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Log for #openttd on 11th December 2022:
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09:08:19  <andythenorth> petern: so patch done then? 😛
09:08:41  <petern> 🤷
09:09:20  <andythenorth> I didn't test flags
09:09:26  <andythenorth> I'll put a Horse on the PR though
09:11:27  <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1345499089
09:12:09  <andythenorth> meh github is fussy
09:12:36  <andythenorth> no .tar
09:13:21  <DorpsGek> [OpenTTD/eints] LordAro merged pull request #124: Codechange: More descriptive variable names https://github.com/OpenTTD/eints/pull/124
09:13:54  <andythenorth> petern: oh you got zorged I see
09:18:03  <petern> Hmm, not using any flags?
09:18:19  <andythenorth> going to try now
09:18:30  <andythenorth> I didn't look at the implementation, is there a new prop to add to nml
09:18:32  <andythenorth> ?
09:18:46  <andythenorth> also it snowed
09:20:16  <LordAro> barely even a frost this morning
09:20:55  <petern> I need to work on the reliability then, as nearly everything has the same value
09:26:53  <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on discussion #8446: Vehicle variants [newgrf] https://github.com/OpenTTD/OpenTTD/discussions/8446
09:27:57  <petern> > I think plays should be able to change liveries on exisiting vehicles
09:27:58  <petern> Well
09:28:26  <andythenorth> if I ask enough silly questions, will someone else patch nml 😛
09:28:34  <andythenorth> oh I'd better pull the PR again first
09:30:59  <petern> No snow here, just heavy frost, and a heavy fog.
09:32:01  <andythenorth> seems nml has special_flags and extra_flags so far
09:32:10  <petern> Oh
09:32:11  <andythenorth> and misc_flags
09:32:16  <petern> too many eh?
09:32:22  <andythenorth> and general_flags
09:32:36  <andythenorth> and spec_flags
09:32:40  <andythenorth> and object_flags
09:32:47  <andythenorth> and railtype_flags
09:33:06  <andythenorth> well, flags are nice
09:33:20  <andythenorth> I was hoping for a clue on what to call these props
09:33:27  <andythenorth> but based on the above, I should invent a new term
09:35:15  <petern> I did wonder about just extending the original misc_flags, but that might complicate things.
09:37:01  <petern> Hmm, yeah, old random = lots of variation in reliability.
09:37:07  <andythenorth> if it was my own project, I'd call it misc_flags_2
09:37:09  <andythenorth> 😛
09:37:10  <petern> new random = lots the same, even if not synced.
09:37:14  <andythenorth> but I doubt that will pass review
09:38:49  * andythenorth runs the game for a bit
09:38:56  <andythenorth> curious what exclusive preview does
09:40:46  <andythenorth> ok I call it extra_flags
09:42:12  <andythenorth> hmm nml needs some magic constants assigned
09:54:13  <petern> Hmm, I guess there is not much variance (hah) in the seed going by just engine index :/
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09:59:51  <andythenorth> oops
09:59:51  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1051438157121462334/image.png
09:59:54  <andythenorth> I swore I'd pulled
10:00:34  <petern> But did you build?
10:00:46  <andythenorth> yup
10:00:54  <andythenorth> not sure the pull worked, but eh
10:00:57  <petern> But did you pull?
10:01:15  <andythenorth> git pull -f upstream pull/10220/head
10:01:18  <andythenorth> should have worked
10:01:22  <andythenorth> but that's new to me 😛
10:01:34  <andythenorth> I have rmed the branch and fetched the PR again
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10:03:12  <andythenorth> well I have nerfed all 'new train messages'
10:03:13  <andythenorth> 😛
10:03:14  <andythenorth> oops
10:03:25  <petern> Oh?
10:03:35  <andythenorth> I applied the flag to all vehicles blanket
10:03:44  <andythenorth> just to see if nml compiled
10:03:51  <petern> Ah, yes, that would do it.
10:03:57  <andythenorth> hmm I think there's an issue requesting 'new vehicle' option for wagons
10:04:12  <andythenorth> maybe we need another bit to force it 😛
10:04:52  <petern> New wagons :/
10:06:08  <andythenorth> WagonVariants
10:06:33  <petern> wagons are just engines with no power.
10:07:03  <andythenorth> imagine
10:07:16  <andythenorth> what if engines were wagons with power?
10:07:54  <petern> Almost.
10:08:13  <petern> We'd have to change EngineID to WagonID, and EnginePool to WagonPool... _dynamic_wagons...
10:08:30  <petern> Sounds like a useful bit of bikeshedding
10:08:57  <andythenorth> very
10:09:03  <andythenorth> ok I am running ffwd for news
10:09:19  <andythenorth> I can do variants for HSTs with and without mail?
10:09:24  <andythenorth> or is that subtypes? 😛
10:10:02  <andythenorth> why is ffwd stopping when openttd loses focus?
10:10:11  <andythenorth> I'm using the UI button
10:10:41  <petern> It isn't
10:11:02  <andythenorth> ok news suppression works
10:13:03  <DorpsGek> [OpenTTD/nml] andythenorth updated pull request #272: Feature: support for variant_group action 0 prop for vehicles https://github.com/OpenTTD/nml/pull/272
10:13:48  <andythenorth> ok ready for bikeshedding https://github.com/OpenTTD/nml/pull/272/files#diff-6c432c3d6474800f1eec93b90910e0a39c4d6dece491f5e6d2ab038acb05ebeb
10:14:01  <andythenorth> I didn't overthink the constant names
10:14:03  <andythenorth> blat
10:14:03  <petern> Yeah, why are the flags duplicated for all the types? hehe
10:14:16  <andythenorth> yeah, I wondered, there is precedent below for VEHICLE_
10:14:33  <andythenorth> but might extra_flags go out of sync across types in future?
10:15:07  <petern> Who knows 😄
10:15:37  <andythenorth> happy to consolidate them to one set of constants 😛
10:15:49  <andythenorth> someone else can fix the future in future
10:17:03  <DorpsGek> [OpenTTD/nml] andythenorth updated pull request #272: Feature: support for variant_group action 0 prop for vehicles https://github.com/OpenTTD/nml/pull/272
10:17:39  <andythenorth> constant names are much longer than normal, and still not obvious
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10:32:36  <andythenorth> VEHICLE_FLAG_SYNCHRONISE_VARIANT_EXCLUSIVE_PREVIEW
10:32:41  <andythenorth> there must be a better way 😛
10:33:12  <petern> There's a reddit post about NABS "not working anymore"  huh
10:33:13  <andythenorth> VEHICLE_FLAG_PREVIEW_WITH_GROUP?
10:34:37  <andythenorth> I guess the grf spec tracker will need updated soon 😛
10:34:50  <andythenorth> I wonder who will shotgun merging 10220 😛
10:35:25  <reldred> petern: says who? lol
10:35:29  <reldred> works on my end
10:35:42  <reldred> the current re_nabs version at least
10:35:54  <reldred> should be on bananas
10:37:34  <reldred> oh its just a user being dumb
10:37:56  <petern> Surprise
10:37:58  <andythenorth> is it time to go to Tesco?
10:38:06  <petern> Yes, get me something
10:38:34  <LordAro> ooh, me too please
10:38:34  <andythenorth> I'll bring it over
10:38:47  <reldred> tesco value pizza?
10:39:09  <reldred> actually just get me a choccy milk
10:40:38  <petern> <https://www.reddit.com/r/openttd/comments/zfcm29/compact_2_way_logic_splitter/> lols
10:45:06  <andythenorth> still not doom guy face
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10:54:38  <mlt> i'd love factorio style curcuit logic for openttd
10:57:32  <andythenorth> ok Horse railcars need variants 😛
10:57:42  <andythenorth> currently they have alternative livery via ctrl-click
10:58:47  <andythenorth> oh wait Tesco
10:58:49  <andythenorth> or Coop
10:59:05  <LordAro> which is closer?
10:59:42  <andythenorth> Coop
11:00:07  <LordAro> i choose that one
11:00:37  <petern> Coop is less evil
11:01:06  <andythenorth> hmm those constant names
11:01:37  <andythenorth> `    "VEHICLE_FLAG_DISABLE_NEW_VEHICLE_MESSAGE"           : 0,
11:02:26  <andythenorth> can we TLD variants somehow?
11:02:47  <andythenorth> EVG?
11:02:53  * petern SYNC
11:03:26  <EmperorJake> VEH_FLAG_SYNC_VAR_REL
11:03:34  <DorpsGek> [OpenTTD/nml] andythenorth updated pull request #272: Feature: support for variant_group action 0 prop for vehicles https://github.com/OpenTTD/nml/pull/272
11:04:36  <LordAro> VFSVR for short
11:04:40  <andythenorth> VEH would be shorter, precedent is VEHICLE
11:04:51  <petern> Does it need to be short?
11:05:12  <andythenorth> well
11:05:20  <andythenorth> I like long constant names, they're obvious and don't collide
11:05:26  <andythenorth> I just suspect it won't pass review
11:05:59  <andythenorth> ok I've pushed SYNC
11:06:04  <andythenorth> think the rest are fine?
11:39:00  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1051463107739930674/image.png
11:39:55  <Pruple> v
11:40:40  <andythenorth> ok shops
11:40:48  <andythenorth> PR will be merged by time I get back? 😛
11:40:59  <Pruple> definitely
11:43:49  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1345531359
11:45:40  <petern> TaI is still the best
12:18:59  <andythenorth> Template Attribute Language?
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12:34:32  <petern> Capital i
12:34:44  <petern> Silly Discord font.
12:35:55  <petern> Dock variants?
12:36:09  <petern> Engine classes?
12:36:21  <petern> You could search the class by name (but not search the vehicles in it)
12:36:29  <andythenorth> ctrl-click in depot increments a vehicle counter?
12:36:38  <andythenorth> more objects?
12:36:40  <petern> With a limit?
12:37:28  <petern> Remove variants, replace with ctrl-click
12:37:43  <petern> Add a property to expose how many variants there are.
12:37:53  <petern> Then you can display them in the purchase list.
12:38:18  <petern> Scrapping #10220
12:46:04  <andythenorth> can we support mouse gestures?
12:46:30  <andythenorth> swipe to paint the train?
12:52:2022-12-11T14:22:55  <TallTyler> I do like the option to buy a random variant
14:23:14  <TallTyler> Not sure where in the UI it would go
14:23:33  <TallTyler> Ctrl-click the Buy button? 😛 (only half joking)
14:24:13  <TallTyler> Then similar Horse wagons could be variants of some base class like boxcar
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15:50:05  <andythenorth> was it nap time?
15:51:46  <petern> Nope
15:56:19  <andythenorth> I may need to admit a mistake in that case
16:13:27  <petern> Meh saveload conversion failing, poot.
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16:30:26  <andythenorth> why am I making steam engines that drive backwards?
16:31:26  <Eddi|zuHause> because REALISM!!!
16:31:40  <andythenorth> maybe
16:33:04  <petern> Variants eh?
16:35:07  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1051537626311696494/image.png
16:35:14  <andythenorth> although the smoke is still wrong when running
16:36:03  <andythenorth> did I miss the merge of 10220?  I was napping 😛
16:49:34  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220
16:49:37  <petern> Maybe better o_O
16:50:29  <andythenorth> I do a build
16:51:16  <andythenorth> 78%
16:51:18  <andythenorth> slow
16:53:28  <andythenorth> reliability sync works so far across variants
16:54:13  <petern> Yes it is, the issue was it was very similar for non-synced engines too.
17:00:34  <petern> Maybe we should have apply an extra random seed when executing StartupEngines()
17:00:39  <petern> -have
17:18:59  <andythenorth> hmm
17:19:07  <andythenorth> I should move variant creation to post_init_actions
17:19:09  <andythenorth> cleaner
17:21:57  <petern> Simpler ctrl-click variants?
17:22:19  <andythenorth> 'maybe'
17:22:33  <andythenorth> I like 10220 though
17:22:55  <andythenorth> ctrl-click sucks for auto-replace 😛
17:23:42  <petern> Very
17:25:12  <andythenorth> I think I'm going to remove all ctrl-click Horse liveries, except where it flips 1CC and 2CC for wagons
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17:31:00  <petern> Alternate paint
17:31:27  <petern> Does the paint job change when the wagon reverses?
17:33:22  <petern> That's what ctrl-click does, right? It calls CMD_REVERSE_TRAIN_DIRECTION
17:34:00  <petern> Which then does ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
17:34:13  <andythenorth> yes
17:34:21  <andythenorth> then I read the bit and flip company colour
17:34:25  <andythenorth> or other stupid tricks
17:34:30  <andythenorth> but the stupid tricks can be deleted
17:35:25  <petern> Ah, that's different from VRF_REVERSING 🙂
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17:35:46  <andythenorth> oh wait, which one is the one that counts reversing of whole consist?
17:35:49  * andythenorth has to look now :P
17:36:01  <petern> Okay so why can one not toggle VRF_REVERSE_DIRECTION on an articulated engine...
17:36:31  <petern> VRF_REVERSING is the whole consist, yes.
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17:36:43  <andythenorth> I think it's 0xC8 I'm reading probably
17:37:01  <petern> Same variable, different bit.
17:37:23  <andythenorth> the train reversed one is 0xFE
17:38:55  <andythenorth> Eddi has explained to me at least twice why we can't reverse articulated engines
17:39:00  <andythenorth> but I forget
17:40:08  <petern> Oh right, 48 is spr

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