eddi|zuHause> there's a reason it's called "soylent green steel"
17:06:07  <frosch123> "cargo waiting to be processed" :)
17:07:08  <LordAro> :o
17:08:29  <LordAro> note to self: when starting a 256**2 game, don't leave the number of competitors on 14
17:09:49  <frosch123> planetmaker: what game crashes for you btw?
17:11:09  <frosch123> ah, found one
17:12:13  <frosch123> goal_desc
17:12:46  <frosch123> company byte is uint16 :)
17:18:13  <DorpsGek> Commit by frosch :: r26593 trunk/src/saveload/goal_sl.cpp (2014-05-17 17:18:07 UTC)
17:18:14  <DorpsGek> -Fix: Goals were saved/loaded with incorrect size.
17:18:34  <frosch123> planetmaker: so, was your savegame one with goals? or are the more hidden issues?
17:25:55  <V453000> steel mill as pax destination rules, me uses it quite often :)
17:32:06  <planetmaker> frosch123, indeed, I had nocargoal enabled
17:32:23  <planetmaker> newgrfs were wasteland + ogfx+trains
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18:33:42  <George> Eddi|zuHause: randomaction2 has a builtin offset variable - how can I acces it in NML?
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18:39:54  <Wolf01> hello o/
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19:08:35  <LordAro> anyone want to play the game with me and friends?
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19:38:36  <DorpsGek> Commit by fonsinchen :: r26594 trunk/src/vehicle.cpp (2014-05-17 19:38:30 UTC)
19:38:37  <DorpsGek> -Fix [FS#6006]: Don't call UpdateVehicleTimetable with dummy orders
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20:06:07  <Eddi|zuHause> George: instead of "PARENT" or "SELF" you can use "FORWARD_SELF(x)" and "BACKWARD_SELF(x)" in a random_switch
20:07:50  <Eddi|zuHause> George: otherwise you can try using var61 with varFA in a normal switch
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20:54:45  <George> and why var FA, not 5F?
20:57:48  <George> anyway, would it work in CB10?
20:58:23  <George> wiki says only CBs 1D, 2D, 31 and 32 can use var61
20:59:34  <George> have a look at http://dev.openttdcoop.org/projects/xussrset/repository/changes/src/emu/sm6.pnml
21:00:13  <George> see lines 145-162
21:02:46  <George> as you can see, I check parent veh random bits, but there should be the first veh in articulated veh
21:03:29  <George> I've tried to code that, but the check always failed
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21:37:12  <Eddi|zuHause> ah, yes, you can't use var61 in callbacks, right
21:40:20  <Eddi|zuHause> George: you sure you mean the right lines? can't see what you mean
21:41:27  <George> Eddi|zuHause:
21:42:04  <George> switch (FEAT_TRAINS, SELF, sm6_b_visual_effect_and_powered0,
21:42:04  <George>   (100 * LOAD_TEMP(0)) + position_in_articulated_veh)
21:42:04  <George> {
21:42:04  <George>     4: sm6_05_visual_effect_and_powered;
21:42:04  <George>     8: sm6_03_visual_effect_and_powered;
21:42:06  <George>   106: sm6_04_visual_effect_and_powered;
21:42:06  <George>   110: sm6_06_visual_effect_and_powered;
21:42:08  <George>        return disable_visual_effect_and_powered();
21:42:08  <George> }
21:42:10  <George> switch (FEAT_TRAINS, PARENT, sm6_b_visual_effect_and_powered,
21:42:10  <George> [ STORE_TEMP(random_bits % 2, 0),
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21:42:12  <George>   vehicle_type_id == sm6])
21:42:12  <George> {
21:42:14  <George>   1: sm6_b_visual_effect_and_powered0;
21:42:14  <George>      return disable_visual_effect_and_powered();
21:42:16  <George> }
21:42:55  <George> instead of parent I need random bits of the first veh inside ARV
21:42:57  <Eddi|zuHause> not entirely sure what you're trying to do there
21:45:17  <Eddi|zuHause> George: so "depending on bit 0, power either vehicles 4+8 or 6+10?
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21:46:06  <George> yes, depending on random bit 0
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21:52:33  <Eddi|zuHause> George: then i'd make a switch based on position in articulated, and then a random_switch based on one bit with powered/unpowered as 50-50 chance, and another random_switch with the chances reversed
21:53:47  <Eddi|zuHause> afair random_switch has a 0x100 temp storage for dynamically choosing the position in consist, i.e. for passing articulated position
21:55:42  <George> but how would it prevent cases where 4+6 get powered and so on? by making them dependent on each other?
21:56:27  <Eddi|zuHause> George: you use FORWARD_SELF(position in articulated), so they are all based on the same random bit
21:56:58  <George> I'll try
21:57:37  <Eddi|zuHause> you can fill in position in articulated as a number, since you check it earlier anyway.
21:57:55  <Eddi|zuHause> makes the code a little bigger but would maybe save calculation time
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23:12:57  <Wolf01> 'night
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