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00:21:13 *** sla_ro|master has quit IRC 00:27:47 *** nielsm has quit IRC 00:47:40 *** HerzogDeXtEr has quit IRC 01:47:11 *** Wuzzy has joined #openttd 02:59:23 *** supermop_Home has quit IRC 03:49:39 *** Flygon has joined #openttd 03:56:07 *** D-HUND has joined #openttd 03:59:30 *** debdog has quit IRC 04:24:05 *** Wuzzy has quit IRC 06:29:21 *** keikoz has joined #openttd 08:08:46 *** HerzogDeXtEr has joined #openttd 08:09:19 *** Wolf01 has joined #openttd 08:46:21 *** sla_ro|master has joined #openttd 08:54:32 *** nielsm has joined #openttd 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 :/ 09:57:18 *** birdjj has quit IRC 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 10:01:46 *** sla_ro|master has quit IRC 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 10:18:04 *** D-HUND is now known as debdog 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 10:54:38 *** mlt has joined #openttd 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? 12:31:02 *** birdjj has joined #openttd 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 14:55:58 *** WormnestAndroid has quit IRC 15:25:19 *** WormnestAndroid has joined #openttd 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. 16:17:56 *** sla_ro|master has joined #openttd 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 17:29:50 *** HerzogDeXtEr1 has joined #openttd 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 🙂 17:35:32 *** HerzogDeXtEr has quit IRC 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. 17:36:36 *** Wormnest has joined #openttd 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