Log for #openttd on 25th November 2019:
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01:35:59  <Eddi|zuHause> glx: is it missing the new file?
01:36:26  <Eddi|zuHause> ah no, i probably misinterpreted a thing
01:36:36  <glx> hmm ?
01:37:43  <Eddi|zuHause> how would 2 procedures get the same ID? there should be a lifetime attached to each ID from definition to last use, so they shouldn't overlap
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01:38:24  <glx> maybe a reference count issue, I'm trying to understand this part
01:39:11  <Eddi|zuHause> i don't have the right mindset to dig into it to help you right now, sorry
01:39:19  <glx> np
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11:19:59  <andythenorth> interesting post
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11:29:45  <argoneus> what vehicle set do you recommend with firs 3?
11:30:42  <andythenorth> trains or other types?
11:40:31  <argoneus> hmm, all
11:40:35  <argoneus> I like using everything
11:40:46  <argoneus> but I guess primarily trains and rv\
11:44:43  <andythenorth> I use AV9.8 for planes
11:44:57  <andythenorth> I use Road Hog for RVs, and I used to use eGRVTS
11:45:13  <andythenorth> trains Iron Horse 2, or NARS 2, or UKRS 2
11:45:24  <argoneus> thank you!
11:45:32  <andythenorth> I am biased :P
11:46:08  <argoneus> well
11:46:14  <argoneus> at least iron horse is probably always gonna be fully compatible
11:46:22  <andythenorth> ish
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13:45:12  <Sacro> no dbsetxl?
13:47:28  <peter1138> 685 after lunch, hmm.
13:49:48  <peter1138> Hmm, that's only slight more than my cycle commute in.
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15:21:20  <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures
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15:49:26  <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures
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16:47:14  <planetmaker> hm... 1.10 < 1.9 on our server website:
16:47:54  <glx> not surprising
16:48:56  <planetmaker> @ports
16:48:56  <DorpsGek> planetmaker: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
16:50:44  <planetmaker> not surprising. But not ideal either
16:50:58  <planetmaker> (still referring to 1.10 < 1.9
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17:26:10  <LordAro> does anyone know how to update ?
17:26:20  <LordAro> it's not on the new infrastructure afaik
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17:28:22  <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures
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17:36:15  <Eddi|zuHause> ... that PR seems to have escalated :p
17:36:48  <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures
17:36:50  <glx> just a little
17:37:47  <Eddi|zuHause> probably the reason my attempts went nowhere. needed touching in too many places
17:39:33  <glx> yeah the hard part is to find where to add the small changes
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17:42:57  <glx> "Because callback results are limited to 15 bits, to access the full 32 bit result you can read variable 1C instead (e.g. by and-ing the 7E result with 0 and then adding var. 1C)." <-- maybe we'll need to update the code to transform 7E into 1C
17:43:42  <Eddi|zuHause> yeah, but that should just be the code generation part, right?
17:44:07  <glx> for now the nfo uses 7E directly in all calculation (well sometimes via temp param)
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17:44:15  <Eddi|zuHause> just follow the 7E by a 1C
17:45:09  <Eddi|zuHause> as if you were to write [var[0x7E, blah], var[1C, blah]] in the nml code
17:45:49  <Eddi|zuHause> i would imagine there are places where such things are already done, but i couldn't point out where...
17:51:57  <Eddi|zuHause> anyway, i always approached it like "i can just tuck on the 1C part at the backend, when everything else in the frontend works properly"
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18:44:27  <FLHerne> Trying to understand how the NFO-generating stuff is laid out
18:44:45  <FLHerne> Why is `write_action_value()`, say, in
18:45:16  <FLHerne> It /can/ create an actionD, but most of the time it creates an action6 or nothing at all
18:45:55  <FLHerne> Well, extends the action6 that's passed into it
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18:48:09  <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures
18:53:15  <glx> I think it does what it's expected to do
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21:07:52  <DorpsGek_III> [OpenTTD/OpenTTD] stormcone opened pull request #7844: Fix: Do not refer to a function in the documentation that was removed…
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21:21:56  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7844: Fix: Do not refer to a function in the documentation that was removed…
21:27:43  <andythenorth> new modes then?
21:27:54  <andythenorth> classic, new classic, sandbox
21:30:33  <LordAro> i like the idea
21:46:09  <andythenorth> essay version:
21:51:31  <milek7> new classic?
21:52:31  <LordAro> TTDish defaults vs better defaults, i think
21:52:34  <andythenorth> 'improved'
21:52:35  * LordAro reads
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21:52:46  <andythenorth> but there's always the risk of New Coke if we get it wrong :P
21:53:45  <andythenorth> it wouldn't be a 100% rework, my intent would only to be adjust the few things that really suck
21:53:54  <andythenorth> so more like a 10% rework :P
21:59:05  <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker merged pull request #7844: Fix: Do not refer to a function in the documentation that was removed…
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22:11:30  <stormcone> hi, is there an easy way to draw a string with a specific color, so ignoring the color codes it has?
22:13:40  <planetmaker> try {RAW_STRING}
22:13:52  <stormcone> i have looked at drawString which has a colour argument, which default value is TC_FROMSTRING, so i assumed if i specifying a given colour that it will use it instead the colour codes the string has, but that not the case
22:13:56  <planetmaker> but... colour codes are there for a reason... so make a new string, if you need it w/o colour
22:15:12  <planetmaker> but quite some time ago I wondered about the same you asked... and whether there shouldn't be a way to draw it w/o the defined colour(s)
22:15:23  <stormcone> i would like to implement James idea from #7843, to grey out a line
22:16:16  <stormcone> so i would't like to duplicate all of the string needed for this if must not have
22:16:40  <planetmaker> duplicating every string is like a bad idea, yes :)
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22:17:45  <stormcone> so is there any other easy mode? :)
22:18:46  <planetmaker> I'm not familiar enough with the string system... but I recon, there is... and I'd dig where you just started as well: trying to find the use cases of TC_FROMSTRING and where it's not used
22:19:53  <planetmaker> and if not: make changes so that TC_FROMSTRING is not the only option :)
22:20:24  <planetmaker> there... must be something like that. E.g. the newgrf lists etc
22:20:43  <planetmaker> all selection lists have a highlight function
22:20:58  <glx> stormcone: why not just draw a line on the string to show it's "not there" ?
22:21:39  <planetmaker> arguably greyed-out is the more conventional way
22:21:54  <glx> list don't have colors in the strings IIRC
22:22:32  <glx> the color is added via another string
22:22:43  <planetmaker> ah, yes.
22:22:52  <planetmaker> I think you're right
22:23:35  <stormcone> the industry directory window's list is not a 'list', its just a panel where the rows drawed line by line
22:24:01  <glx> I know, I rewrited it recently ;)
22:25:56  <stormcone> i know :P
22:32:12  <stormcone> planetmaker: i will look at the highlight code, maybe i find something useful :)
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22:32:42  <glx> maybe a {IGNORE_COLOR_CHANGES_AFTER_ME} would help
22:37:49  <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures
22:38:44  <stormcone> in the newgrf window, the newgrf strings don't contains color codes, so the draw string colour argument is used to colour the string
22:39:03  <Eddi|zuHause> maybe greyed-out should be a colour remap?
22:39:17  <Eddi|zuHause> so non-black colours could be shaded?
22:39:38  <planetmaker> hm, interesting aproach. I like it
22:40:13  <stormcone> it not sounds as an easy mode, to be honest :)
22:40:14  <glx> like the crash recolor
22:40:47  <stormcone> but the string i would like to use also contains black parts, so those would'nt be greyed out i think
22:42:36  <stormcone> maybe a function that removes the colour codes would be useful, in that way i could use the drawString as it is now
22:43:21  <Eddi|zuHause> stormcone: "remove all colour" would also be possible with a remap
22:43:28  <glx> you could add a forced_color parameter to DrawString()
22:43:54  <Eddi|zuHause> basically, map all colours to the same colour
22:44:55  <stormcone> i tried to find out where the colors applied, but it looks a little bit complicated for me :(
22:45:01  <Eddi|zuHause> and it's not a new concept, we use colour remaps all over the place... company colours, tile highlights, ...
22:45:02  <glx> but indeed passing a color mapping as parameter seems good
22:46:33  <Eddi|zuHause> latest addition was iirc the black area around the map, which was previously a flat black sprite, but with more height levels we needed sloped versions of that black sprite
22:46:51  <Eddi|zuHause> so we now just paint the regular ground sprite, but apply a black remap
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22:52:03  <glx> color remap can be handled in FontState::SetColour()
22:55:21  <stormcone> i saw that the layouter uses the fontState, but the drawLayoutLine uses the FontCache and currently i don't know how they connect to each other
22:59:37  <glx> I think it's easy to block color changes in FontState
23:00:40  <stormcone> but i have some progress with the colour remap
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23:24:56  <glx> <-- all the industry directory strings drawn in green
23:25:32  <glx> so yeah a fixed color is easy to do
23:27:07  <glx> of course colour remap seems more usable
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23:38:50  <stormcone> i have this for the recolour map:
23:40:17  <stormcone> but actually i would like to know where the replacement happens from the drawString colour argument to the string's colour code
23:42:33  <stormcone> i better like your method because that uses the drawString colour argument, which is already there :)
23:42:57  <glx> the color change happens in FontState::SetColour() called for GetLayouter()
23:46:18  <stormcone> i mean where the 'colour argument' of the drawString is replaced by the color code of the string
23:47:45  <glx> in GetLayouter(), (gfx_layout.cpp:625) } else if (c >= SCC_BLUE && c <= SCC_BLACK) {
23:48:04  <glx> SCC_* are control codes in strings
23:48:41  <glx> and if it's a color code then SetColour() is called
23:49:55  <glx> in color from draw string is used to initialise FontState
23:50:56  <glx> in Layouter::Layouter() (same file, line 667)
23:52:04  <stormcone> hmm, so the fixed_color check also could be on gfx_layout.cpp:625
23:53:23  <glx> but doing it in SetColour() takes care of push/pop too
23:53:44  <stormcone> i see
23:55:15  <stormcone> and its not a good idea to change the orders of TextColor's enum elements :)
23:55:25  <stormcone> as i see there :D
23:56:09  <glx> unless you also change SCC_ colors order too
23:56:20  <stormcone> yes
23:56:25  <glx> but that's probably not a good idea
23:56:34  <glx> as newgrf can use them
23:57:37  <stormcone> tricky solution that math there :)
23:58:41  <glx> but once in SetColour() you can do whatever you want, even pick a color from the palette
23:59:26  <stormcone> so could you please make a PR with your code? :)
23:59:56  <glx> hmm looking in the code I can see my changes won't work for TC_BLUE

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