Log for #openttd on 7th October 2018:
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00:02:28  <Samu> just figured out how to use proc stuff
00:02:53  <Samu> ok cyas
00:02:56  <Samu> good night
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03:37:12  <Fahrradkette> greetings everybody. I'd like to download a NewGRFS from inside Openttd but the progressbar stays at 0 bytes. "ss -4 -p" reports 2 open tcp connections belonging to openttd (a http and one going to port 3978) What would be my next steps to debug that issue?
03:37:42  <Fahrradkette> OpenTTD 1.8.0 running on debian 10 (buster)
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03:57:54  <Fahrradkette> here is the pastebin of it:
03:59:04  <Fahrradkette> ok, scrap it. It eventually downloaded it:)
03:59:53  <Fahrradkette> (note to myself, after writing the issue, check if it still persists)
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06:39:22  <andythenorth> moin
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07:18:36  <Wolf01> Moin
07:20:52  * andythenorth regrets pantographs
07:27:04  <Wolf01> woooo
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07:27:26  <Wolf01> I should start a new game
07:28:10  <andythenorth> "2 new cargo types: Sand and Steel."
07:28:48  <Wolf01> It's early access... not every cargo is implemented
07:29:28  <andythenorth> like FIRS :P
07:29:36  <Wolf01> Too bad you have a mac
07:30:28  <Wolf01> It's really to try, it's a mix between OTTD and railroad tycoon
07:31:09  <andythenorth> any tanks?
07:31:20  <Wolf01> Tank wagons, yes :P
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08:29:54  <andythenorth> hmm
08:32:45  <andythenorth> oof
08:32:52  <andythenorth> it's esoteric
08:33:26  <andythenorth> but right now, a spritegroup with 'powered by railtype / unpowered by railtype' would be handy :P
08:40:03  <andythenorth> probably just use vehicle_is_powered eh?
08:40:20  <andythenorth> hmm doesn't do what I need though
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08:41:58  <andythenorth> Eddi|zuHause: does this fail with railtypes that aren't ELRL, but are compatible?
08:42:10  <andythenorth> I'll paste the output from it too
08:42:45  <andythenorth>
08:43:00  <andythenorth> the last switch is the most relevant, the others just handle visual effects
08:43:49  <andythenorth> ELNG is one case that springs to mind :P
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09:19:41  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF
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10:03:59  <nielsm> also working on a self-review of the industry cargoes patch atm, nearly done
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10:14:56  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6867: 16 cargo types in and out for industries
10:15:24  <Eddi|zuHause> andy (who is not here): yeah, that will fail on any non-standard trackset (like NuTracks)
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12:07:50  <Samu> byte diag_dir_byte = axis == AXIS_X ? 1 << DIAGDIR_SE | 1 << DIAGDIR_NW : 1 << DIAGDIR_NE | 1 << DIAGDIR_SW;
12:07:58  <Samu> who can help me with variable name?
12:08:19  <Samu> there are a max of 4 diagdirs I want to check
12:08:38  <Samu> for this example, I want to check 2
12:08:47  <Samu> 1 << DIAGDIR_SE | 1 << DIAGDIR_NW
12:08:56  <Samu> what do u call this
12:09:31  <Samu> diag_dir_byte? diag_dir_bits? diag_dirs?
12:09:52  <nielsm> okay the 1<< parts, strip those out for now
12:10:03  <nielsm> or hm
12:10:09  <nielsm> you're building the mask, right?
12:10:12  <Samu> yes
12:10:13  <nielsm> so not byte but mask
12:10:21  <Samu> diag_dir_mask
12:10:32  <nielsm> and add some damn parentheses
12:10:39  <nielsm> I'm not at all sure what order to read that in
12:11:26  <Samu> byte diag_dir_mask = (axis == AXIS_X) ? (1 << DIAGDIR_SE | 1 << DIAGDIR_NW) : (1 << DIAGDIR_NE | 1 << DIAGDIR_SW);
12:11:28  <Samu> this?
12:11:39  <nielsm> I think there might also be a macro that does the flag-to-mask conversion (i.e. the 1<<flag thing)
12:12:01  <nielsm> not even flag, bitindex
12:13:40  <Samu> then I "unpack" the diag dirs on the other function
12:14:01  <Samu> 		for (DiagDirection diag_dir = DIAGDIR_BEGIN; diag_dir != DIAGDIR_END; diag_dir++) { 			if (diag_dir_mask & 1 << diag_dir) {
12:14:44  <Samu> do stuff; }
12:15:14  <nielsm> ewww why
12:15:35  <nielsm> right now it looks like you're doing bitfiddling for the sake of trying to look smart by doing bitfiddling
12:15:56  <Samu> it's just so that I don't call it multiple times
12:16:22  <nielsm> well have you measured whether it's actually faster?
12:16:27  <nielsm> what's wrong with doing multiple calls?
12:18:37  <Samu>
12:19:09  <Samu> lines 53-70 are removed
12:19:52  <Samu> have yet to rename diag_dir_byte to diag_dir_mask in some parts
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12:23:01  <Samu> I'm gonna use EnsureNoShipFromDiagDirByte in more parts
12:23:07  <Samu> not just ship depot
12:25:09  <Samu> ship depot, dock, lock, industry placement, and probably in some other peculiar cases where stuff can be partially built on water
12:25:54  <andythenorth> nielsm: reviewing your own PR :)
12:25:57  <andythenorth> nice :)
12:26:38  <nielsm> it's long since I wrote the code already, so don't have the newlywed rose-tinted glasses any longer :P
12:27:12  <Eddi|zuHause> [07.10.18 12:15] <Eddi|zuHause> andy (who is not here): yeah, that will fail on any non-standard trackset (like NuTracks)
12:27:15  <Samu> like building in a coastal tile with part land, part water
12:27:22  <Eddi|zuHause> (and i gtg)
12:30:25  <Eddi|zuHause> also, todays odd-time-signature-earworm:
12:32:33  <andythenorth> Eddi|zuHause: is there any solution? :P
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13:11:39  <andythenorth> quak
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13:22:08  * andythenorth confused by railtypes
13:22:16  <andythenorth> what does 'powered' mean in the context of a railtype?
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13:25:02  <andythenorth> or to describe my problem: how do I drop the pantograph if the engine is not on a railtype that supplies electricity?
13:26:10  <frosch123> there is a variable "powered on current track"
13:27:05  <andythenorth> that will work for cases where the HP is then 0
13:27:08  <frosch123> actually, first question: (A) is your engine pure-electric and you use it in a consist with other engines? or (B) your engine is dual-powered and drives on both?
13:27:15  <andythenorth> I have both A and B
13:27:18  <andythenorth> I solve B first :P
13:27:29  <andythenorth> wondering if I can just measure the HP :P
13:27:48  <frosch123> (B) means your engine is non-electric and you use the variable to query the current rail type and supply a custom list of which you want to have the pantograph up
13:28:02  <andythenorth> ok
13:28:11  <andythenorth> so to do (B) properly, I need to know all railtype grfs?
13:28:17  <frosch123> yep :p
13:28:29  <andythenorth> this is not a new problem, I already have a 'broken' power calculation
13:28:32  <andythenorth> due to only checking ELRL
13:28:35  <frosch123> at least i do not know any trick to work around that
13:29:12  <andythenorth> well
13:29:16  <andythenorth> I only use termite :P
13:29:20  <andythenorth> oof
13:29:46  <andythenorth> I wonder if I can make it less worse for other people though
13:30:23  <andythenorth> these are my power and visual effects switches
13:30:42  <andythenorth> eddi tells me that's a problem for e.g. nutracks
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13:39:05  <Samu> if (v->z_pos > *((ShipTrackChecker *)data)->z) return NULL;
13:39:17  <Samu> weird code
13:42:20  <Samu> does not build
13:42:39  <Samu> Severity	Code	Description	Project	File	Line	Suppression State Error (active)		operand of '*' must be a pointer	openttd	d:\OpenTTD\OpenTTD GitHub\OpenTTD\src\vehicle.cpp	603
13:42:50  <Samu> if (v->z_pos > *((ShipTrackChecker *)data)->z) return NULL;
13:42:52  <Samu> where
13:44:19  <Samu> if (v->z_pos > (ShipTrackChecker *)data->z) return NULL; - Expression must have pointer-to-class type
13:44:24  <Samu> still fail
13:49:14  <andythenorth> Eddi|zuHause: players who want accurate pantographs for multi-unit consists of twin-pantograph engines
13:49:19  <andythenorth> might have to use depot flip :P
13:52:23  <LordAro> Samu: visual studio provides everything you need to be able to solve this
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13:55:59  <Samu> there was trackoverlap code already in the game, just noticed now
13:56:02  <Samu> but it's for trains
13:57:27  <Samu> ship tracks are very much like rail tracks
13:57:39  <Samu> perhaps i can re-use it without modifications
14:00:01  <Samu> EnsureNoTrainOnTrackBits vs EnsureNoShipFromDiagDirMask
14:00:22  <Samu> slightly different approach
14:01:20  <Samu> train function checks against the trackbits directly
14:03:37  <Samu> my function first unpacks diagdirs to check where a ship is coming from, walks to that tile, and only then it checks for ships against the trackbits
14:04:18  <Samu> each diagdir, makes it walk to a different tile
14:04:58  <Samu> so it will be checking a maximum of 4 tiles, all in 1 function
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14:07:37  <Samu> not sure where exactly i could make use of the overlap functions
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14:10:46  <Samu> maybe I don't have to use them
14:13:16  <Samu> EnsureNoTrainOnTrackProc vs EnsureNoShipOnTrackProc
14:13:23  <Samu> very similar
14:13:30  <Samu> and yet, different
14:20:29  <Samu> think I'm gonna abolish struct ShipTrackChecker
14:20:54  <Samu> height check not needed
14:21:49  <Samu> a ship in a bridge or tunnel is in a wormhole track thing
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14:29:02  <Samu> happy coincidence or not, ship depots are 2-tile wide, tunnels are a minimum of 2-tile wide. All I need to certify is 1-tile neightbour away
14:29:34  <Samu> locks are 3-tile wide
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14:36:23  <Samu> aqueducts, i meant
14:36:43  <Samu> there are no water tunnels
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14:45:25  <Samu>
14:45:33  <Samu> is this human readable/good code?
14:45:39  <Samu> the description makes sense?
14:47:12  <Samu> i'm unsure about * symbols
14:47:19  <Samu> pointers or whatnot
14:51:02  <andythenorth> hmm
14:54:49  <frosch123> <- does anyone want to help with that?
14:54:55  <frosch123> it won't run on its own
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15:05:47  <andythenorth> hmm
15:05:50  <andythenorth> what's needed
15:05:53  <andythenorth> ?
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15:25:13  <frosch123> someone who talks snail through setting up a hg or git repository, and commit/push/pull translations
15:25:22  <frosch123> + setting up ssh-key
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15:37:00  <andythenorth> snail_UES_: o/
15:37:35  <snail_UES_> hi andythenorth
15:38:35  <snail_UES_> sorry I was away from my computer… what will I have to set up for translations to work?
15:38:40  <snail_UES_> is this explained anywhere?
15:40:22  <frosch123> <- there is that
15:40:35  <frosch123> no idea how up-to-date it is
15:41:04  <frosch123> also, someone needs to recommend you whether to use hg or git :)
15:41:36  <andythenorth> not me :P
15:43:41  <snail_UES_> ok I’ll have a look into that...
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16:18:16  <Samu> who can review this bit?
16:18:43  <Samu> want to know if it is clear enough
16:22:21  <Samu> my englisho
16:30:35  <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 commented on issue #6922: Replace ICU ParagraphLayout with something else?
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16:32:15  <andythenorth> ^ :D
16:45:11  <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 commented on pull request #6924: Change: Increase custom town max number limit to 20000
16:45:12  <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 closed pull request #6924: Change: Increase custom town max number limit to 20000
16:50:06  <LordAro> harsh
16:50:10  <LordAro> but fair
16:55:36  <frosch123> bigger maps is one of the worst features ever added
16:56:06  <frosch123> people are just too stupid to understand scales
16:56:45  <Samu> oh, but autogenerating towns can go up to 13k
16:56:49  <Samu> t.t
16:58:21  <nielsm> if you play on a gigantic map at least utilize the size to transport things long distances
16:58:43  <nielsm> feature density shouldn't be the same on a large map as on a small map
16:59:08  <Samu> I mean the preset number of towns set to high
16:59:46  <Samu> it will attempt to generate 11k-13k towns in a 4k map
16:59:59  <Samu> feels odd that i can't put a custom number higher than 5k then
17:03:01  <Samu> 1.8.0 generating 13k towns, via high preset
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17:05:30  <andythenorth> big maps are stupid
17:05:41  <andythenorth> v2: max 1024^2
17:06:09  <andythenorth> "also new in v2: significantly reduced memory footprint*"
17:06:46  <andythenorth> "also new in v2: faster map generation (average, across all games started)"
17:07:31  <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 commented on pull request #6930: Fix: Displaying issue with the message about airplanes heading to airports with short runways
17:07:32  <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 closed pull request #6930: Fix: Displaying issue with the message about airplanes heading to airports with short runways
17:09:14  <Samu> frosh is angry :|
17:09:47  <LordAro> Samu: rule 0 of code reviews: they criticise the code, not the person
17:10:32  <LordAro> he's right, that PR does nothing
17:10:36  <andythenorth> "critique the thing"
17:11:01  <andythenorth> that PR is a definition of tautology
17:11:09  <Samu> strange, i swear it was working
17:11:13  <Samu> gonna retest
17:11:34  <LordAro> (if you can fix it, amend that branch & reopen it, rather than creating a new PR)
17:17:52  <Samu> it is working
17:18:54  <Samu> it is working the way it is posted
17:19:00  <LordAro> does it also work without your patch?
17:19:08  <Samu> gonna test
17:19:11  <LordAro> because your patch shouldn't change anything
17:19:30  <LordAro> it literally does if (foo == a) foo = a;
17:19:57  <Samu> yes, if the previous message was already that
17:20:01  <Samu> then display it again
17:20:27  <LordAro> that's not what that code does
17:20:47  <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 requested changes for pull request #6932: Change: Gradually slow down aircraft speed on breakdown
17:24:43  <Samu> testing
17:27:32  <Samu> why it is working now? :(
17:27:47  <LordAro> ha
17:28:23  <Samu> makes me feel bad
17:30:29  <Samu> well, my bad
17:31:19  <LordAro> it happens
17:33:14  <Samu> somehow I made it not work previously, maybe i had other code in the way
17:33:38  <Samu> oh well, sorry about that pr
17:35:35  <andythenorth> learning innit :)
17:37:35  <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 commented on pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency
17:37:58  <frosch123> ^^ other opinion on that? i disagree with all three changes
17:40:32  <Samu> frosch123: it is supposedly a fix for this
17:40:52  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency
17:40:53  <Samu> have to toy with base costs to expose the issues
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17:43:27  <Samu> there is no cost for clearing river because there is also no cost for clearing water on the other tiles
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17:51:53  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6867: 16 cargo types in and out for industries
17:54:26  <Samu> when building a ship depot on water, it doesn't account the cost for clearing water either
17:54:32  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6867: 16 cargo types in and out for industries
17:54:46  <LordAro> hmm, adding a comment to a review comment is going to be a bit noisy
17:55:40  <Samu> I guess you want me to reply there
17:55:46  <LordAro> ideally, yes
17:57:29  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6867: 16 cargo types in and out for industries
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18:24:30  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency
18:24:41  <Samu> :(
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18:36:06  <jk> hi i joined server 1 as spectator and got instantly banned, i didn't join the server for months and was never banned before, can someone explain what happened?
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18:36:45  <LordAro> nope
18:36:51  <LordAro> this is not the reddit server channel
18:37:00  <nielsm> did you see if anyone else was actively playing on the server at the time?
18:37:00  <LordAro> you want #/r/openttd
18:37:07  <nielsm> if it was a manual ban or an automatic one
18:37:10  <ST2> [19:29:44] <Server1> *** JK has joined
18:37:10  <ST2> [19:29:45] <Server1> *** JK was trying to connect from a VPN or proxy in DE, which is not allowed.
18:37:10  <ST2> [19:29:46] <Server1> *** JK has left the game (kicked by server)
18:37:31  <ST2> that one, but as LordAro said, type /join #/r/openttd
18:37:49  <jk> ah, thanks, I'll ask there
18:39:49  <LordAro> ST2: you tried :p
18:40:11  <ST2> he joined there :)
18:44:35  <Samu> trying to understand
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19:07:14  <Samu> if (v->cur_speed != speed_limit) hard_limit = false;
19:07:19  <Samu> something like this you want?
19:07:42  <Samu> the vehicle could be below or above the limit
19:07:54  <Samu> erm, the current speed
19:16:29  <Samu> ah, i guess i got it
19:16:44  <Samu> there are aircraft that move slower than the breakdown speed
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20:25:25  <Eddi|zuHause> <andythenorth> I solve B first :P <-- that's a problem, because A would actually be solvable :p
20:29:19  <Eddi|zuHause> to solve B properly, we need additional railtype introspection variables, as in "given railtypes X and Y, is X powered/compatible/equivalent to Y?"
20:30:55  <Samu> actually, I don't get what you're asking here
20:31:00  <Samu> i tried
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20:31:22  <Eddi|zuHause> alternatively, B could be solved with allowing two parts of an articulated vehicle to have different railtype
20:33:41  <Samu> hard_limit should only be set to false, if the new speed limit is the actual speed limit. If the speed limit was already smaller than SPEED_LIMIT_BROKEN, then it continues to be a hard limit.
20:34:12  <Samu> my brain :(
20:34:19  <Samu> couldn't decipher this
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20:44:08  <Samu> the hard_limit is already false
20:44:21  <Samu> for all these limits
20:44:23  <Samu> SPEED_LIMIT_TAXI
20:44:36  <Samu> SPEED_LIMIT_HOLD
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20:53:50  <andythenorth> Eddi|zuHause: I wondered about articulated vehicles hacks
20:53:55  <andythenorth> probably unwise :P
20:54:50  <Eddi|zuHause> well, currently that does not work
20:54:59  <Eddi|zuHause> the railtype of the articulated part is ignored, afaik
20:55:46  <andythenorth> I fundamentally can't see how B can be solved
20:55:55  <andythenorth> powered is bool
20:56:14  <andythenorth> but I have non-boolean power values for the engine
20:56:20  <Samu> If the speed limit was already smaller than SPEED_LIMIT_BROKEN, then it continues to be a hard limit.
20:56:41  <andythenorth> I wondered if we could expose powered_railtype_list somehow from the railtype
20:56:44  <andythenorth> but it doesn't help
20:57:05  <Eddi|zuHause> with the current "powered" variable, X and Y (from above) are fixed to "current railtype" and "original railtype of the vehicle"
20:57:45  <andythenorth> so it would be a switch of 'equivalent to ELRL' and 'equivalent to RAIL'
20:57:46  <andythenorth> ?
20:58:14  <Samu> the only times the speed limit is smaller than SPEED_LIMIT_BROKEN is SPEED_LIMIT_APPROACH and SPEED_LIMIT_TAXI
20:58:16  <Eddi|zuHause> no, "equivalent" is something different, not really relevant here
20:58:28  <Samu> and for these, hard_limit is already false
20:58:31  <andythenorth> hmm
20:58:42  <Samu> me setting it to false wouldn't change a thing
20:58:52  <Samu> LordAro: halp
21:00:36  <andythenorth> Eddi|zuHause: in conclusion, it can't be done?
21:00:44  <andythenorth> except by maintaining a manual list of known railtypes
21:01:21  <Eddi|zuHause> i want "equivalent" to be something like that: if my RTT has the following:
21:01:24  <Eddi|zuHause>  tracktype_classesAN : [SAAN, RAIL],
21:01:25  <Eddi|zuHause>  tracktype_classesBN : [SABN, RAIL],
21:02:01  <Eddi|zuHause> i want to as (e.g. in an actionD) "is tracktype_classesAN equivalent to tracktype_classesBN" [as in, do both of these map to RAIL]
21:02:14  <Eddi|zuHause> *ask
21:02:43  <Eddi|zuHause> that way, i could skip some vehicle definitions
21:03:11  <Eddi|zuHause> if there is no track GRF loaded that distinguishes classes
21:03:19  <andythenorth> right
21:03:30  <andythenorth> somewhere railtypes isn't quite right
21:03:33  <andythenorth> but that bird has flown
21:03:55  <Eddi|zuHause> it's ok, but this kind of variable is missing
21:04:10  <andythenorth> hmm
21:04:23  <andythenorth> maybe we should just have let authors define how many volts the railtype supplies :P
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21:05:17  <andythenorth> it's up to the vehicle how that is used :P
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21:12:28  <andythenorth> so conclusion: variable power depending on railtype is a bad idea
21:12:36  <andythenorth> not just a BAD FEATURE, but actually unwise
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21:33:37  <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #6934: Unable to delete a level crossing whose rail is yours but whose road is owned by another company
21:58:36  <Eddi|zuHause> this james guy never heard of the bulldoze button?
21:59:59  <Eddi|zuHause> maybe bulldoze should try to delete everything you own, and only throw an error if nothing could be destroyed at all?
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22:02:14  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #6934: Unable to delete a level crossing whose rail is yours but whose road is owned by another company
22:03:03  <Samu> making visual studio enter if statements :p
22:03:09  <Eddi|zuHause> not sure if that helped anyone...
22:04:08  <Samu> if visual studio ever stops at line 8, then I was wrong
22:06:33  <Samu> oh crap, visual studio stopped at line 8, I was wrong
22:20:57  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #6934: Unable to delete a level crossing whose rail is yours but whose road is owned by another company
22:23:58  <Samu> ookay, it stops at line 8 when aircraft is moving in an airport and breakdowns there
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22:24:53  <Samu> speed limit in that place is 200, below 320 for boken down
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22:27:06  <Samu> AMED_EXACTPOS   = 1 << 4, ///< Go exactly to the destination coordinates.
22:27:30  <Samu> yep, it's true, the aircraft is heading for takeoff
22:27:56  <Samu> apparently this isn't considering taxiing
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22:31:24  <Samu> 	AMED_BRAKE      = 1 << 5, ///< Taxiing at the airport.
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22:40:59  <LordAro> Samu: is it worth asking you to stop posting lines of code straight into irc?
22:41:03  <LordAro> again
22:45:39  <Samu> sorry
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22:51:53  <Samu> are you busy? was going to ask to take a look at
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