Config
Log for #openttd on 4th July 2015:
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05:17:52  <Alberth> moin
05:22:15  <Markk> Moin.
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06:04:46  <Supercheese> "Parent scopt for this feature not available" blaah
06:04:54  <Supercheese> http://newgrf-specs.tt-wiki.net/wiki/NML:Switch says I can do it
06:05:12  <Supercheese> FEAT_AIRPORTTILES > PARENT > Airport
06:05:41  * Supercheese blames NML
06:10:03  <Supercheese> soo do the specs lie? or does NML's parser lie?
06:10:11  <Supercheese> they cannot both be correct
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06:20:37  <Alberth> http://newgrf-specs.tt-wiki.net/wiki/VariationalAction2   feature 11 has no related object
06:21:03  <Supercheese> hmm
06:21:06  <Supercheese> specs may be lying then
06:21:23  <Supercheese> http://newgrf-specs.tt-wiki.net/wiki/NML:Switch directly contradicts that page
06:21:44  <Supercheese> says feature 11 has Airport as related
06:21:59  <Supercheese> which would be 0D it seems
06:22:18  <Supercheese> but NML itself does not think there is a related object either
06:22:43  <Alberth> above you speak of tiles
06:23:02  <Alberth> X and X_tiles are different things
06:23:14  <Supercheese> indeed
06:23:19  <Alberth> industries have a similar confusion
06:23:27  <Supercheese> I was hoping feature 11 had feature 0D as related object
06:23:33  <Supercheese> but that may not be the case
06:23:41  <Alberth> yeah, would make sense, imho
06:24:10  <Alberth> newgrfspecs say 'no', and they are defining :)
06:24:32  <Supercheese> http://newgrf-specs.tt-wiki.net/wiki/NML:Switch needs editing then
06:24:51  <Alberth> yeah I wonder how you can find who added it
06:25:23  <Supercheese> the history is truncated
06:25:27  <Supercheese> odd
06:27:25  <Alberth> foobar seems to have added it from an ancient nml version, perhaps by reverse engineering from the nml source
06:44:34  * Supercheese wonders what it would take to add support for it
06:52:13  <Alberth> make a newgrf extension proposal, get agreement from everybody, find a dev to add openttd support, find a dev to add nml support
06:52:54  <Supercheese> I was thinking more mundane things, like which function(s) to add to the header file
06:53:13  <Supercheese> to add to which header file*
06:53:21  <Alberth> make an example implementation can be helpful too
06:54:09  <Alberth> src/newgrf_airport_tiles  or so
06:54:38  <Alberth> src/newgrf too, probably
06:55:06  <Alberth> but even an example implementation needs a definition in newgrf spec
06:55:20  <Alberth> or you don't know what to build
06:55:45  <Alberth> and for showcase, you might have to do some nfo coding, or extend nml
06:55:55  <Supercheese> well, essentially I'd like to add feature 0D as a related parent scope for feature 11 as mentioned earlier
06:56:08  <Alberth> yep
06:56:18  <Supercheese> so I'll work on doing that
06:56:50  <Alberth> it's quite natural, and thus has been considered before by someones, and has been rejected
06:57:10  <Alberth> the reason behind that would be interesting
06:58:18  <Alberth> but for your newgrf to be of use to anyone else, you need that feature parent relation in main stream openttd
07:06:38  <Terkhen> hello
07:07:48  <Alberth> hello T
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07:38:49  <Wolf01> moin
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08:53:21  <Alberth> hi hi
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11:44:31  <andythenorth> o/
11:44:37  <Alberth> moin
11:45:12  <andythenorth> Saturday cat
11:45:31  <Eddi|zuHause> is feeling lazy
11:45:46  <Eddi|zuHause> also: Caturday
11:47:10  <Alberth> just sleep at some tiles in the shadow
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11:49:24  * Wolf01 is preparing the lego sets for the next saturday
11:49:42  <andythenorth> ?
11:49:53  <Wolf01> http://brickset.com/article/15657/borgobrick-veneto-italy-11-12-july
11:52:04  <andythenorth> oic :)
11:52:25  <Alberth> measuring how much space is left available :)
11:54:00  * andythenorth should work on this today :P https://www.flickr.com/photos/andythenorth/14264965852/in/dateposted-public/lightbox/
11:54:16  <Wolf01> nice
11:55:03  <andythenorth> it has been work-in-progress for about 7 years :P
11:55:53  <Wolf01> have you considered to purchase the Sbrick to get rid of the iR receivers?
11:55:55  <Alberth> double mars lander :)
11:57:50  <Wolf01> https://www.youtube.com/watch?v=18pdejj1rE8&feature=player_embedded
11:59:19  <andythenorth> Wolf01: wondering about Sbrick
11:59:23  <andythenorth> dunno how much power it delivers
11:59:42  <andythenorth> to get decent performance, I need 1 battery box per 4 motors
11:59:55  <andythenorth> to get really good performance, 1 battery box per 2 motors :P
12:01:32  <andythenorth> Sbrick says 3A per channel
12:01:38  <andythenorth> not sure how that correlates to performance
12:02:17  <Alberth> doesn't  a motor speficy amps ?
12:02:30  <Wolf01> http://www.philohome.com/motors/motorcomp.htm
12:02:35  <Alberth> or a battery
12:03:52  <andythenorth> to be strict, it’s not the battery boxes that are the limit in the current model
12:04:03  <andythenorth> it’s the PF receivers, which have current limiters
12:04:44  <andythenorth> but still, 2 battery boxes is better than 1
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12:22:59  <Pikkaphone> what what
12:23:36  <Alberth> lego watts, mostly
12:24:00  <Pikkaphone> fantastic
12:27:36  <andythenorth> hi hi Pikkaphone bob
12:27:55  <andythenorth> have you done roadtypes yet?
12:31:05  <andythenorth> no, me neither :P
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15:50:51  <Ektor> hello, salut
15:50:59  <Alberth> hi hi
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19:00:57  <rav> I like the visual feedback when dragging autorails. When dragging autoroad, the only feedback is the highlighted squares -- it doesn't indicate which part of the road (N/E/S/W) I build by clicking in a particular spot. As a seasoned C++ developer I would like to try and implement this -- has anyone worked on a similar feature?
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19:01:48  <rav> I must say it was relatively easy for me to find the git repository and build and run it -- the codebase is complex but I'm slowly getting the hang it
19:09:45  <Alberth> there may be sprites available
19:10:30  <Alberth> maybe the forum has a topic about it
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20:09:51  <Supercheese> Hmm, maybe accessing PARENT scope in airport tiles isn't required for what I want to do...
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20:24:00  <Eddi|zuHause> rav: that's a feature that comes up every now and then. it SHOULD be quite easy to do, but nobody ever followed through on it
20:25:25  <rav> Eddi|zuHause: let's see how far I get tonight. so far I have the highlight changing between x-rail and y-rail depending whether the cursor is in the nw/ne/sw/se corner of the tile
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21:37:42  <Supercheese> if there are 32 bits of random data available, then running a hasbit check on any given bit should return true 1/32 of the time, right?
21:38:03  <Supercheese> each bit is randomly created equal?
21:46:28  <Eddi|zuHause> no. each bit returns true 1/2 of the time
21:47:56  <Eddi|zuHause> and ALL bits return true 1/4294967296 of the time
21:54:23  <rav> I'm going to bed now. For future reference, my autoroad progress is here: https://github.com/Mortal/openttd/compare/rav
21:55:38  <Supercheese> ah, yes
21:56:28  <Supercheese> so... checking hasbit(1) && hasbit(2) would be true 1/4 of the time?
21:57:06  <Supercheese> maybe I should just modulo
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21:57:26  <Supercheese> clamp to a sensible range
21:57:59  <Supercheese> extra_callback_info1 % 4 == 1
21:58:14  <Supercheese> now that should be true 25% of the time
22:07:56  <Eddi|zuHause> yes
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22:08:50  <Eddi|zuHause> if you have more than one random decision like this, you should make sure to read different bits, to avoid correlation
22:11:59  <Supercheese> Well, hopefully anim_control 's  extra_callback_info1 random bits are re-randomized each time an animation trigger happens
22:12:36  <Supercheese> but I don't really know when the data is re-randomized, guess I can check the source
22:13:07  <Eddi|zuHause> i meant within the same callback
22:13:37  <Supercheese> ah, just one decision each time the callback is fired
22:14:18  <Eddi|zuHause> and when things are rerandomized should be in the specs
22:14:20  <Supercheese> Random() does seem to be called for each ChangeAnimationFrame() call anyway
22:16:01  <Supercheese> time to try compiling...
22:16:49  <Supercheese> success, time to test functionality...
22:20:11  <Supercheese> looking good so far...
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22:46:21  <Supercheese> great, now just gotta fix the graphics
22:49:50  <Eddi|zuHause> "great, now i just have to do the other 90% of the work"
22:51:41  <Supercheese> stupid sprite aligner, coords now multiplied by 4
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23:03:42  <Eddi|zuHause> yes, it's rather silly. i don't know who approved that
23:04:37  <Eddi|zuHause> apparently the boundaries for trunk inclusion are much weaker for developer features :p
23:05:20  <Wolf01> 'night
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