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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 00:03:16 *** Samu has quit IRC 00:38:04 *** iSoSyS has quit IRC 00:53:14 *** Flygon has joined #openttd 01:19:54 *** HerzogDeXtEr has quit IRC 01:21:37 *** Progman has quit IRC 01:52:41 *** glx has quit IRC 02:26:50 *** quiznilo has joined #openttd 02:41:10 *** snail_UES_ has joined #openttd 03:32:32 *** Fahrradkette has joined #openttd 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) 03:52:55 *** haudrauf has quit IRC 03:53:59 *** haudrauf has joined #openttd 03:57:54 <Fahrradkette> here is the pastebin of it: https://pastebin.com/ATh0ji43 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) 04:32:25 *** wodencafe has quit IRC 04:34:45 *** wodencafe has joined #openttd 04:47:27 *** Fahrradkette has quit IRC 05:25:16 *** sla_ro|master has joined #openttd 05:38:51 *** sla_ro|master has quit IRC 05:40:36 *** sla_ro|master has joined #openttd 05:53:51 *** sla_ro|master has quit IRC 05:54:58 *** sla_ro|master has joined #openttd 05:57:51 *** Wacko1976 has joined #openttd 06:37:18 *** wodencafe has quit IRC 06:39:13 *** andythenorth has joined #openttd 06:39:22 <andythenorth> moin 06:42:05 *** wodencafe has joined #openttd 07:18:08 *** Wolf01 has joined #openttd 07:18:36 <Wolf01> Moin 07:20:52 * andythenorth regrets pantographs 07:27:04 <Wolf01> https://steamcommunity.com/games/598960/announcements/detail/1680297696737027975 woooo 07:27:05 *** nielsm has joined #openttd 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 07:43:28 *** Progman has joined #openttd 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 08:41:29 *** gelignite has joined #openttd 08:41:58 <andythenorth> Eddi|zuHause: does this fail with railtypes that aren't ELRL, but are compatible? https://dev.openttdcoop.org/projects/iron-horse/repository/entry/src/vehicles/shoebox.py#L8 08:42:10 <andythenorth> I'll paste the output from it too 08:42:45 <andythenorth> https://paste.openttdcoop.org/po6klicuv/8y96km/raw 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 08:45:10 *** Wacko1976 has quit IRC 08:51:13 *** HerzogDeXtEr has joined #openttd 09:16:12 *** andythenorth has quit IRC 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 https://git.io/fxsBr 09:21:05 *** Wacko1976 has joined #openttd 10:03:59 <nielsm> also working on a self-review of the industry cargoes patch atm, nearly done 10:05:54 *** Wacko1976 has quit IRC 10:14:56 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fxsRM 10:15:24 <Eddi|zuHause> andy (who is not here): yeah, that will fail on any non-standard trackset (like NuTracks) 10:25:25 *** Wacko1976 has joined #openttd 10:29:24 *** Progman has quit IRC 10:41:39 *** Wacko1976 has quit IRC 10:57:27 *** Arveen has joined #openttd 11:47:55 *** haudrauf has quit IRC 11:48:53 *** haudrauf has joined #openttd 11:53:08 *** Samu has joined #openttd 11:53:37 *** Samu_ has joined #openttd 11:58:09 *** Thedarkb-T60 has joined #openttd 12:01:56 *** Compu has joined #openttd 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> https://paste.openttdcoop.org/puadexwa4 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 12:21:52 *** andythenorth has joined #openttd 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: https://www.youtube.com/watch?v=FuELLd3Ec4U 12:32:33 <andythenorth> Eddi|zuHause: is there any solution? :P 12:33:04 *** frosch123 has joined #openttd 12:47:00 *** Wacko1976 has joined #openttd 12:51:37 *** Wacko1976 has quit IRC 13:02:49 *** Mahjong has quit IRC 13:04:11 *** Thedarkb-T60 has quit IRC 13:04:44 *** Thedarkb-T60 has joined #openttd 13:11:39 <andythenorth> quak 13:13:09 *** Thedarkb-T60 has quit IRC 13:16:32 *** Wacko1976 has joined #openttd 13:22:08 * andythenorth confused by railtypes 13:22:16 <andythenorth> what does 'powered' mean in the context of a railtype? 13:23:14 *** Wolf01 has quit IRC 13:23:46 *** Wolf01 has joined #openttd 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 https://paste.openttdcoop.org/po6klicuv/8y96km/raw 13:30:42 <andythenorth> eddi tells me that's a problem for e.g. nutracks 13:32:47 *** Wolf01 has quit IRC 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 13:54:08 *** Mahjong has joined #openttd 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 14:06:39 *** Wacko1976 has quit IRC 14:07:37 <Samu> not sure where exactly i could make use of the overlap functions 14:09:00 *** Thedarkb-T60 has joined #openttd 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 14:25:34 *** Wormnest has joined #openttd 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 14:31:35 *** Thedarkb-T60 has quit IRC 14:34:45 *** sim-al2 has quit IRC 14:35:45 *** Flygon has quit IRC 14:36:23 <Samu> aqueducts, i meant 14:36:43 <Samu> there are no water tunnels 14:39:24 *** Thedarkb-T60 has joined #openttd 14:45:25 <Samu> https://paste.openttdcoop.org/p5mqfcanm 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> https://dev.openttdcoop.org/issues/8586 <- does anyone want to help with that? 14:54:55 <frosch123> it won't run on its own 15:00:08 *** gelignite has quit IRC 15:05:47 <andythenorth> hmm 15:05:50 <andythenorth> what's needed 15:05:53 <andythenorth> ? 15:25:07 *** Thedarkb-T60 has quit IRC 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 15:25:37 *** Thedarkb-T60 has joined #openttd 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> https://dev.openttdcoop.org/projects/home/wiki/Ssh <- 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... 16:02:16 *** gelignite has joined #openttd 16:11:28 *** Progman has joined #openttd 16:18:16 <Samu> who can review this bit? https://paste.openttdcoop.org/pwhdeamuj 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? https://git.io/fxs6q 16:31:49 *** Gja has joined #openttd 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 https://git.io/fxs6D 16:45:12 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 closed pull request #6924: Change: Increase custom town max number limit to 20000 https://git.io/fxs6y 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> https://imgur.com/l96JvHH 1.8.0 generating 13k towns, via high preset 17:03:57 *** Gja has quit IRC 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 https://git.io/fxsPJ 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 https://git.io/fxsPU 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 https://git.io/fxsPV 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 https://git.io/fxsXJ 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 https://github.com/OpenTTD/OpenTTD/issues/6233 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 https://git.io/fxsXn 17:40:53 <Samu> have to toy with base costs to expose the issues 17:41:35 *** wodencafe has quit IRC 17:43:27 <Samu> there is no cost for clearing river because there is also no cost for clearing water on the other tiles 17:45:56 *** Samu_ has joined #openttd 17:46:47 *** Samu has quit IRC 17:47:46 *** Samu_ has quit IRC 17:50:14 *** Samu has joined #openttd 17:51:53 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fxsXy 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 https://git.io/fxs1e 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 https://git.io/fxs1m 18:00:34 *** Gja has joined #openttd 18:01:59 *** Thedarkb-T60 has quit IRC 18:02:53 *** Thedarkb-T60 has joined #openttd 18:06:29 *** Mazur has quit IRC 18:15:09 *** Mazur has joined #openttd 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 https://git.io/fxsDq 18:24:41 <Samu> :( 18:27:32 *** Wacko1976 has joined #openttd 18:30:34 *** GroovyNoodle has joined #openttd 18:35:12 *** jk has joined #openttd 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? 18:36:06 *** Wormnest has quit IRC 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 https://github.com/OpenTTD/OpenTTD/pull/6932#discussion_r223221144 18:48:55 *** OsteHovel has quit IRC 18:50:38 *** OsteHovel has joined #openttd 18:53:24 *** Thedarkb-T60 has quit IRC 18:53:51 *** Thedarkb-T60 has joined #openttd 18:58:40 *** OsteHovel has quit IRC 18:59:27 *** glx has joined #openttd 18:59:27 *** ChanServ sets mode: +v glx 19:00:40 *** OsteHovel has joined #openttd 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 19:32:20 *** sla_ro|master has quit IRC 19:44:14 *** gelignite has quit IRC 20:18:38 *** GroovyNoodle has quit IRC 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 https://github.com/OpenTTD/OpenTTD/pull/6932#discussion_r223221144 20:31:00 <Samu> i tried 20:31:09 *** Gja has quit IRC 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 20:39:48 *** iSoSyS has joined #openttd 20:40:13 *** sim-al2 has joined #openttd 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 20:44:28 <Samu> SPEED_LIMIT_APPROACH 20:44:36 <Samu> SPEED_LIMIT_HOLD 20:47:31 *** jk has quit IRC 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 21:04:24 *** Thedarkb-T60 has quit IRC 21:05:17 <andythenorth> it's up to the vehicle how that is used :P 21:12:20 *** Thedarkb-T60 has joined #openttd 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 21:16:19 *** frosch123 has quit IRC 21:19:34 *** andythenorth has quit IRC 21:30:25 *** Progman has quit IRC 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 https://git.io/fxsdx 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? 22:01:24 *** Thedarkb-T60 has quit IRC 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 https://git.io/fxsFP 22:03:03 <Samu> https://paste.openttdcoop.org/pgokmc1gs 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 https://git.io/fxsbg 22:23:58 <Samu> ookay, it stops at line 8 when aircraft is moving in an airport and breakdowns there 22:24:14 *** Wacko1976 has quit IRC 22:24:53 <Samu> speed limit in that place is 200, below 320 for boken down 22:25:36 *** Thedarkb-T60 has joined #openttd 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 22:30:49 *** snail_UES_ is now known as Guest823 22:30:49 *** snail_UES__ has joined #openttd 22:30:49 *** snail_UES__ is now known as snail_UES_ 22:31:11 *** Guest823 has quit IRC 22:31:24 <Samu> AMED_BRAKE = 1 << 5, ///< Taxiing at the airport. 22:37:58 *** iSoSyS has quit IRC 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 22:46:08 *** HerzogDeXtEr has quit IRC 22:51:53 <Samu> are you busy? was going to ask to take a look at https://paste.openttdcoop.org/p4ykc3h3j#line-24 23:10:26 *** Maarten has joined #openttd 23:11:55 *** nielsm has quit IRC 23:30:53 *** Wormnest has joined #openttd 23:53:39 *** Wormnest has quit IRC