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Would something like making a max of 1 max speed part per train help and is that even possible? 06:18:32 <V453000> thing is, the engine-wagons can do power, T.E., weight, capacity on their own 06:18:38 <V453000> but the max speed not 06:19:11 <V453000> max speed is definitely something that every player will try to push as far as they can, so limiting to 1 per train is kind of eh 06:19:30 <V453000> at the same time it could properly break the balance of the whole set :D 06:22:26 <andythenorth> the max speed vehicle will have a specific ID 06:22:42 <andythenorth> but I can't think of a reliable way to find the position 06:24:32 <V453000> hm 06:28:29 <V453000> I can't do anything like taking results of switches, right? I have to literally have every single possible outcome in some switch 06:29:13 <V453000> taking / adding / subtracting / multiplying 06:29:52 <V453000> I know in NUTS I have switches like 1: 2*5; 2: 2*10; and so on, but I can't use a variable in that line, right? 06:29:55 <andythenorth> you can do limited storage of results 06:30:15 <andythenorth> you can't read props of other vehicles in cb36 06:30:19 <andythenorth> which is what kills you 06:31:40 <V453000> oh that's the store_temp thing 06:31:51 <V453000> ok, fundamental question 06:32:02 <V453000> how do you guys find "cb36", action whatever etc 06:32:09 <V453000> I can never find anything in the grf specs 06:32:23 <andythenorth> I always read the nfo specs first 06:32:25 <andythenorth> not nml 06:32:26 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/Callbacks 06:32:45 <andythenorth> nml is 'fine' but it's just a mass of keywords 06:32:56 <andythenorth> it doesn't give any idea of what's actually happening 06:33:14 <V453000> right, well I understand and accept that part, it's just that I never cound find shit in the grf :P 06:33:59 <andythenorth> so the killer problem is that you can't read props on other vehicles 06:34:03 <andythenorth> which is going to be a VA2 06:34:15 <andythenorth> so we go here https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles 06:34:26 <andythenorth> then we find https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Query_variable_of_n-th_vehicle_in_chain_.2861.29 06:34:38 <andythenorth> which has the sad line "It is not supported during a callback that is used to modify vehicle properties to avoid circular dependencies, which currently limits this variable to callbacks 1D, 2D, 31 and 32 plus outside callback scope." 06:35:57 <V453000> I guess the fact that I only need to update it when constructing the vehicle in the depot doesn't save it 06:36:02 <andythenorth> nope 06:37:21 <V453000> so I can't do stuff like save position_in_consist to a store_temp and then go through the consist and see the binary code of the train like 000101000111 for speed part positions and make huge switch out of that 06:37:30 <V453000> not to mention that I guess the switch would run out of IDs or something 06:38:43 <andythenorth> I can't think of anything that doesn't involve breaking the grf in other ways 06:38:54 <andythenorth> like, if all the other vehicles used same ID, you could maybe do it 06:38:58 * andythenorth looks 06:39:40 <andythenorth> well 06:40:21 <andythenorth> if you had to use a specific vehicle ID for a specific position you could do it 06:40:29 <andythenorth> like if ID 101 could only go in position 1 06:40:36 <andythenorth> and ID 102 could only go in position 2 06:40:48 <andythenorth> but that's probably not what you want 06:41:08 <Eddi|zuHause> that sounds terrible 06:41:37 <Eddi|zuHause> but whenever i think something, V thinks the opposite, so he must now do it :p 06:41:55 <andythenorth> we could look in the extended props 06:42:02 <andythenorth> but they're usually useless :) 06:42:51 <V453000> yeah specific parts for specific positions doesn't sound too great andy 06:43:12 <V453000> Eddi|zuHause: haha, I'd love to, but it seems to be rather difficult so far 06:44:51 <Eddi|zuHause> V453000: i think your main problem is you can't use var 61 06:44:55 <andythenorth> +1 06:45:13 <andythenorth> there aren't many tricks to work around that 06:45:14 <V453000> I guess that's what we have discovered so far, yeah :D 06:45:30 <Eddi|zuHause> and all the reasons why that is disabled would also apply to any workaround you'd find 06:45:45 <V453000> :d 06:46:06 <andythenorth> if there was a var to measure number of vehicles to first occurence of ID n 06:46:08 <andythenorth> that would do it 06:46:31 <V453000> fuck frosch wrote me somewhere his idea how to do it about 2 years ago, but it was probably some short thought which I guess in the end is wrong 06:46:35 <V453000> need to find it 06:46:37 <V453000> but where :d 06:46:51 <andythenorth> a variation on var 40/41 would do it https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Position_and_length_.2840.2C_41.29 06:46:57 <andythenorth> but not as they exist now 06:48:11 <Eddi|zuHause> you'd need a 60+ variable that takes a vehicle ID, and gives you the position (relative to SELF or PARENT) 06:48:52 <andythenorth> need one that can be called multiple times, with a parameter or mask for the count 06:49:01 <andythenorth> so you can read position of 1st, 2nd, etc 06:49:45 <andythenorth> position is immutable so it should be ok in cb36 and friends 06:50:37 <Eddi|zuHause> you could only sensibly find the first vehicle in this manner 06:50:56 <andythenorth> what about last? 06:51:22 <Eddi|zuHause> that would need a separate variable 06:51:29 <andythenorth> I could actually see other uses for this 06:51:37 <andythenorth> not exactly necessary ones though :P 06:51:50 <Eddi|zuHause> but last is slightly more expensive algorithmically 06:52:08 <andythenorth> it's cacheable though? 06:52:14 <andythenorth> these are static once depot is left 06:52:25 <Eddi|zuHause> you must loop through the whole consist, and need a storage for the last encounter 06:52:57 <Eddi|zuHause> it's not cacheable because you'd need a separate cache for each possible parameter 06:53:09 <andythenorth> hmm 06:53:16 <andythenorth> I defer to you 06:53:27 <andythenorth> I was thinking some mapping ID:[positions] 06:53:50 <Eddi|zuHause> you don't want to store that in a vehicle 06:53:57 <andythenorth> ok 06:54:17 <Eddi|zuHause> vehicles kinda need to be fixed size 06:54:25 <Eddi|zuHause> not some dynamic storage like that 06:54:32 <andythenorth> right 06:55:09 <Eddi|zuHause> but you don't really need it to be cached, if the result of the callback is cached 06:56:04 <andythenorth> V453000: what does the position gain you, as a player? 06:56:46 <Eddi|zuHause> anyway, suppose we implemented this "first occurance of <ID>" variable, what you could then do is let the player decide which stat he wants to prioritize by the order of the first wagons 06:58:08 <V453000> It's extremely essential, the whole idea of the parts adding different bonuses is great and makes the trains really customized by the player, but the position is what makes it truly interesting as then you have to prioritize which parts do you put in the front more 06:58:29 <Eddi|zuHause> so if you have 3 booster wagons A,B and C, the player can then do E,B,C,A,(following in any order) 06:58:46 <V453000> yes Eddi 06:59:49 <V453000> But if I didn't care about position, I guess it would make sense to just put together a total from the number of specific part type units in the consist, and divide it by total consist length? 06:59:50 <Eddi|zuHause> depending on how difficult you want to code your grf, you could also catch cases of "E,B,B,C,A,..." 06:59:52 <V453000> Would that work? 07:00:06 <Eddi|zuHause> yes 07:00:17 <peter1138> Are we coding a new variable? 07:00:17 <V453000> at this point I'm mainly asking about possiblity, difficulty is fine 07:00:48 <Eddi|zuHause> number of vehicles you can already get with existing variables 07:00:58 <V453000> that's what I thought 07:01:45 <andythenorth> peter1138: haven't had one for ~5 years 07:01:49 <andythenorth> maybe it's time? o_O 07:02:10 <Eddi|zuHause> well,you could simply extend var60 to also give you the first (or also last) position 07:02:26 <peter1138> Hmm 07:02:33 <Eddi|zuHause> then do some bitmagic to filter it out 07:02:33 <peter1138> If there's space, that makes sense. 07:03:00 <peter1138> And if it doesn't conflict, of course. Reserved space is handy. 07:03:04 <Eddi|zuHause> Count Veh.ID occurence (60) 07:03:06 <Eddi|zuHause> Format: xxxxxxnn 07:03:16 <andythenorth> it would potentially have other uses 07:03:18 <peter1138> Is that all? 07:03:19 <Eddi|zuHause> so these xx's seem to be unused 07:03:41 <andythenorth> when randomising sprites, this *could* be used for better results 07:03:44 <peter1138> Oh, then bits 8-15 can be first position and 16-24 can be last position. Or something. 07:03:51 <Eddi|zuHause> yeah 07:03:56 <Eddi|zuHause> pretty much 07:04:16 <peter1138> Could be 4 bits each if you don't care about trains longer than 16 :p 07:04:20 <Eddi|zuHause> should be about 10LOC 07:04:23 <peter1138> But I guess that's a silly restriction. 07:04:37 <Eddi|zuHause> nah, must be 8 07:04:44 <Eddi|zuHause> bits 07:19:26 *** andythenorth has quit IRC 07:20:22 <peter1138> http://fuzzle.org/~petern/ottd/var60.diff ? 07:21:55 <peter1138> Hmm, I should test it compiles :p 07:23:28 <Eddi|zuHause> init last to 0xFF as well? 07:23:45 <Eddi|zuHause> in case vehicle does not appear, first=0xFF, last=0 seems wrong 07:24:33 <Eddi|zuHause> what's max train length anyway? 128? 07:26:20 <V453000> I guess 128 yeah 07:27:04 <peter1138> Is it? Okay. 07:27:42 <peter1138> Reuploaded. Bit simpler. 07:27:50 <peter1138> (Removed the min()s. 07:27:51 <peter1138> ) 07:27:56 <V453000> 2 years ago, frosch wrote me this piece of idea https://paste.openttdcoop.org/pqkw4ev0p 07:28:19 <V453000> when I asked him if anything like the boost obtained from wagons is possible 07:30:19 <Eddi|zuHause> V453000: that can probably be simplified with var 60 07:33:15 <Eddi|zuHause> also, it could probably be simplified with function calls, but that was never implemented in NML 07:36:08 <Eddi|zuHause> V453000: anyway, that piece of code seems to use var 61, which we determined doesn't actually work in the power callback 07:40:10 <peter1138> Hi, so is this var60 change useful? 07:40:51 <peter1138> Only issue I can see is that in unsupported versions you'll get 0 not 0xFF. 07:41:12 <peter1138> So it might make sense to count from 1 instead? 07:41:36 <peter1138> So that 0x00 means invalid and 0x01 means "first position". 07:42:07 <peter1138> Dunno how this would affect using the var. 07:56:34 *** andythenorth has joined #openttd 07:58:20 <Eddi|zuHause> that doesn't make a lot of sense 07:58:32 <Eddi|zuHause> the other positions are all 0-based 07:59:26 <Eddi|zuHause> and NewGRFs do have ways to check versions, so it's not that much of a problem 08:08:52 <peter1138> Yeah. 08:09:29 <peter1138> Hmm, wonder how that works without svn revisions now. I know there were some changes for it. 08:09:51 <Eddi|zuHause> i was wondering the same thing. is it now date-based? 08:17:45 <peter1138> Hmm, seems to just be the OpenTTD version, so for master builds it is 1.9.0 currently. 08:18:07 <peter1138> Also, 1.16.16 is not permitted :) 08:18:39 *** Lejving has joined #openttd 08:18:59 <Eddi|zuHause> well, newgrf version used to be a 4-byte value along the lines of 0x190<something incremental> 08:20:18 <Eddi|zuHause> with the highest bit of <something incremental> meaning "release" 08:20:41 <peter1138> Yeah, now it's just 0x19080000 for release, and 0x19000000 for not. 08:20:57 <Eddi|zuHause> that seems impractical 08:20:59 <peter1138> I guess adding a date is slightly useful. 08:22:42 <peter1138> We already bump the version so bugfix releases will still be flagged as lower version, regardless of the date. 08:23:01 <peter1138> So, encode the date into 19 bits. 08:23:01 <Eddi|zuHause> yeah 08:23:17 <Eddi|zuHause> just make sure the date doesn't overflow between two releasess 08:23:44 <peter1138> Possible make the epoch be the last release date. 08:24:04 <peter1138> Makes it less likely to overflow. 08:24:17 <Eddi|zuHause> that might work 08:24:32 <Eddi|zuHause> another thing that has to be updated manually on each release, though 08:24:41 <peter1138> Maybe. 08:24:54 <peter1138> May be possible to pull it from git. 08:25:45 <Eddi|zuHause> and completely throw out support for hg people? 08:25:46 <peter1138> $ git log -1 --format=%ai 1.8.0 08:25:46 <peter1138> 2018-04-01 11:14:34 +0000 08:25:50 <peter1138> Yes. 08:26:05 <Eddi|zuHause> seems a bit drastic 08:26:07 <peter1138> hg was only there because we were using svn and didn't know if hg or git would win. 08:26:20 <peter1138> There's no need to use hg now we are fully on board with git. 08:27:15 <peter1138> It's also slightly awkward for developing, as you don't know what the real version will be until it's committed. 08:27:55 <peter1138> But then again it always was, just easier to predict svn revision, until someone else commits. 08:27:56 <Eddi|zuHause> well, the other way would be a newgrf version in the code, similar to savegame version 08:28:07 <Eddi|zuHause> which gets bumped whenever a newgrf feature is implemented 08:28:15 <peter1138> Could do. 08:28:27 <peter1138> Reset it to 0 on release. 08:28:53 <peter1138> Hmm, I suppose there are no other implementations of NewGRF that matter any more :p 08:29:21 <andythenorth> facts on the ground 08:29:32 <peter1138> Actually. 08:29:38 <andythenorth> until someone does a substantial fork with newgrf API change 08:29:43 <Eddi|zuHause> well, TTDPatch version was always completely separate 08:29:46 <andythenorth> only one game in town 08:30:19 <Eddi|zuHause> but the OpenTTD NewGRF version doesn't really handle forks and patches in any sensible way 08:30:23 <peter1138> Oh, git rev-list doesn't quite work. 08:30:53 <peter1138> Well forks can implement their own solution :p 08:32:12 <andythenorth> forking the newgrf API would need a very good reason 08:32:13 <peter1138> Ah 08:32:16 <peter1138> git rev-list --count 1.8.0..HEAD 08:32:16 <peter1138> 89 08:32:19 <andythenorth> it's pretty much unwise 08:32:21 <peter1138> Maybe that's good enough. 08:32:51 <peter1138> Not quite right with branch, but once committed it is stable. 08:32:56 <peter1138> *branching. 08:33:50 <peter1138> Easier to use than working it out from dates. 08:36:16 <Eddi|zuHause> but is that stable across clones? 08:36:43 <Eddi|zuHause> assuming people do really weird stuff with their git 08:37:15 <peter1138> Yes. 08:37:43 <peter1138> You can't insert a commit in a past without rewriting history, and then it's no longer a clone. 08:42:59 <peter1138> Hmm, don't think I can automatically determine the last release version in the history anyway. 08:46:51 *** andythenorth has quit IRC 09:15:42 *** andythenorth has joined #openttd 09:36:47 <peter1138> wb 09:38:21 <LordAro> mildly relatedly, i noticed a load of svn stuff left in squirrel_export.sh the other day 09:38:26 <LordAro> which probably shouldn't be there anywaay 10:01:40 *** Pikka has quit IRC 11:40:48 *** Maraxus has joined #openttd 11:51:34 *** Maraxus has quit IRC 11:55:57 *** ektor has joined #openttd 12:07:36 *** ektor has quit IRC 12:42:09 *** snail_UES_ has joined #openttd 12:53:26 *** snail_UES_ has quit IRC 13:08:55 *** Alberth has joined #openttd 13:08:55 *** ChanServ sets mode: +o Alberth 13:09:07 <Alberth> o/ 13:10:34 *** Stimrol has joined #openttd 13:14:45 <peter1138> hi 13:15:40 <andythenorth> hi Alberth :) 13:35:13 *** chomwitt has joined #openttd 13:57:41 *** sim-al2 has quit IRC 14:17:04 *** supermop_work has joined #openttd 14:18:39 <supermop_work> yo 14:26:25 <Alberth> o/ 14:37:44 *** Wormnest has joined #openttd 14:50:31 *** HerzogDeXtEr has joined #openttd 14:53:39 *** nielsm has joined #openttd 15:13:42 *** nielsm has quit IRC 15:23:13 *** Gja has joined #openttd 15:36:43 *** TheMask96 has quit IRC 15:38:25 *** muffindrake3 has quit IRC 15:41:36 *** muffindrake has joined #openttd 15:41:53 *** TheMask96 has joined #openttd 15:49:16 *** Progman has joined #openttd 16:00:45 *** Cubey has joined #openttd 16:10:54 *** Cubey has quit IRC 16:21:29 *** Gja has quit IRC 16:23:19 *** nielsm has joined #openttd 16:25:12 *** chomwitt has quit IRC 16:26:50 *** Gja has joined #openttd 16:30:34 *** Flygon has quit IRC 16:33:27 *** Stimrol has quit IRC 16:35:05 <peter1138> https://github.com/PeterN/OpenTTD/commits/extend-engine-va2-var60 16:35:07 <peter1138> Pom te pom 16:35:18 <peter1138> I don't actually know what it's useful for, but... :p 16:37:07 *** Cubey has joined #openttd 16:39:18 <andythenorth> awesome :) 16:39:20 <andythenorth> V453000: ^^ 16:39:34 <andythenorth> now nml needs patched ;) 16:39:39 <andythenorth> V can do that 16:45:32 *** andythenorth has quit IRC 16:50:38 *** Stimrol has joined #openttd 16:52:03 <nielsm> michi_cc: I'll close the "kill dmusic" PR for now and submit one with some bugfixes instead :) 16:52:55 <V453000> peter1138: I'm almost afraid what does that do? :) 16:55:06 <V453000> ah so for example when I have wagons AA BB CCC I can get positions 0-1 for A, 2-3 for B and 4-6 for C? What kind of values would it give with ABBCCCBBB? 17:04:30 *** Gja has quit IRC 17:05:55 *** glx has joined #openttd 17:05:55 *** ChanServ sets mode: +v glx 17:11:29 *** Pikka has joined #openttd 17:12:23 *** sla_ro|master has joined #openttd 17:12:37 *** Gja has joined #openttd 17:13:21 *** Wacko1976 has joined #openttd 17:15:32 *** Wolf01 has joined #openttd 17:15:53 <Wolf01> Moin 17:45:48 *** Borg has joined #openttd 17:46:21 *** Gja has quit IRC 17:49:19 *** supermop_work has quit IRC 17:52:27 <peter1138> V453000, you get the first and last 17:53:03 <peter1138> for ABBCCCBBB you'd get 0-0 for A, 1-8 for B and 3-5 for C 17:53:27 <peter1138> V453000, hence I dunno what it's useful for :p 17:54:07 <peter1138> last is probably unneeded 17:54:19 <peter1138> But first lets you prioritise things I guess. 17:54:43 <peter1138> Maybe variations. I dunno. 18:02:03 *** frosch123 has joined #openttd 18:02:56 <Borg> arghh.. guys.. 18:03:07 <Borg> I saw change in 1,8.0 regarding stockpile industries.. 18:03:18 <Borg> really... Coal: 1000 tons waiting looks terrible 18:03:30 <Borg> I changed it myself to: Coal (1000 tons waiting) 18:03:45 <Borg> I guess its just matter of taste.... but.. 18:07:44 <peter1138> Never seen it but I guess it was changed for consistency. 18:11:54 <frosch123> wow, never noticed that var60 only specified the lower 8 bits 18:12:25 *** gelignite has joined #openttd 18:12:25 <frosch123> i am even more impressed that nml actually masks it, and that ttdp actually stores junk in the upper bits, so that likely all grfs actually mask it 18:12:28 <LordAro> i seem to recall that being complained about at length already 18:13:54 <peter1138> LordAro, oh? Somebody patching for super long trains? 18:14:11 <LordAro> no, the industry cargo waiting stuff 18:14:16 <peter1138> Oh :) 18:16:33 <frosch123> i think we had a bug report about the japanese trainset once 18:16:56 <frosch123> they had a wagon with 3 articulated parts, which all used the same id, and they switched graphics via "position in chain" % 3 18:17:19 <frosch123> someone built a train with more than 256 articulated parts, so one wagon was "broken" 18:17:32 <peter1138> o_O 18:18:08 <frosch123> we blamed it on the grf :p 18:19:01 <peter1138> Hmm, max train length is 64 tiles. 18:20:05 <frosch123> i think it used to be "number of wagon", not "number of tiles" 18:20:28 <peter1138> Well, 64 tiles is 128 standard-length wagons. Hmm. 18:20:39 <peter1138> So to push 256 you'd need tiny wagons. 18:27:52 <V453000> frosch123: remember sending me this? :P https://paste.openttdcoop.org/pqkw4ev0p#line-15 18:28:27 <V453000> peter1138: interesting, I need to think how to utilize that :) 18:28:48 <frosch123> no :p 18:29:19 <V453000> well it's been 2 years :P 18:29:23 <frosch123> i think last night we concluded that var61 does not work 18:29:39 <V453000> I guess 18:29:53 <V453000> I guess this thing from peter does not contribute enough to that? 18:30:05 <LordAro> thought: regression test grf 18:31:06 <peter1138> What's the issue with var61? Caching? 18:31:18 <frosch123> V453000: peter's diff would allow you to detect the first and last booster part, but not the 2nd and 2nd last 18:31:44 <peter1138> Right, I don't know what V453000 wants, and what is useful in general :-) 18:32:11 <peter1138> That functionality could be achieved, if it makes sense. 18:32:54 <V453000> peter1138: I would love to be able to have an engine with "booster wagons" so that the wagons add the engine's max speed, but in a way where the wagons add some_value / position_in_consist amount of power, so the later in the vehicle you use it the less effect it has, with some cap at 20 units 18:33:11 <V453000> *amount of power = amount of speed 18:33:43 <peter1138> Ok, then yeah, what I did is not that useful. 18:33:44 <V453000> the overall aim is to make a set with customizable trains controlled by wagon configurations 18:34:31 <peter1138> The "/position_in_consist" thing could be done really easily as a var 18:34:40 <peter1138> But that's possibly rather specific :p 18:34:59 <peter1138> Otoh... there's another 8 bits... :p 18:35:58 <frosch123> V453000: just go for "number of booster vehicles" and don't care about the position 18:36:16 <V453000> well more specifically I'd want some_value / (position_in_consist +2) because first 2 is engine :P but yeah 18:36:27 <V453000> frosch123: I'm considering how much would that remove and/or if I can design around that 18:36:37 <V453000> like, dividing the efficiency by total train length 18:37:59 <peter1138> Hmm. 18:38:12 <peter1138> Alternatively... 18:38:30 <peter1138> A bitmask 18:38:40 <peter1138> Would only work for consists < 24 bits :p 18:38:46 <peter1138> Er, less than 24 wagons. 18:39:14 <frosch123> add a FOREACH variable :p 18:39:28 <peter1138> I think that would even make /position_in_consist super easy 18:39:29 <frosch123> call this action2 chain for each vehicle 18:39:31 <Borg> noooooooo. I already have plenty of 26+2 loco trains 18:39:32 <Borg> :) 18:41:18 <peter1138> ABBCCCBBB would then be 100000000 for A, 011000111 for B and 000111000 for C. 18:41:26 <peter1138> (in binary) 18:41:34 <peter1138> 0x100, 0xC7 and 0x38 in hex. 18:41:40 <V453000> that's something that I imagined gathering through switches but I guess that's not doable 18:42:15 <frosch123> you can gather some info via the user-bits in var42 18:42:44 <peter1138> I dunno how easy it is to work with bits in general though 18:43:04 <peter1138> Like a find-first-bit function in varactions... 18:43:39 <frosch123> 24 switches with masks, each of them querying the variable again :p 18:44:00 <peter1138> Yeah :( 18:44:19 <frosch123> anyway, i think the issue with var61 were those variables which expose the user-bit-mask and current max-speed and stuff 18:44:22 *** supermop_work has joined #openttd 18:44:36 <frosch123> people wanted define their own properties depending on the properties of the vehicle in front and vice versa 18:44:54 <peter1138> Yeah that'll give you dependency issues. 18:45:03 <frosch123> var61 is fine for things which cannot be changed via callbacks 18:45:28 <frosch123> so we could possibly also add a list of valid variables to var61 18:45:34 <frosch123> instead of only a list of callbacks 18:58:03 *** sla_ro|master has quit IRC 19:11:48 <peter1138> Any views on using & in function signatures? 19:15:52 *** andythenorth has joined #openttd 19:16:59 <peter1138> Saves me having to use pointers :p 19:17:08 * andythenorth points at peter1138 19:17:39 <peter1138> Pretty sure the game is running much faster with these windows not updating so fast. 19:18:01 <peter1138> Might just be cos I'm on an i7 these days. 19:18:09 <Borg> yeah.. but industry NewGRF display bug not fixed 19:18:22 <Borg> and its probably easy to fix ;P 19:18:44 <Eddi|zuHause> Wolf01: concerning TF, yes, i have played with the beta version of that patch a bit, it was fine. just i have noticed an annoying change/bug where you cannot build a track directly parallel to a freight station anymore (passenger is still fine) 19:19:46 <andythenorth> which windows? o_O 19:19:53 * andythenorth could logs :P 19:22:21 <andythenorth> and why is some of the the chat missing in my client :o 19:27:28 *** andythenorth has left #openttd 19:27:45 *** andythenorth has joined #openttd 19:32:14 <peter1138> Borg, is it reported? 19:32:45 <Borg> only over IRC..we discussed it here.. and how to fix it. 19:33:05 <glx> just make a PR, will be faster 19:33:13 <Borg> no.. 19:33:50 <peter1138> Put it on github 19:34:04 <Borg> I dont use github.... 19:34:07 <peter1138> We do 19:34:29 <Borg> feel free to take it.. and get fame 19:34:34 <Borg> need screenshoot? 19:34:41 <peter1138> https://github.com/OpenTTD/OpenTTD/issues 19:34:45 <peter1138> ^ bug reports go there 19:52:09 *** Borg has quit IRC 19:56:48 *** Thedarkb1-X40 has joined #openttd 20:00:37 *** Thedarkb-X40 has quit IRC 20:24:28 <TrueBrain> yes, it is the fame we were after ... I forgot why I did this .. 20:25:01 <TrueBrain> (always makes me wonder why people think they do us a favour by giving us more work :P) 20:25:14 <peter1138> :D 20:25:30 <peter1138> Well, they haven't reported it so, not really more work :-) 20:25:36 <TrueBrain> :D 20:25:51 <TrueBrain> "if you can't be bothered to report it, why should I be bothered to fix it" 20:26:15 <peter1138> Funny, in fast-forward now, the news messages get deleted before they've finished scrolling up :p 20:26:23 <TrueBrain> lol 20:26:26 <peter1138> Empty map, mind you. 20:27:11 <TrueBrain> time to find a bed; night all :) 20:27:15 <peter1138> Awww... 20:27:19 <peter1138> It's early! 20:28:37 *** nielsm has quit IRC 20:29:55 *** Alberth has left #openttd 20:36:26 <frosch123> we already fixed the borg issue on 2017-12-27 20:37:06 <frosch123> we cannot fix people not getting used to silightly modified guis 20:48:59 <peter1138> o_O 20:51:42 <andythenorth> :P 20:53:17 <peter1138> Any idea what this means: 20:53:32 <peter1138> /* HandleMouseEvents was already called for this tick */ 20:53:36 <peter1138> HandleMouseEvents(); 20:54:00 <peter1138> I could just as well say "HandleMouseEvents needs to be called" 20:54:04 <peter1138> *It 20:54:12 <LordAro> i'm sure someone knew what it meant 20:54:14 <LordAro> at some point 20:55:43 *** gelignite has quit IRC 20:58:56 <frosch123> 8c33893ffd5 no idea 20:59:25 <peter1138> Yeah, doesn't make it clearer :-) 20:59:49 <frosch123> i think it is inverted 21:00:08 <frosch123> _input_events_this_tick makes sure that it is only called once or so 21:00:28 <frosch123> it's a comment to the "else" case of the if above 21:02:22 <frosch123> i would replace "already" with "not yet" 21:02:43 <frosch123> possibly with an "_input_event_this_tick == 0 comment" 21:03:00 <frosch123> but _input_events_this_tick looks quite insane :p 21:13:02 *** sim-al2 has joined #openttd 21:22:04 *** andythenorth has quit IRC 21:27:09 <peter1138> Yeah, I think it's something to be replaced :p 21:48:23 *** supermop_work has quit IRC 22:06:03 <peter1138> Hmm. 22:06:39 *** Wolf03 has joined #openttd 22:06:39 *** Wolf01 is now known as Guest1741 22:06:39 *** Wolf03 is now known as Wolf01 22:12:36 *** Guest1741 has quit IRC 22:16:05 <Wolf01> 'night 22:16:09 *** Wolf01 has quit IRC 22:27:16 *** chomwitt has joined #openttd 22:30:06 *** Gja has joined #openttd 22:30:26 *** frosch123 has quit IRC 22:31:56 *** Progman has quit IRC 22:45:16 *** Gja has quit IRC 22:47:14 *** Wormnest has quit IRC 22:59:34 *** GT has joined #openttd 23:30:18 *** GT has quit IRC 23:55:50 *** iSoSyS has joined #openttd