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00:42:32 *** wodencafe has joined #openttd 01:03:19 *** Samu has quit IRC 01:21:03 *** Arveen has quit IRC 01:27:50 *** Thedarkb1-T60 has quit IRC 01:34:16 *** ToBeFree has joined #openttd 01:45:31 *** quiznilo has quit IRC 01:53:46 *** ToBeFree has quit IRC 01:54:58 *** quiznilo has joined #openttd 02:25:32 *** Wormnest has quit IRC 02:51:27 <Eddi|zuHause> "Fixed people walking non-vertically" best bug fix in TF ever! 03:41:16 *** HerzogDeXtEr1 has quit IRC 03:54:16 *** wodencafe has quit IRC 04:01:05 *** glx has quit IRC 04:01:23 *** wodencafe has joined #openttd 06:02:54 *** Wacko1976 has joined #openttd 06:23:40 *** andythenorth has joined #openttd 07:08:09 *** Wacko1976 has quit IRC 07:28:54 *** crem1 has quit IRC 07:33:16 *** Wacko1976 has joined #openttd 07:33:32 *** crem1 has joined #openttd 08:01:42 *** Smedles_ has joined #openttd 08:05:07 *** Smedles has quit IRC 08:28:38 *** andythenorth has quit IRC 09:01:16 *** andythenorth has joined #openttd 09:05:00 <andythenorth> moin 09:28:51 <planetmaker> moin 09:31:55 <dihedral> hello 10:57:19 *** Wacko1976 has quit IRC 11:00:55 *** Progman has joined #openttd 11:11:34 *** HerzogDeXtEr has joined #openttd 11:32:26 *** Fuco has joined #openttd 13:01:15 * andythenorth wonders 13:01:34 <andythenorth> I have a case where something like var 41 would be useful 13:01:52 <andythenorth> but 'position in consist with same refit' 13:01:53 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Position_and_length_.2840.2C_41.29 13:02:16 <andythenorth> it's a very specific limited use case, but can't be easily achieved with existing vars 13:04:44 <planetmaker> 'position_in_vehid_chain' : {'var': 0x41, 'start': 0, 'size': 8}, 13:04:44 <planetmaker> 'position_in_vehid_chain_from_end' : {'var': 0x41, 'start': 8, 'size': 8}, 13:04:44 <planetmaker> 'num_vehs_in_vehid_chain' : {'var': 0x41, 'start': 16, 'size': 8}, # One-based, already sane 13:04:48 <planetmaker> or what do you mean? 13:05:45 <planetmaker> 'position_in_consist' : {'var': 0x40, 'start': 0, 'size': 8}, 13:05:45 <planetmaker> 'position_in_consist_from_end' : {'var': 0x40, 'start': 8, 'size': 8}, 13:05:45 <planetmaker> 'num_vehs_in_consist' : {'var': 0x40, 'start': 16, 'size': 8, 'value_function': value_add_constant(1)}, # Zero-based, add 1 to make sane 13:05:48 <planetmaker> for var 0x40 13:06:14 <andythenorth> num_vehs_in_same_refit_chain 13:06:29 <andythenorth> it's an overly detailed realism case for pax cars 13:06:34 <andythenorth> where they have different IDs 13:06:42 <andythenorth> but the first and last pax show different sprites 13:06:51 <planetmaker> ah, you basically suggest a new var... ? 13:06:54 <andythenorth> yes :) 13:07:08 <planetmaker> which targets... hm... refit chain? How does it differ from consist and vehicle? 13:07:15 <planetmaker> vehicle = everything in a train, or? 13:07:24 <planetmaker> *vehicle_chain 13:07:33 <andythenorth> consecutive vehicles with same cargo refit 13:07:33 <planetmaker> consist = ? 13:07:49 <andythenorth> so if the consist has cargos AAAAAABBBBBBB 13:08:09 <andythenorth> one could read the position in, e.g., A 13:08:42 <andythenorth> would be consecutive, so AAAAABBBBBBAAAAA has two refit chains for cargo A 13:08:47 <planetmaker> isn't that then consist... so AAAAAABBBBB = 2 consists, AAAAA and BBBB? I find it all confusing :P 13:09:02 <andythenorth> consist is a contended word :( 13:09:28 <andythenorth> I think frosch will tell me this is too detailed, unnecessary var 13:09:35 <planetmaker> hehe 13:09:43 <andythenorth> I can probably do a near approximation with a huge set of switches 13:11:19 <planetmaker> probably not a bad idea 13:11:38 <planetmaker> what's the use case you envision? 13:11:46 <planetmaker> position-dependent liveries? 13:12:17 <andythenorth> yes 13:12:27 <planetmaker> but... can't you already do that? 13:12:32 <planetmaker> with exactly these vars? 13:12:51 <andythenorth> not without additional work 13:13:01 <andythenorth> I am close, but not quite 13:13:03 <planetmaker> I don't understand 13:13:29 <planetmaker> let me be your rubber duck. Explain :P 13:14:24 * andythenorth pictures 13:15:06 <andythenorth> https://dev.openttdcoop.org/attachments/download/9216/var41_stuff.png 13:15:10 <andythenorth> train 6 works right 13:15:13 <andythenorth> train 11 works right 13:15:40 <andythenorth> train 12 combines vehicles with different IDs, and the 5th and 6th vehicles show 'wrong' sprites 13:15:52 <planetmaker> ok. And 12 doesn't ... and there's the *thing* in the middle 13:15:53 <andythenorth> option 1 is to just ignore that, mostly it won't be noticed 13:16:07 <andythenorth> option 2 is a new var checking cargo 13:16:08 <planetmaker> and the issue is different vehicle IDs there, yes? 13:16:11 <andythenorth> yes 13:16:16 <planetmaker> is it all the same cargo? 13:16:20 <andythenorth> yes 13:16:24 <andythenorth> option 3 is I think I can work around this by checking neighbouring vehicles 13:16:30 <andythenorth> it doesn't have to be perfect 13:16:35 <planetmaker> only difference is vehicle ID of the wagons, all PAX? Hm... 13:16:39 <andythenorth> yup 13:16:57 <andythenorth> but I am 100% sure I can hack around this now, if it has some random/odd cases, it's probably fine 13:17:17 <planetmaker> honestly: I'd ignore this case. It's stupid to have different-length PAX wagons in one train :) 13:17:31 <planetmaker> it's beyond-realism :) 13:17:39 <andythenorth> the var would be a nice neat solution, but is TMWFTLB 13:18:05 <planetmaker> and I'd call it a feature. It is a visual distinction between 2nd class and 1st class wagons 13:18:13 <andythenorth> 'feature' :P 13:18:18 <planetmaker> the line must be drawn clearly. Also visible from the outside at stations 13:18:32 <andythenorth> locked door between the two 13:18:48 <planetmaker> whether the door is locked or not.. that's not visible 13:18:52 <planetmaker> it's just where the loo is 13:21:47 <planetmaker> But really: I consider it a feature. If you want a train with uniform windows in the middle: use the same wagons. If you want sections: use different IDs. 13:21:54 <planetmaker> it gives the player even more choice 13:22:29 <planetmaker> tomorrow I'll reverse my argument ofc ;) 13:22:35 <andythenorth> :P 13:22:51 <andythenorth> means I don't have to devise a spec for a var and a test case \o/ 13:23:28 <andythenorth> so maybe I can work on (1) NRT (2) 16 industries in nml (3) figuring out why sprite stack is broken for articulated vehicles :P 13:23:40 <andythenorth> * 16 cargos at industries 13:23:45 <planetmaker> :) \o/ 13:23:52 *** Flygon has quit IRC 13:24:13 <planetmaker> I wonder whether I'll find some decent time to look at NML, too. I dearly hope so 13:26:20 <andythenorth> my intent is to extend the test cases for industries, and for vehicles using sprite stack 13:28:16 *** virtualrandomnumber has joined #openttd 13:51:55 *** andythenorth has quit IRC 14:03:43 *** Wacko1976 has joined #openttd 14:15:25 *** Lejving has joined #openttd 14:23:00 *** virtualrandomnumber has quit IRC 14:29:33 *** andythenorth has joined #openttd 14:40:48 *** nielsm has joined #openttd 15:03:09 *** Fuco has quit IRC 15:21:19 *** Fuco has joined #openttd 15:27:08 *** Wormnest has joined #openttd 15:47:06 *** sla_ro|master has joined #openttd 15:55:46 *** lugo has joined #openttd 16:01:59 *** Wacko1976 has quit IRC 16:02:25 *** HerzogDeXtEr1 has joined #openttd 16:02:25 *** Wacko1976 has joined #openttd 16:06:54 *** HerzogDeXtEr has quit IRC 16:28:50 *** tokai has joined #openttd 16:28:50 *** ChanServ sets mode: +v tokai 16:35:39 *** tokai|noir has quit IRC 17:03:33 *** Wacko1976 has quit IRC 17:04:33 *** andythenorth has quit IRC 17:18:39 *** chomwitt has joined #openttd 17:18:58 *** chomwitt has joined #openttd 17:39:04 *** lugo has quit IRC 17:46:16 *** lugo has joined #openttd 18:00:02 *** andythenorth has joined #openttd 18:01:09 *** lugo has quit IRC 18:01:26 *** andythenorth has left #openttd 18:01:31 *** andythenorth has joined #openttd 18:01:37 <andythenorth> o/ 18:02:19 *** Gja has joined #openttd 18:04:33 <andythenorth> Horse 84% complete 18:04:36 <andythenorth> I deleted some stuff :P 18:06:46 <planetmaker> hehe 18:07:25 <andythenorth> http://www.railpictures.net/photo/681287/ 18:09:24 <nielsm> with the new transport fever patch officially being the last, what's the chance the new game they announced they're working on is Roller Coaster Fever? ;) 18:12:03 <andythenorth> so nielsm....your nml industry patches? o-O 18:12:31 <nielsm> it's kinda hard patching a piece of software you never used :/ 18:22:08 <Eddi|zuHause> or maybe your advantage is that you're entering it with a clean slate? :p 18:27:20 <andythenorth> I'm sure most of it worked 18:27:48 <andythenorth> my idea is to write a test industry file and add it to the nml repo 18:28:44 <Eddi|zuHause> <andythenorth> train 12 combines vehicles with different IDs, and the 5th and 6th vehicles show 'wrong' sprites <-- i'm fairly sure we can live with that... 18:29:38 <andythenorth> I'm fairly sure I can fix it 18:29:45 <andythenorth> but it seems hardly necessary 18:29:59 <Eddi|zuHause> exactly, i wouldn't bother 18:30:03 <andythenorth> there are 36 trains still to draw :P 18:30:14 <andythenorth> priorities 18:30:24 <planetmaker> @calc 36 / 0.16 18:30:24 <DorpsGek> planetmaker: 225 18:30:32 <planetmaker> many trains in the set :P 18:30:33 <andythenorth> I removed 30 trains today 18:31:03 <andythenorth> so NML, or NRT fix? 18:31:11 <andythenorth> I can't do the NRT stuff without help 18:31:25 <andythenorth> the task is to document the bit use 18:31:26 <Eddi|zuHause> NRT would have more impact i think 18:32:01 <andythenorth> landscape_grid.html needs updating to reflect https://github.com/PeterN/OpenTTD/commit/e4f588d612c533833b836177e1d4c7b49b496ab4#diff-150bb39268d26b6ce2ccd7ad1b73a402 18:32:30 <andythenorth> which (a) isn't done and (b) needs to not conflict with https://github.com/OpenTTD/OpenTTD/pull/6868 18:34:08 <andythenorth> roadtype seems to be 6 bits in m4 18:34:14 <Eddi|zuHause> i don't undestand what the problem is with that 18:34:17 <andythenorth> and tramtype seems to be 6 bits in m8 18:34:58 <Eddi|zuHause> also, you should first update, and then fix the docs 18:35:07 <Eddi|zuHause> then the conflict problem will be solved 18:35:23 <andythenorth> I don't follow 18:35:36 <andythenorth> there might be some missing history 18:36:10 <andythenorth> peter has a branch that merges with master *except* for 6868 which it conflicts with 18:36:27 <andythenorth> there's no way to update without at least resolving that conflict 18:36:51 <andythenorth> "there's no way" => "I can't think of a way" 18:37:04 <Eddi|zuHause> yes, but it's a doc file, just use the trunk version, and then fix the docs. 18:37:17 <andythenorth> ok 18:37:36 <Eddi|zuHause> no need to try to come up with "clever" merging algorithms and whatnot 18:38:31 <andythenorth> so just take master.... 18:38:32 <Eddi|zuHause> you can open the old and new files side by side for comparison to fix it afterwards 18:38:42 <andythenorth> the conflict is quite isolated and obvious 18:39:54 <andythenorth> hmm the merge is non-trivial 18:40:06 <andythenorth> that's annoying 18:40:50 <andythenorth> mergetool is suggesting picking multiple changes from the remote 18:41:03 *** Wolf01 has joined #openttd 18:41:20 <andythenorth> oof all 13 will have to be manually checked 18:41:47 <Eddi|zuHause> it's a html file, how hard can that be? 18:42:16 <andythenorth> other than the html docs, is bit use documented anywhere else? 18:42:24 <planetmaker> "harder than 'git merge'" :) 18:42:40 <planetmaker> andythenorth, yes... in the code. 18:42:51 <andythenorth> I see no way to do this except reading all the map array code 18:43:18 <Eddi|zuHause> *_map.h, landscape.html and landscape_grid.html 18:43:38 <Eddi|zuHause> and possibly some eternally outdated wiki page 18:43:56 <planetmaker> wiki pages were never up2date with landscape.html 18:44:17 <Eddi|zuHause> that's what i said? 18:44:43 <andythenorth> presumably I just search all uses of m1 - m8? 18:44:48 <andythenorth> and then count bits on my fingers? 18:44:50 <planetmaker> mostly :) 18:45:00 <andythenorth> and then finger out what inherits? 18:45:13 <planetmaker> andythenorth, and me1...me? 18:45:16 <Eddi|zuHause> andythenorth: the change in *_map.h is rather self explaining to me? m4 used to be [road][tram] now m4 is [road..].. and m8 is [tram..].. ........ 18:45:40 <andythenorth> yes 18:45:52 <Eddi|zuHause> m4 never seemed to be "inherited" 18:46:00 <andythenorth> so if I just take the changes from master, the previous NRT docs updates are lost 18:46:00 <Eddi|zuHause> so nothing else should be 18:46:14 <andythenorth> but master fixes errors in the road docs 18:46:25 <andythenorth> so what's canonical, without checking everything? 18:46:46 <planetmaker> get the changes NRT makes. And insert them anew in master 18:46:57 <planetmaker> to landscape.html 18:47:06 <Eddi|zuHause> andythenorth: the diff is probably just unwieldy because it's a table, it should be easy to fix by just copy-pasting stuff 18:48:14 *** Wacko1976 has joined #openttd 18:49:52 <andythenorth> I'm concerned about the actual content, not the structure 18:50:04 <andythenorth> if I get this wrong, other people have to fix my mess 18:50:48 <Eddi|zuHause> andythenorth: do you have a link to the 2 files you want to merge? 18:51:18 <Eddi|zuHause> i still don't understand what exactly you have trouble with 18:51:23 <andythenorth> I have a paste of the diff 18:51:23 <Eddi|zuHause> it's just a bunch of X and O 18:51:23 <andythenorth> https://paste.openttdcoop.org/p4bk34jlw/emgits/raw 18:51:30 <andythenorth> but I wonder if we can just do this in GH 18:51:32 <Eddi|zuHause> not the diff, the files 18:51:55 <Eddi|zuHause> like, open it in a browser and look at the tables 18:51:59 <Eddi|zuHause> comparing each entry 18:52:34 <andythenorth> I'm looking in GH 18:53:50 <andythenorth> urgh there's no rendered version 18:53:54 <andythenorth> https://raw.githubusercontent.com/PeterN/OpenTTD/nrt-block-rebased/docs/landscape_grid.html 18:54:23 <andythenorth> https://raw.githubusercontent.com/OpenTTD/OpenTTD/master/docs/landscape_grid.html 18:59:37 <Eddi|zuHause> so, the trunk change just replaced some --inherit-- with 00000000 18:59:51 <Eddi|zuHause> i don't see why you can't just replicate that 19:06:05 <Eddi|zuHause> btw: http://htmlpreview.github.io/?https://github.com/OpenTTD/OpenTTD/blob/master/docs/landscape_grid.html 19:07:47 *** Wolf01 has quit IRC 19:10:39 <Eddi|zuHause> trunk before: http://htmlpreview.github.io/?https://github.com/OpenTTD/OpenTTD/blob/41a620c1a7d51b0f97b243359a67955e6323f735/docs/landscape_grid.html 19:12:10 <Eddi|zuHause> andythenorth: the janjosep commit just says "-inherit-" is meaningless when the bits are free anyway 19:14:16 <Eddi|zuHause> andythenorth: since the bits are now not free anymore, the -inherit- is justified 19:14:58 *** Wolf01 has joined #openttd 19:15:54 <Wolf01> Mmh 19:18:38 <Eddi|zuHause> andythenorth: in the nrt file, the -inherit-s on docks/airport/whatever are probably wrong 19:19:51 <Eddi|zuHause> andythenorth: i'd still lean towards "just use the trunk file, and redo the nrt docs from scratch 19:20:16 <Eddi|zuHause> they don't seem to be in a good/accurate enough state right now to bother with complicated merging 19:21:14 <Wolf01> Wtf keeps disconnecting me from the irc servers 19:27:59 <andythenorth> "just use the trunk file, and redo the nrt docs from scratch" works for me 19:28:10 *** Jamie has joined #openttd 19:28:17 <Jamie> Anyone here? 19:28:50 *** Jamie is now known as Guest613 19:29:07 <LordAro> no 19:29:12 <Guest613> Uh how did I do that? 19:29:19 <Guest613> Anyway, Hi 19:30:24 <LordAro> jamie is a generic enough nick that it's owned by someone else, so you're not allowed to use it 19:30:35 <Guest613> Damn IDK how to use this, I just wanted to see if anyone could help me with making my own vehicles in the NRX or whatever its called 19:33:07 <Guest613> I downloaded a "Famous car" addon and was suprised to not find Takumi Fujiwaras Eight Six so I though about making my own 19:35:01 <Wolf01> Just say toyota AE86 :P 19:35:11 <andythenorth> so how do I complete a rebase? 19:35:12 *** gelignite has joined #openttd 19:35:25 <Wolf01> Nobody knows 19:35:29 <andythenorth> no 19:35:56 <Guest613> Hmm 19:36:01 <andythenorth> can't quit now, while I'm so far ahead 19:36:09 <Guest613> So how did people before make the addons? 19:36:22 <Guest613> also sorry andy, but i have no clue 19:36:25 <andythenorth> I have nearly managed to rebase onto peter's NRT branch, whilst throwing away all the NRT docs 19:36:32 <andythenorth> but Im 19:36:32 <Wolf01> I got a bit depressed with the switch to git, that rebase thing is out of my scope 19:36:38 <andythenorth> but I'm stuck in the rebase 19:37:21 <Wolf01> I still prefer to merge 19:37:36 <andythenorth> oh there are more conflicts :P 19:37:38 <andythenorth> oof 19:37:55 <Guest613> damn 19:37:56 <nielsm> git rebase is really no different from what you were doing with svn when merging upstream changes into your local changes 19:38:03 <nielsm> it's just more structured 19:38:09 <andythenorth> and it means rearranging openttdgui.png and changing the sprite references 19:38:21 <andythenorth> so do I do that whilst in the rebase? 19:38:32 <andythenorth> does it add new commits, or edit existing commits? 19:38:59 *** Guest613 has left #openttd 19:39:07 <andythenorth> seems it would be cleaner to merge master into NRT one fix at a time 19:39:12 <nielsm> rebase makes it look like existing coomits are modified, but it actually creates new commits and "hides" the original ones 19:39:25 <andythenorth> I think I'm just going to create a mess 19:39:28 <andythenorth> that nobody will want to fix 19:39:34 <andythenorth> I think I'll abandon NRT 19:43:35 <andythenorth> let's see how many conflicts there 19:43:36 <andythenorth> are 19:44:44 *** Wacko1976_ has joined #openttd 19:45:17 *** Wacko1976 has quit IRC 19:45:18 <andythenorth> 9 conflicts 19:45:52 <andythenorth> 1 is just vx project files bollocks 19:45:56 <andythenorth> 1 is just translations 19:46:23 <nielsm> the hard part is the conflicts that may not be found in the source text :/ 19:46:30 <andythenorth> 2 are just translations 19:46:45 <andythenorth> 1 is just docs 19:46:49 <andythenorth> so 5 actual conflicts 19:47:15 <andythenorth> for those playing along at home 19:47:29 <andythenorth> we're trying to rebase https://github.com/PeterN/OpenTTD/tree/nrt-block-rebased to current master 19:47:50 <andythenorth> and then update this PR https://github.com/OpenTTD/OpenTTD/pull/6811 19:58:11 *** glx has joined #openttd 19:58:11 *** ChanServ sets mode: +v glx 20:06:51 <Eddi|zuHause> updating the PR seems to be the easiest part 20:10:11 <andythenorth> I just give someone rights to my repo :P 20:10:15 <andythenorth> and they force push :P 20:33:41 *** Wormnest_ has joined #openttd 20:33:42 *** acklen_ has joined #openttd 20:36:42 *** cboyd_ has joined #openttd 20:38:37 *** Wormnest has quit IRC 20:38:37 *** wodencafe has quit IRC 20:38:37 *** quiznilo has quit IRC 20:38:37 *** acklen has quit IRC 20:38:37 *** jinks has quit IRC 20:40:12 *** Wormnest has joined #openttd 20:40:12 *** wodencafe has joined #openttd 20:40:12 *** quiznilo has joined #openttd 20:40:12 *** jinks has joined #openttd 20:40:31 *** Wormnest has quit IRC 20:40:31 *** wodencafe has quit IRC 20:40:34 *** jinks has joined #openttd 21:02:42 *** sla_ro|master has quit IRC 21:16:08 *** nielsm has quit IRC 21:51:44 *** Gja has quit IRC 22:03:41 *** gelignite has quit IRC 22:13:59 *** andythenorth has quit IRC 22:40:14 *** Wacko1976_ has quit IRC 22:40:53 *** Wolf01 has quit IRC 22:42:12 *** Wolf01 has joined #openttd 22:51:51 <orudge> Well, it clearly needs some work, but I've got OpenTTD using DirectWrite to get font glyphs: https://imgur.com/fG34NQU - just need to sort the origins I think... 23:00:12 <LordAro> fOnT rEnDeR 23:02:04 *** Samu has joined #openttd 23:03:07 <Samu> when I get the name of a bridge, AIBridge.GetName(old_bridge) 23:03:27 <Samu> I always end up with the rail version of the name, even though the bridge is road 23:05:13 *** Wolf01 has quit IRC 23:06:28 <LordAro> Samu: they differ? 23:07:49 <Samu> https://imgur.com/Y1BAK2V 23:08:02 <Samu> I only work with roads 23:11:48 <LordAro> ah, i see 23:12:18 <Samu> it's only a naming issue 23:12:23 <Samu> the bridge is actually road 23:16:50 <LordAro> https://github.com/OpenTTD/OpenTTD/blob/master/src/script/api/script_bridge.cpp#L142 yup, hardcodes rail 23:16:58 <LordAro> (the transport_name[0]) 23:17:02 <LordAro> i'd say that's a bug 23:17:24 <LordAro> probably wants some sort of optional boolean parameter adding to that function 23:26:15 *** Flygon has joined #openttd 23:43:51 *** smilesdude98 has joined #openttd 23:45:44 *** smilesdude98 has quit IRC