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00:00:33 <sim-al2> Possibly, also, the ICC had some interesting rules about common carrier services 00:03:48 <drac_boy> also ICC got involved in the "interurban" wording .. as I recall there was one railroad that asked a merger plan to be processed under interurban laws but later ICC came back saying that as they had diesel locomotives nope they must use steam road merger rules .. and on cue the merger was denied under strong opposition from a would-had-been-parallel railroad 00:04:15 <drac_boy> apparently interurbans had much less regulations for a merger 00:06:38 <drac_boy> mind you there is one other side of the ICC ... Southern Pacific's long fight with them for these super-sized (back then, now they probably look small? heh) freight wagons with equally lower tonnage prices to match 00:07:35 <Eddi|zuHause> why is there a guy walking on the rails into the oncoming train at that photo? 00:08:54 <drac_boy> tbh I think the F40PH may be simply parked 'hot' (although its headlight maybe shouldn't had been left staying on compared to that amtrak F unit) 00:09:10 <drac_boy> it seem like only the alco/F pair are actually moving at all 00:09:53 <Eddi|zuHause> you mean the engine with the smilie face on the right? 00:09:54 <drac_boy> yep I see an arm in the alco cab window .. and looks like a bit of hot exhaust smoke too 00:10:17 <drac_boy> yeah that smile face .. its roadnumber lights are on but the headlight are off tho 00:10:19 <sim-al2> The switch is lined for the local, I suppose the guy is going to line the other switch closer to the Amtrak train 00:10:49 <drac_boy> sim...ah does look like a manual switch, maybe 00:11:06 <Eddi|zuHause> for the shunting unit on the left to cross? 00:11:11 <sim-al2> Alternatively, he's going to set that switch so that the Amtrak can pass through 00:11:29 <drac_boy> little footnote: theres probably a conductor waiting to do something (in the very lower-left corner) 00:11:45 <drac_boy> not sure, no blue hat or anything 00:11:58 <drac_boy> navy hat* 00:12:36 <Eddi|zuHause> i find the engine shed funny where they cut the rails leading into it 00:14:04 <drac_boy> heres another chicago photo. and I never could quite get why conrail kept a lot of SW1's around (the original ones yeah!) http://www.railpixs.com/conrail/AMT365_363_Conrail8429_atChicago_June82.jpg 00:14:23 <sim-al2> I'd guess cheap and reliable 00:14:26 <Eddi|zuHause> on the whole, this yard seems to have a long downward slope ahead of it 00:14:54 <sim-al2> Chicago is pretty flat 00:14:58 <drac_boy> well the SW1200 and 1500 were sold in a large number and still used the similar powerplants to the geeps 00:15:08 <Eddi|zuHause> i meant in time, not in geography :p 00:16:04 <Eddi|zuHause> the shady weather is probably not helping the look either :p 00:16:53 <drac_boy> pretty flat? you're going to want to try a different railroad :p .. I recall one that had a super-flat super-straight line but of course they were besieged with occassional but huge pileups due to hot bearings (because a very straight line makes it hard to look back on train) 00:17:01 <drac_boy> can't recall the railroad's name now sorry 00:19:11 <sim-al2> The railyard seems to have become Metra's main yard: https://www.google.com/maps/place/41%C2%B051'54.0%22N+87%C2%B038'16.8%22W/@41.8646716,-87.6369369,874m/data=!3m1!1e3!4m2!3m1!1s0x0:0x0?hl=en 00:20:44 <drac_boy> for grades you probably can't beat this tho as it suddenly went from level to almost 5% instantly but at least it wasn't for a long distance ... http://www.american-rails.com/images/NSDoubleSalD.jpg 00:21:00 <sim-al2> Turns out the RTA F40PHs arrived in time for pulling some of the heavyweights: http://www.railpictures.net/viewphoto.php?id=303145&nseq=7 00:21:35 <drac_boy> used to be (as an editor quoted) that downhill on a two-coach train a passenger standing on the rear vestibule would find his shoes higher than the horns on the leading F unit! 00:24:27 <Eddi|zuHause> sounds like a TTD slope :p 00:25:09 <drac_boy> and of course steep grades means this can happen, thankgod for runaway tracks http://www.polkcounty.org/saludagrade/trains_mag/engine-5.jpg 00:25:31 <drac_boy> (yep a heavy train so it buried itself hard.... :-s ) 00:33:46 *** CompuDesktop [~Compu@2604:6000:120a:806e:54a3:95da:7df1:1c6a] has joined #openttd 00:36:36 <supermop> https://dev.openttdcoop.org/attachments/download/7736/kumatan.png 00:37:39 *** Compu is now known as Guest53 00:37:39 *** CompuDesktop is now known as Compu 00:37:41 <sim-al2> Very nice 00:39:18 *** Guest53 [~Compu@2604:6000:120a:a003:6119:9d2c:651:43b3] has quit [Ping timeout: 480 seconds] 00:40:04 <drac_boy> supermop that looks like a typical hydraulic-or-electric 3 axle shunter? 00:49:31 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Read error: Connection reset by peer] 00:57:52 <drac_boy> ah sim no clue how to find a photo but there were always these few rather odd locomotives during the early mergers-happy years. nothing like finding a single diesel with a mix of different panels and everything (csx cab, up engine door, southern roof, etc? probably already been done!) 01:06:45 <drac_boy> anyway sorry if you wanted say something later but I'm going sleep soon now so bye :) 01:06:46 <Eddi|zuHause> have i mentioned already that sometimes i do not understand a single word you say? 01:06:51 *** drac_boy [~oftc-webi@modemcable027.125-163-184.mc.videotron.ca] has left #openttd [] 01:06:58 <Eddi|zuHause> dangit 01:09:01 *** Cybertinus [~Cybertinu@cybertinus.customer.cloud.nl] has quit [Ping timeout: 480 seconds] 01:09:58 *** gelignite [~gelignite@x4db6a312.dyn.telefonica.de] has quit [Quit: http://bit.ly/1kso8Ta] 01:10:25 *** Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has quit [Quit: Page closed] 01:14:44 <sim-al2> Eddi, I assume he means like a colorful version of this: http://www.trainweb.org/csxphotos/photos/unusual/5771m.jpg 01:15:35 <sim-al2> The top line should read "Seaboard" 01:16:17 <Eddi|zuHause> copy-paste error :p 01:17:22 <sim-al2> Or this, railroad name is just "CSX": http://www.trainweb.org/csxphotos/photos/unusual/0136m.jpg 01:38:37 *** AdmiralKew [~pcc31@49.147.179.244] has joined #openttd 01:39:42 *** AdmiralKew [~pcc31@49.147.179.244] has quit [] 02:05:47 <Wolf01> 'night 02:05:49 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 03:15:21 *** liq3 is now known as Guest65 03:15:21 *** liq4 [~liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has joined #openttd 03:15:21 *** liq4 is now known as liq3 03:17:33 *** Ketsuban [~ketsuban@2a02:c7d:a34a:9000:f1e6:dc79:fd23:d389] has joined #openttd 03:19:19 *** Guest65 [liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has quit [Ping timeout: 480 seconds] 03:19:30 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 04:12:14 *** supermop [~supermop@pool-100-37-203-161.nycmny.fios.verizon.net] has quit [Ping timeout: 480 seconds] 04:32:35 *** MonkeyDrone [~Monkey@84.255.131.63] has joined #openttd 05:16:41 *** _johannes [~johannes@port-92-203-225-175.dynamic.qsc.de] has joined #openttd 05:17:10 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has quit [Quit: Snail] 05:20:31 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 05:20:34 *** mode/#openttd [+o Alberth] by ChanServ 05:25:27 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has joined #openttd 05:40:19 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has quit [Quit: Snail] 05:41:57 *** HerzogDeXtEr1 [~farci@i59F6D857.versanet.de] has quit [Read error: Connection reset by peer] 06:02:26 *** _johannes [~johannes@port-92-203-225-175.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 06:05:08 *** Progman [~progman@p57A19801.dip0.t-ipconnect.de] has joined #openttd 06:11:22 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 06:14:50 <andythenorth> o/ 06:34:06 <Alberth> moin 06:48:50 <Alberth> do you know how you find a git revision that added a line matching a pattern? I have lost a new file, it's in the git repo, but I don't know exactly where, and I only have part of the line that it should contain 06:49:09 <Alberth> I can also guess a filename 06:49:15 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Quit: Valete omnes] 06:51:11 <andythenorth> I donât :( 06:51:17 <andythenorth> Iâm sure it can be done 06:53:40 <Alberth> pro-git book doesn't seem to have a discussion about it 06:58:01 <andythenorth> Alberth: ? http://stackoverflow.com/a/1340245 06:58:52 <Alberth> looks useful, thanks 06:59:40 <andythenorth> Iâm assuming you need to dig out specific string from [all diffs] 07:04:34 <Alberth> that would be fine, the file is obviously not used much yet :p 07:07:46 <andythenorth> if I knew roughly when I committed it, I might be tempted to just step through commits using bitbucket interface or similar ;) 07:09:01 <Alberth> git log --all  -G<pattern> did the trick 07:09:14 <Alberth> --all means search all branches 07:10:33 *** efess [~Efess@c-24-61-64-170.hsd1.ct.comcast.net] has quit [Ping timeout: 480 seconds] 07:19:13 <Alberth> fyi --branches may be better for local branches :) 07:25:40 <andythenorth> git fu 07:26:07 <Alberth> haha, GarryG is such fun, boldly just breaking all rules, and making new additions no-one ever did :) 07:26:57 <andythenorth> yup 07:34:13 <peter1138> Who? 07:38:08 <Alberth> http://www.tt-forums.net/viewtopic.php?f=26&t=74510 07:38:22 <Alberth> and two other projects iirc 07:56:09 <peter1138> breaking all rules? 07:56:11 <peter1138> hmm 07:57:45 * andythenorth wonders about newgrf industry farm fields 07:57:47 <andythenorth> again 08:07:24 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has joined #openttd 08:10:26 *** Hiddenfunstuff [~Geth@y32.ip1.anvianet.fi] has joined #openttd 08:15:52 *** Cybertinus [~Cybertinu@cybertinus.customer.cloud.nl] has joined #openttd 08:19:02 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has joined #openttd 08:19:19 *** sla_ro|master [slamaster@89.136.141.100] has joined #openttd 08:53:20 <andythenorth> Alberth: do you remember how I was going to do RoadTypes? All state was in my head, that was a long week ago :P 08:54:39 * andythenorth believes the best route was to use m4 for subtype 08:54:50 <andythenorth> and drop the current type bits, in favour of returning ROADTYPES_INVALID_TRAM / ROADTYPES_INVALID_ROAD where needed 08:55:54 <Alberth> /me tries to interpret that message 08:56:43 <andythenorth> sorry 08:57:00 <Alberth> yes, I remember, and I even wondered about it today 08:57:36 <andythenorth> wondered if Iâd done it, or wondered if thereâs a better way? o_O 08:57:42 <Alberth> but I have some problems connecting m4 with source code modifications 08:58:07 <Alberth> wondered how far it was, mostly 08:58:18 <andythenorth> state fell out of my head :D 08:58:22 <andythenorth> didnât touch it 08:58:27 <Alberth> oops :( 08:59:08 <Alberth> so what is the new idea about road types? 08:59:09 <andythenorth> application programming is so much harder than just compilling stuff :P 08:59:31 <andythenorth> I will write a spec first I think, implementation and spec are getting blurred too much 08:59:37 <Alberth> yep, you have to invent the right solution out of the blue 09:00:15 * andythenorth always finds decoupling implementation and spec weird 09:00:27 <andythenorth> there are implementation facts to address, like which bits are free in map 09:01:00 <Alberth> implementation is also a spec, but with a lot of details 09:01:16 <Alberth> so usually it's better to first write a spec at a higher level 09:01:49 <Alberth> leaving out all the details until you're reasonably sure that it will do what you want 09:02:16 <Alberth> and then fill in the details without having to worry about the overall structure 09:02:34 <Alberth> ie it's 09:03:00 <Alberth> ie it's a continuum from single thought to realization 09:03:11 *** Wolf01 [~wolf01@host11-55-dynamic.182-80-r.retail.telecomitalia.it] has joined #openttd 09:03:15 <Alberth> o/ 09:03:26 <Wolf01> o/ 09:03:40 *** frosch123 [~frosch@00013ce7.user.oftc.net] has joined #openttd 09:04:00 <Wolf01> quak 09:04:15 <frosch123> hoi 09:04:22 <Alberth> hi hi 09:04:48 *** efess [~Efess@c-24-61-64-170.hsd1.ct.comcast.net] has joined #openttd 09:06:23 <Wolf01> http://img-9gag-fun.9cache.com/photo/arKdKqV_460s_v1.jpg me this night... 09:08:11 <Alberth> good evening then :) 09:09:57 <andythenorth> frosch123: o/ 09:10:08 <andythenorth> your proposal to split road / tram in the global toolbar 09:10:20 <andythenorth> thatâs incidental to NotRoadTypes, but I think it helps it make sense 09:10:31 <andythenorth> would you put that at start or end of spec? 09:11:10 *** Clockworker_ [Clockworke@200-102-65-33.paemt701.dsl.brasiltelecom.net.br] has joined #openttd 09:11:57 <Alberth> near the end imho, as it's just the shape of things that you need in the realization 09:12:51 <Alberth> ie there are a zillion ways to split them, and it doesn't really matter how 09:13:01 <andythenorth> ta 09:13:01 <Alberth> at least at the start :) 09:13:04 <frosch123> andythenorth: both :) 09:13:26 <frosch123> the first thing is that "road" and "tram" shall be independent like "road" and "rail" 09:13:47 <frosch123> they can coexist on the same tile in some cases, but do not influence each other 09:13:57 <andythenorth> agreed 09:14:54 <frosch123> in particular, that building tram does not alter/upgrade the roadtype on the tile etc 09:15:41 <andythenorth> yup 09:15:42 <frosch123> basically: at some point you would likely want to specify how the gameplay actions are affected 09:18:34 *** Clockworker [~Clockwork@200-102-65-33.paemt701.dsl.brasiltelecom.net.br] has quit [Ping timeout: 480 seconds] 09:23:49 <Wolf01> I'm trying to figure out what would be the implications of moving the tram away of roadtypes, but I read "gameplay affections" so I think I'm not ready to think this morning 09:30:52 <frosch123> it means that a vehicle cannot be both roadvehicle and tram 09:31:08 <frosch123> and that building electrified tram on a road does not enable trolley busses 09:35:11 *** Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has joined #openttd 09:35:21 <Samu> hi 09:39:44 <Wolf01> makes sense 09:39:50 <Wolf01> hi 09:46:43 *** JacobD88 [~Thunderbi@cpc80661-stap13-2-0-cust817.12-2.cable.virginm.net] has joined #openttd 09:48:57 <andythenorth> draft https://paste.openttdcoop.org/pjhqhkese/ygl147/raw 09:49:07 <andythenorth> frosch123 ? ^ 09:50:38 <andythenorth> needs more clarity 09:51:03 <andythenorth> concept is clear, words not precise yet 09:59:57 <andythenorth> it would help clarity greatly to remove all existing use of âRoadTypeâ and have instead âRoadTypeâ and âTramTypeâ but there are problems with that 10:01:14 <Samu> uhm.... 10:01:41 <Alberth> maybe differentiate between train rails and tram rail? 10:02:10 <Alberth> s/light rail/tram/ ? 10:03:08 <Alberth> 1st line of subtypes is relevant, other lines are not. Move to end or discard? 10:03:19 <Samu> let me read :o 10:04:04 <Alberth> mybe add a "newgrf author considerations" :) 10:04:57 <Alberth> addition there: "user should be able to see whether catenary exists for road, tram, or both 10:10:03 <Samu> so trams are special roads 10:10:31 <andythenorth> currently 10:10:39 <andythenorth> some parts of the code have concept of âmodeâ 10:10:52 <andythenorth> where mode is rail / road / water etc 10:11:20 * andythenorth wonders if tram can be treated as a first class mode, for terminology purposes 10:11:40 <andythenorth> half the challenge here is the terms are blurred becuase tram is just a roadtype 10:11:55 <andythenorth> but itâs a roadtype with numerous special cases :P 10:15:19 <Samu> NotRoadType needs a better name, :o 10:20:23 <Samu> NotRoadType { road, tram, subtype3, subtype4, subtype5, etc... up to 15? } 10:21:00 <Samu> so roads are nested stuff? 10:22:16 <Samu> oh wait, im wrong 10:22:22 <andythenorth> read it 10 times 10:22:27 <andythenorth> then decide if roads are nested or not 10:22:38 <andythenorth> then read it again and change your mind 10:24:08 <andythenorth> Tram _should_ be a first class transport mode 10:24:20 <andythenorth> whether the implementation can be made to support that without too much work is another question 10:24:43 <Samu> names are confusing me a bit 10:24:56 *** JacobD88 [~Thunderbi@cpc80661-stap13-2-0-cust817.12-2.cable.virginm.net] has quit [Quit: JacobD88] 10:25:15 <andythenorth> whatâs confusing about RoadTypeRoad? o_O 10:25:43 <andythenorth> so you have Road on a tile, and the Road has a RoadType, and the RoadType can be RoadTypeRoad or RoadTypeTram 10:25:53 <andythenorth> so Road is Road, except when itâs Tram 10:26:22 <andythenorth> otoh, at least someone implemented it :) 10:26:32 *** gelignite [~gelignite@x4e318694.dyn.telefonica.de] has joined #openttd 10:28:26 <Samu> TrackTypeRoad 10:28:30 <Samu> TrackTypeTram 10:28:44 <Samu> TrackTypeRail 10:28:51 <Samu> TrackTypeWater 10:30:21 <Samu> and i don't even know if aircraft have their own tracks 10:31:22 <Samu> if you want to make road and tram completely unrelated with each other, better not have Road in the name, imo 10:31:38 <frosch123> ⢠vehicle routing and movement per âroadâ and âtramâ are independent <- that is likely not correct 10:31:56 <frosch123> they won't drive through each other, and may still consider occupancy of roadstops in pathfinder costs 10:33:34 <frosch123> âtramâ is always drawn above âroadâ; authors need to be aware of this when drawing sprites, no mechanism will be provided to vary this <- i guess there are three layers: road, tram, road/tram catenary 10:34:34 <frosch123> drawing of city roads, bridges, tunnels, and similar will follow existing behaviour <- what existing behaviour? 10:34:51 <frosch123> do you mean like railtypes? 10:34:53 <frosch123> with overlays 10:38:18 <andythenorth> wavey hands 10:38:50 <andythenorth> I donât know how the current implementation works for that 10:38:51 *** zeknurn [~sup@hd9483bd7.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 10:39:22 <andythenorth> currently Iâve only tried making bridges etc support different subtype 10:39:34 <andythenorth> didnât touch drawing except for catenary, which is trivial 10:41:59 <Samu> ok i better shut up, i have no idea what i'm talking about, sorry 10:44:06 *** Defaultti [defaultti@lakka.kapsi.fi] has quit [Quit: Quitting.] 10:45:31 *** Defaultti [defaultti@lakka.kapsi.fi] has joined #openttd 10:45:55 <frosch123> so, how do hg bookmarks work? 10:46:12 * frosch123 googles 10:51:22 <andythenorth> Samu: no your points are quite fair I think 10:51:29 <andythenorth> âbetter not have Road in the nameâ especially 10:52:09 <andythenorth> but there are so many places that is used, e.g. pathfinding etc, I canât see how it could be sensibly changed 10:53:08 <Alberth> sed -e 's/Road/BlackTile/g' -i src/{*,*/*,*/*/*} or so ? 10:53:50 <Alberth> :) 10:54:14 <andythenorth> ha 10:54:19 <andythenorth> well that might work :P 10:54:45 <frosch123> i like lightrail 10:54:56 <frosch123> we just need a specialsed term for road that does not include tram/lightrail 10:55:03 <frosch123> rubbertrack or so 10:55:08 <frosch123> :p 10:55:52 <andythenorth> unguided :P 10:55:54 <frosch123> RailType, RubberType, TramType, WaterClass 10:56:13 <frosch123> negations are complicated 10:56:23 <andythenorth> arenât they just 10:56:42 <frosch123> sounds like something pikka would say 10:56:50 <andythenorth> for reasons also 10:57:56 <andythenorth> wikipedia seems to distinguish âwheeledâ and ârailedâ 10:58:06 <andythenorth> on the basis of how the force is transmitted to the ground 10:58:34 <andythenorth> ha thereâs an ISO :) 10:58:38 <andythenorth> http://www.iso.org/iso/catalogue_detail.htm?csnumber=9389 10:59:28 <Alberth> CarType ? 10:59:54 <Samu> Track is bad name? 11:00:10 <Alberth> confuses train with tram 11:00:19 <Samu> Foundation? 11:00:29 <frosch123> CarType could work :) 11:00:36 <frosch123> sounds weird, but is unique 11:00:50 <andythenorth> TruckAndBusType 11:00:54 <andythenorth> :P 11:00:57 <Alberth> maybe WaterClass is weird :p 11:01:04 <andythenorth> lots of things are weird :D 11:01:10 <Alberth> \o/ 11:01:14 <andythenorth> weird is fine, confusing and ambiguous is not :) 11:01:54 <Samu> WaterClass, i'm a bit familiar with this term 11:02:26 <Samu> GroundClass? 11:02:44 <frosch123> we already have groundvehicles 11:02:56 <frosch123> which include also rail 11:03:17 <frosch123> CarType is good 11:03:27 <Samu> oki 11:03:45 <frosch123> ottd is en_GB, trains have wagons 11:04:21 <frosch123> RailType, CarType, TramType, WaterClass 11:04:23 <Alberth> SilverSurferzz has cars :) 11:04:29 <frosch123> (LightRail is too complicated after all) 11:04:37 <frosch123> Alberth: and lots of them 11:04:42 <frosch123> like one per day 11:04:59 <Alberth> just like his strings :) 11:05:18 <frosch123> yup :) silversurfer is basically the definition of a squirrel 11:05:58 *** liq3 [~liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has quit [] 11:07:21 <Samu> RoadOrTramType? 11:07:23 <Samu> lol 11:07:24 <Samu> sorry 11:07:37 <andythenorth> CarType is weird to me, but itâs bikeshedding :P 11:07:43 <andythenorth> as long as itâs unique, I donât care 11:08:13 <Samu> FoundationType? 11:08:34 <frosch123> foundations are the walls, when you make a sloped tile flat 11:09:16 <Samu> I can see how easy it is to relate it to RoadType 11:09:24 <andythenorth> TurnpikeType 11:09:26 <Samu> yeah, complicated task just for a name 11:09:26 <andythenorth> HighwayType 11:09:29 <andythenorth> StreetType 11:09:38 <andythenorth> AutomobileType :P 11:09:45 <andythenorth> CarType is fine 11:10:10 <frosch123> StreetType is also nice 11:10:42 <andythenorth> use that? 11:10:49 <andythenorth> itâs replaceable later anyway 11:11:06 <frosch123> reminds me of sydney. every town district has a victory road, a victory avenue, a victory lane and a victoria street 11:11:16 <Samu> TerrestrialTransportType 11:11:24 <Samu> nah... 11:11:30 <Alberth> streettype is more generic imho 11:11:42 <frosch123> s/victory/victoria" 11:12:08 <Samu> LandType 11:12:11 <Samu> hmm :( 11:12:23 <frosch123> i prefer streettype because it refers more to the track than to the vehicles 11:12:45 <andythenorth> yup 11:12:48 <andythenorth> wfm 11:12:48 <frosch123> like RailType instead of TrainType, WaterClass instead of ShipClass 11:13:05 <frosch123> just TramType is easier :p 11:13:08 <andythenorth> yup 11:13:26 <andythenorth> LightRailType produces unwanted results if searching for RailType :P 11:13:33 * andythenorth is lazy about searching 11:17:52 * andythenorth rewrites spec, per StreetType and TramType 11:21:18 <Alberth> SteelWheelType :p 11:21:54 <andythenorth> nicely played 11:30:46 <andythenorth> improved https://paste.openttdcoop.org/pf4sixzxy/6mnitx/raw 11:34:27 <Samu> Alberth: if you have time for me 11:34:54 <Samu> The GS slot is following different rules to those of AI slots 11:35:14 <Samu> the red/green rules for the GS slot are.... confusing 11:35:44 <Alberth> yes, that's what I was trying to tell you yesterday 11:36:00 <Alberth> you're confusing configuration and game play 11:36:09 <Flygon> Nah, it's simple. You get four code slots per cartridge. You just have to plug in enough Gamesharks until your Mega Drive can't supply enough 5v current. 11:36:09 <Flygon> :3 11:36:13 <Alberth> or rather, mixing them 11:36:39 <Samu> I've just uploaded a new version, v5, cus i spotted a bug, don't know you noticed it 11:37:04 *** degasus [~markus@markus.members.selfnet.de] has left #openttd [] 11:37:23 <Samu> and also implemented the coloring for the GS slot. The GS slot "Configure" button can be clicked through that window 11:37:36 <Samu> that was something already possible before 11:38:34 *** MonkeyDrone [~Monkey@84.255.131.63] has quit [Read error: Connection reset by peer] 11:40:46 <Alberth> I mostly got highly confused by all the unrelated max company changes 11:43:19 <Samu> this? -> "b) While in the main menu, all 15 slots are configurable, regardless of the current value of Maximum no. competitors. This means they're all highlighted in orange text."? 11:43:53 <Samu> i wanted to add some flexibility to this window 11:44:16 <Alberth> so the aim is just to have 15 competitors and colours? 11:44:22 * andythenorth needs a NotRoadTypes repo 11:44:35 <andythenorth> github? or hg and devzone? 11:44:52 <Alberth> BusTruckTramTypes :p 11:45:25 <Samu> the aim is to let you configure the 15 slots, without locking them out if you have set a max no competitors to a value less than 15 11:45:34 <Alberth> how does devzone work with temporary repos? 11:45:41 <andythenorth> dunno 11:45:46 <Alberth> I usually just make a repo at my local file system 11:45:52 <Samu> but a running game will still obey to the max_no_competitors value 11:46:03 <andythenorth> you are very trusting of your backups :) 11:46:23 <Samu> it's merely lets you configure those slots instead of locking them 11:46:32 <Alberth> nah, I don't mind much if they disappear :p 11:46:59 <andythenorth> $someone should make an annoying recursive name for NotRoadTypes 11:47:23 <Alberth> NRT is not road types ? 11:47:39 <Alberth> pretty trivial :p 11:47:41 <andythenorth> :) 11:48:34 <Samu> it* merely 11:48:36 <Samu> typo 11:49:15 <Alberth> you want to configure AIs that can never be used? 11:50:08 <Samu> they could still be used, the max_no_competitor value is still changeable during a game 11:50:18 <Samu> but yes 11:53:48 <andythenorth> bbl 11:53:48 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 12:25:14 <Samu> Hey, I had an idea for the name 12:25:21 <Samu> WayType 12:26:02 <Samu> tramway, roadway, railway 12:28:59 *** gelignite [~gelignite@x4e318694.dyn.telefonica.de] has quit [Quit: http://bit.ly/1kso8Ta] 12:31:26 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 12:39:54 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Ping timeout: 480 seconds] 12:42:49 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has quit [Quit: Nettalk6 - www.ntalk.de] 12:44:12 <Samu> i should universalize the behaviour of AI slots + GS slot 12:44:33 <Samu> they behave differently for some of the common things 12:45:38 <Samu> even in the original code 12:49:14 <Samu> a GS slot is always editable 12:49:34 <Samu> an AI slot is never editable once it starts, in the original code 12:50:06 <Samu> GS slot script can't restart 12:50:12 <Samu> AI slot script can restart 12:53:14 <Samu> GS script can't be altered during a game 12:53:52 <Samu> AI script can be altered during a game if it has not started yet, in the original code 12:54:38 *** zeknurn [~sup@hd9483bd7.seveveb.dyn.perspektivbredband.net] has joined #openttd 12:55:13 <Samu> AI script can be altered during a game if it has started and died, in my code 12:56:06 <Samu> AI script can't be altered during a game if it has started and isn't dead, in my code 12:58:23 <Samu> GS parameters can be altered during a game, slot is editable 12:59:11 <Samu> AI parameters can't be altered during a game if it has started and isn't dead, slot is not editable, in my code :( must make it editable 12:59:34 <frosch123> Samu: http://noai.openttd.org/api/trunk/classAIInfo.html#5c8349ebc14ec2c4b63187780c33f5b9 <- add CONFIG_INGAME to your list 13:17:43 *** supermop [~supermop@pool-100-37-203-161.nycmny.fios.verizon.net] has joined #openttd 13:17:56 <supermop> yo 13:22:05 *** HerzogDeXtEr [~farci@i59F6D857.versanet.de] has joined #openttd 13:24:36 <Alberth> hi hi 13:24:58 <supermop> hows it going Alberth 13:26:34 <Alberth> quite alright 13:34:48 *** MonkeyDrone [~Monkey@84.255.131.63] has joined #openttd 13:35:16 <Samu> add CONFIG_INGAME to my list. I don't know where to look 13:40:42 <Samu> there are two ways to access the script Parameter windows: via AI/GS Debug window and via AI/GS Config window 13:41:34 <Alberth> script/script_config.hpp 13:41:34 <Alberth> 27:     SCRIPTCONFIG_INGAME    = 0x4, ///< This setting can be changed while the Script is running. 13:41:54 <Alberth> so there is a bit whether you can edit the script, apparently 13:42:38 <Alberth> or rather, change the parameter while it is running 13:43:00 *** gelignite [~gelignite@x4e318694.dyn.telefonica.de] has joined #openttd 13:45:02 <Samu> it is the AI/GS Config window that is locking the slot 13:45:38 <Samu> im geting confused 13:46:46 <Samu> i think the issue is solvable in the ai_gui.cpp 13:47:02 <Samu> don't have to edit the other files 13:47:23 <Samu> or i'm not sure what you're telling me 13:48:19 <Alberth> just telling you what that SCRIPTCONFIG_INGAME means 13:48:37 <Alberth> as you said "I don't know where to look" 14:01:04 <Samu> virtual void OnInvalidateData(int data = 0, bool gui_scope = true) 14:01:09 <Samu> must be here 14:01:27 <Samu> have to think 14:01:32 <Samu> it's hard to think 14:15:03 <Samu> IsEditable is so misleading 14:15:26 <Samu> IsSlotSelectable would be better 14:15:31 <Samu> lel 14:18:34 *** MonkeyDrone2 [~Monkey@94.76.40.193] has joined #openttd 14:25:54 *** MonkeyDrone [~Monkey@84.255.131.63] has quit [Ping timeout: 480 seconds] 14:49:42 *** sim-al2 is now known as Guest108 14:49:44 *** sim-al2 [~sim-al2@108-221-157-231.lightspeed.mmphtn.sbcglobal.net] has joined #openttd 14:53:09 *** Guest108 [~sim-al2@108-221-157-231.lightspeed.mmphtn.sbcglobal.net] has quit [Ping timeout: 480 seconds] 15:02:53 <Samu> is it possible to simplify this code? 15:02:55 <Samu> this->SetWidgetDisabledState(WID_AIC_CHANGE, ((this->selected_slot == OWNER_DEITY && _game_mode == GM_NORMAL) || this->selected_slot == INVALID_COMPANY) || (this->selected_slot <= MAX_COMPANIES && _game_mode == GM_NORMAL && Company::IsValidAiID(this->selected_slot) && !Company::Get(this->selected_slot)->ai_instance->IsDead())); 15:03:09 <Samu> for readability 15:05:19 <Samu> https://paste.openttdcoop.org/pytpi3bkw 15:05:24 <Samu> it's 1 big line :( 15:07:56 <Samu> and as you can see, I am letting green slots to be selectable 15:08:10 <Samu> but disabling the Select AI button 15:08:38 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 15:09:31 <Samu> to have similar funcionality as the GS slot 15:09:31 <Alberth> the final line is this->SetWidgetDisabledState(WID_AIC_CHANGE, disabled); 15:09:47 <Alberth> above it, bool disabled = .... 15:10:07 <Alberth> the latter gives you room to assign separate parts to the boolean 15:10:35 <Samu> yes, that's the intended goal, disable "Select AI" for the selected green slot 15:11:21 <Samu> I am once again allowing green slots to be selectable, aka IsEditable 15:11:38 <Samu> just not leting it to change to another AI 15:12:03 <Samu> but the line is huge! 15:12:28 <Alberth> I just explained how you can break it in small pieces? 15:12:50 <Samu> hmm, let me read again 15:12:57 <LordAro> https://paste.openttdcoop.org/pqsukrgvs is what i'd do 15:13:03 <LordAro> assuming i'm reading it right 15:13:07 <Alberth> hi hi LordAro 15:13:12 <LordAro> o/ Alberth 15:13:18 <LordAro> just passing through :) 15:13:26 <Alberth> yw :) 15:14:02 <LordAro> the condition(s) themselves don't appear to be able to be simplified though 15:14:45 <Samu> deity is the GS 15:14:55 <Samu> thx aro 15:15:15 <Samu> there's also INVALID_COMPANY, when you're not selecting anything 15:15:28 <LordAro> np, make sure you understand what it's doing though 15:16:08 * LordAro disappears into the night again 15:16:40 <Alberth> night? at this hour? 15:17:42 <andythenorth> so eh, got a spec 15:18:16 <andythenorth> implementation, it looks plausible to still wrap StreetType and TramType in some RoadType stuff 15:18:34 <andythenorth> or alternativelyâŠnot :P 15:21:41 <Samu> I had the WayType idea 15:22:04 <Samu> WayType for the name 15:23:19 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has joined #openttd 15:23:33 <Samu> i see Alberth thx 15:24:00 <Rubidium> Alberth: the sun has set and not risen again, so it must be night (here and where LordAro is) 15:24:27 <andythenorth> removing RoadType in favour of only StreetType and TramType makes a lot of the road-related code more explicit and easier to understand 15:25:00 <andythenorth> but it also makes other places needlessly complex? e.g. infrastructure costs, vehicle constructionâŠothers 15:25:36 <andythenorth> pathfinding 15:29:01 <andythenorth> loads of AI / GS support 15:30:13 <frosch123> i think you dug too deep 15:30:38 <frosch123> be careful of balrogs 15:30:39 <andythenorth> I think keeping RoadType and being able to unpack it to StreetType and TramType is preferable 15:30:46 <frosch123> yup :) 15:30:56 <Rubidium> do you need 16 road and 16 tram types? Or is sharing 15 of both enough? (i.e. the num of road and tram types is 15). Then you could just have two IDs stored as "road type", where RoadType 0 means: slot not used 15:31:12 <andythenorth> I found > 500 places that RoadType would be removed and replaced with slightly more complex code :P 15:31:15 <andythenorth> not good 15:32:38 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 15:32:41 *** mode/#openttd [+v glx] by ChanServ 15:32:57 <andythenorth> Rubidium: something like this is the plan https://paste.openttdcoop.org/phz94hxiy/i6cbdb/raw 15:36:39 <Alberth> Rubidium: maybe lord aro is near you then :) 15:36:51 <Alberth> Samu: yw 15:47:32 <Samu> https://paste.openttdcoop.org/pcgnsbddr i have it like this 15:48:56 <Samu> gonna test it 15:52:00 <Samu> yep, it's working! 15:52:10 <Samu> i just hope assertions dont' get in the way 15:52:38 <Samu> i'm not sure if that's the right way to find out if a company is an AI, and it's AI script is dead 15:52:55 <Samu> do you know of a more correct way to check that? 15:54:09 <Samu> this part here: Company::IsValidAiID(this->selected_slot) && !Company::Get(this->selected_slot)->ai_instance->IsDead(); 15:56:08 <Samu> what's the difference between Company::GetIfValid and Company::Get 15:57:52 <Alberth> documentation should tell you, but likely, the latter doesn't trust you give it a valid company id 15:58:00 <Alberth> euhm, the former, I mean 15:59:11 <glx> if AI is dead, the company is no longer an AI 15:59:28 <Samu> it still is 15:59:52 <glx> it's a ghost company ;) 16:06:22 *** MonkeyDrone [~Monkey@84.255.131.63] has joined #openttd 16:06:43 <Samu> alright, Get is enough 16:07:07 <Samu> IsValidAiID is also doing GetIfValid 16:11:10 <Samu> moving forward to WID_AIC_CONFIGURE 16:11:21 <Samu> there's a dilema here 16:12:30 <Samu> I don't know how I want this widget to work 16:12:39 *** MonkeyDrone2 [~Monkey@94.76.40.193] has quit [Ping timeout: 480 seconds] 16:12:48 *** MonkeyDrone2 [~Monkey@94.76.42.149] has joined #openttd 16:13:05 <Samu> have to decide 16:15:36 *** MonkeyDrone [~Monkey@84.255.131.63] has quit [Ping timeout: 480 seconds] 16:18:26 <Samu> idea 1: make it work like the GS. it can be configurable from both AI/GS Config window and AI/GS Debug window 16:18:50 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 16:18:59 <Samu> idea 2: disable the button when an AI and a GS are running. it can be configurable from the AI/GS Debug window only 16:19:22 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 16:19:25 *** mode/#openttd [+v tokai|noir] by ChanServ 16:20:39 <Samu> both AIs and GSs can die as well. 16:21:10 <Samu> when AI dies, it can restart, when a GS dies, it cannot restart 16:23:20 <Samu> i think idea 1 is a better approach, but then I also have to deal with alive and dead configs 16:25:04 <Samu> the instantiation or whatever it's called 16:25:51 *** tokai [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 16:26:27 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 16:29:00 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has joined #openttd 16:30:02 *** HerzogDeXtEr1 [~farci@i59F6C0AB.versanet.de] has joined #openttd 16:35:24 *** HerzogDeXtEr [~farci@i59F6D857.versanet.de] has quit [Ping timeout: 480 seconds] 16:48:26 <andythenorth> is it painful to review if I do NotRoadTypes as a set of git branches? 16:49:45 <Alberth> at worst you can make a patch file for each commit at the end :) 16:52:32 <andythenorth> ok :) 17:03:38 *** Wormnest_ [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 17:05:25 <Samu> i'm at script_config.cpp, hmm... so apparently I got to edit this file 17:05:37 <Samu> :( 17:06:07 <Alberth> just think of all the other files that you don't have to edit 17:06:38 <Samu> hehe 17:09:20 <Samu> AnchorUnchangeableSettings 17:09:28 <Samu> this is the culprit 17:09:30 <Samu> grrr 17:10:29 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Ping timeout: 480 seconds] 17:11:24 <Samu> in a game, AIs can define some parameters to be unchangeable during a game. This is nice, for as long as the AI is not dead 17:11:37 <Samu> but if it dies.... what's the point :( 17:13:04 <Samu> I am trying to find a way to "UnAnchorUnchangeableSettings" for dead AIs. halp! 17:13:26 <Samu> treat them like they're not in the game mode GM_NORMAL 17:14:59 *** Gja [~Martin@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd 17:15:12 <Gja> Hello 17:15:25 <Gja> Can anyone tell me what train carts I can use with YETI? 17:16:02 <Alberth> anything except default set, and not too ancient 17:16:30 <Gja> oh 17:16:41 <Gja> Im new so just tring different stuff 17:16:42 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 17:16:49 <Gja> YETI seems pretty cool 17:16:50 <Alberth> if you like the default set, you can try ogfx+trains 17:17:10 <Alberth> there is also ogfx+rvs and a few other ogfx+ newgrfs 17:17:11 <Gja> honestly dont know about any alternatives to teh default 17:17:16 <Gja> I dont mind trying new things 17:17:40 <frosch123> use nuts to get matching yeti graphics on the trains 17:17:43 <Alberth> these work mostly like the default set, but you can use them with eg yeti 17:17:54 <Gja> nuts seems just kind of over done.. 17:18:04 <frosch123> well, then pineapple trains 17:18:24 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 17:18:29 <Alberth> iron horse, and squish are very playable too 17:18:38 <andythenorth> Squish :D 17:18:41 <Alberth> and road hog 17:18:43 <andythenorth> it should really be renamed 17:18:49 <Alberth> *squid 17:19:11 <Alberth> andy: fish2 :p 17:21:58 <Gja> what is ogfx+rvs? 17:22:10 <Sylf> with nuts, one shouldn't try to use all trains at once 17:22:10 <Alberth> rv = road vehicle 17:22:35 <Gja> ah 17:22:36 <Gja> found it 17:22:40 <Alberth> ie buses and trucks :) 17:22:52 <Sylf> nuts is actually very simple if you learn the system behind it 17:23:05 <Alberth> typing "+" in the search box works well :) 17:23:17 <Sylf> almost too systematic 17:23:43 <Alberth> nah, unlucky 13 breaks things sufficiently :p 17:23:56 <Sylf> :D 17:35:03 <Gja> I find NUTS confusing 17:35:07 <Gja> and kind of stupid 17:35:26 <Alberth> how is it confusing? 17:35:50 <Alberth> there is a very simple system behind it 17:36:42 <Alberth> you have different classes of engines, you pick the class, and within it, usually the newest engine 17:36:55 <Alberth> that's it 17:37:41 <Alberth> but I agree, engine names are quite unique :) 17:39:36 <Alberth> but then again, other sets make engines with names that are mostly numbers foo-2-8-0 foo-2-8-2 17:40:56 <Samu> bool editable = bla bla bla || (config_item.flags & SCRIPTCONFIG_INGAME) != 0; it's here! I can feel it 17:43:19 <Samu> SCRIPTCONFIG_INGAME !=0 means GM_NORMAL, ya? 17:43:55 <Samu> gonna try something 17:43:58 <Samu> brb 17:46:53 <Gja> dont reallly see the need of different classes 17:47:26 <Gja> I am happy with the simple normal game with normal rail and trains 17:49:18 <Alberth> freight doesn't need to be fast, but it's heavy so you need something powerful, but that's slow 17:49:47 <Alberth> passengers want to be fast, but are not heavy, so you can use a fast light but less powerful engine 17:50:01 <Gja> I know but that was not my point 17:51:20 <Alberth> what cargo do you transport? if you do only passengers or only freight, you'll always use the same class 17:51:41 <Alberth> so basically you use just a single engine 17:51:58 <Alberth> perhaps for longer distances a second one 17:52:50 <Alberth> but fair enough, ogfx+ grfs will work too 17:53:18 <Gja> I just ind NUTS strange and rather want a basic trainset to start out with as a new player 17:53:40 <andythenorth> Iron Horse 17:53:46 * andythenorth self-promotes :P 17:53:53 <Alberth> pineapple or iron horse are find if you're into transporting things 17:54:23 <Alberth> if you want to simulate country X, there is likely a train set for that 17:54:49 <Alberth> but they're heavy on the simulation side, rather than nicely playable 18:00:50 <Samu> help me at math! bool editable = false || false & true || false 18:00:56 <Samu> this results in editable = false? 18:02:07 <Alberth> not adding parentheses in mixed || and && expressions is always tricky 18:02:16 <Samu> erm... bool editable = false || true && false || false 18:02:42 <Samu> ah yes the parentessis 18:02:48 <Samu> erm... bool editable = false || (true && false) || false 18:05:08 <Samu> hmm ok, must think 18:07:30 <Samu> bool editable = false || (true && false) || (false || something_that_makes_this_one_true) 18:07:44 <Samu> guess this is what I gotta do 18:13:33 <andythenorth> is there any viable strategy for incrementally patching something like RoadTypes? 18:13:47 <andythenorth> the RoadTypes enum is used in about 200 places, and I canât change all 200 before trying a compile 18:14:24 <andythenorth> well 78 places to be strict 18:16:01 <Alberth> my strategy is to first make the solution in any way I can 18:16:19 <Alberth> and only then worry about a nice incrmental path 18:16:36 <frosch123> and certainly don't start with a renaming session :) 18:17:17 <Alberth> if you want to change only a few things between compiles, add new names with existing values, and replace old names with new names, could be a strategy 18:17:25 <frosch123> that only makes changes more complicated, since you are touching a lot of code without a real reason 18:18:05 <Alberth> once you did all places, you can remove the old names 18:18:13 <Alberth> and then change the values 18:18:41 <Eddi|zuHause> #define oldname newname 18:20:30 *** skrzyp [skrzyp@188.166.115.173] has joined #openttd 18:20:33 <andythenorth> I canât see a way to do it without adding something like RoadTypesNew 18:20:46 <andythenorth> then replacing that later 18:23:26 <andythenorth> NotRoadTypes :P 18:26:27 <Samu> another giant code line created :( 18:26:31 <Samu> bool editable = _game_mode == GM_MENU || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot)) || ((((config_item.flags & SCRIPTCONFIG_INGAME) != 0) || ((this->slot != OWNER_DEITY) && Company::IsValidAiID(this->slot) && Company::Get(this->slot)->ai_instance->IsDead()))); 18:27:23 <Samu> though the buttons are shown as clickable, they are, in fact, not clickable when i click on them. what else must i change? 18:28:40 *** _johannes [~johannes@port-92-203-225-175.dynamic.qsc.de] has joined #openttd 18:29:41 <andythenorth> this channel seems to currently be home to inept C++ coders :) 18:30:01 <Samu> im sorry :( 18:30:37 <andythenorth> there are two of us at least ;) 18:31:44 <peter1138> hey 18:31:48 <peter1138> i resemble that remark 18:38:02 <V453000> http://imgur.com/a/ERUze 18:41:07 <Alberth> :D 18:42:43 <peter1138> "lego" 18:43:35 <peter1138> ah it's just worn... 18:44:19 <peter1138> i don't remember being able to see so many molding marks back in the day 18:48:27 <andythenorth> the inserters are not bad eh? 18:49:03 <peter1138> the what? 18:49:42 <andythenorth> tripod things 18:49:49 <andythenorth> whatever theyâre called 18:49:57 <andythenorth> I played factorio once 18:50:02 <peter1138> i havne't 18:51:02 <Eddi|zuHause> i played the demo a few months back 18:54:46 *** blurrghh [~blurrghh@2a02:8388:8a01:a080:a4a2:f15:f6f2:f5ec] has joined #openttd 18:58:08 *** blurrghh [~blurrghh@2a02:8388:8a01:a080:a4a2:f15:f6f2:f5ec] has left #openttd [] 19:14:35 *** MonkeyDrone2 [~Monkey@94.76.42.149] has quit [Quit: Leaving] 19:26:22 <Samu> I play tetris with openttd code 19:26:38 <Samu> that's how I code, cus i barely understand what i'm doing 19:27:24 <Samu> tetris or lego 19:41:42 *** Wormnest__ [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 19:48:33 *** Wormnest_ [~Wormnest@s5596abd2.adsl.online.nl] has quit [Ping timeout: 480 seconds] 20:13:15 *** Wormnest_ [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 20:13:59 <supermop> yo 20:20:16 *** Wormnest__ [~Wormnest@s5596abd2.adsl.online.nl] has quit [Ping timeout: 480 seconds] 20:27:14 *** Hiddenfunstuff [~Geth@y32.ip1.anvianet.fi] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- \o/] 20:27:26 *** gelignite [~gelignite@x4e318694.dyn.telefonica.de] has quit [Quit: http://bit.ly/1kso8Ta] 20:36:44 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 20:40:51 *** _johannes [~johannes@port-92-203-225-175.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 20:40:53 *** frosch123 [~frosch@00013ce7.user.oftc.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 20:41:38 <andythenorth> bed 20:41:38 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 20:55:38 *** sla_ro|master [slamaster@89.136.141.100] has quit [] 21:04:40 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has quit [Quit: Nettalk6 - www.ntalk.de] 21:11:21 *** Clockworker__ [~Clockwork@200-102-65-33.paemt701.dsl.brasiltelecom.net.br] has joined #openttd 21:17:48 <Samu> is svn openttd dead? 21:17:58 <Samu> tried to update, it's slow 21:18:39 *** Clockworker_ [Clockworke@200-102-65-33.paemt701.dsl.brasiltelecom.net.br] has quit [Ping timeout: 480 seconds] 21:19:17 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 21:21:25 *** Progman [~progman@p57A19801.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:33:31 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 21:36:27 <supermop> a train vehicle normally has 8 sprites, right? 21:36:41 <Eddi|zuHause> 4 or 8, depending on symmetry 21:36:47 <supermop> does it need an extra 8 to be flippable? 21:37:19 <Eddi|zuHause> if it's shorter than 8/8, then it should have two sets of offsets (but the template could take care of that) 21:37:26 *** liq3 [liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has joined #openttd 21:37:40 <supermop> i have red lights on one end and white on the other so asymetrical 21:38:13 <supermop> unless headlights/tailights can be switched by some kind of pallette magic? 21:38:14 <Eddi|zuHause> basically the reversed vehicle should shuffle around the sprites 21:38:31 <Eddi|zuHause> you can use recolouring to change the headlights, yes 21:38:50 <Eddi|zuHause> but that is probably complicated to set up, if it's not prepared already 21:39:10 <Eddi|zuHause> lights should have 3 states: red, white, off 21:39:28 <Eddi|zuHause> red lights are only allowed at the end of the train 21:39:56 <Eddi|zuHause> (because if the train is cut in half, it must be recognizable that some part is missing) 21:41:35 <FLHerne> Eddi|zuHause: In OTTD, wouldn't the lights generally be hidden by the following vehicle anyway? 21:41:56 <Eddi|zuHause> a) that's not the point, and b) no, it can be exposed in curves 21:43:54 <Samu> question: when I am viewing the parameters of an AI slot that suddenly starts, the Reset button to bring back the defaults of that AI, doesn't turn itself off. How can I improve this? 21:44:27 <Samu> sec, let me get a screenshot 21:47:03 *** Taco [~kitty@2402:9e80:1::1:9a37] has quit [Remote host closed the connection] 21:47:10 <Eddi|zuHause> so, a single engine should have white/red, an engine at the front should have white/off, an engine in the middle should have off/off and an engine at the end should have off/red 21:48:34 <Eddi|zuHause> (you can check position in chain and total train length (or position from end of chain) to decide the graphics or the recolouring) 21:51:18 *** Clockworker_ [~Clockwork@200-102-65-33.paemt701.dsl.brasiltelecom.net.br] has joined #openttd 21:51:24 <Samu> http://i.imgur.com/pdcOiWj.png - let me explain what happens 21:52:08 <Samu> before the SimpleAI started, just below the Human player slot, I opened the parameter settings 21:52:44 <Samu> The Reset button on the Parameters window is to be enabled for as long as the SimpleAI does not start 21:53:17 <Samu> but then, since the game was running, SimpleAI started, and the Reset button is still clickable. I want to make it unclickable when the AI starts 21:53:27 <Samu> how can i do this? 21:54:01 *** Wormnest_ [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 21:54:50 <Samu> if I close and open the Parameters window again, the Reset button displays unclickable, as intended 21:57:06 *** Taco [~kitty@2402:9e80:1::1:9a37] has joined #openttd 21:58:44 *** Clockworker__ [~Clockwork@200-102-65-33.paemt701.dsl.brasiltelecom.net.br] has quit [Ping timeout: 480 seconds] 21:59:15 <supermop> Eddi|zuHause: if the engine is physically asymetrical, does it need 8 or 16 sprites? 21:59:21 <Eddi|zuHause> 8 21:59:37 <supermop> assuming player can flip it 21:59:54 <Eddi|zuHause> like i said it, flipping can be handled by the template 22:00:00 <supermop> ok 22:00:06 <Eddi|zuHause> (i.e. the code that uses the sprites) 22:00:54 <supermop> any sensible reason to have pantograph up/down sprites 22:01:35 <supermop> or better to just say every unit runs with every pantograph up? 22:10:41 *** Gja [~Martin@93-167-84-102-static.dk.customer.tdc.net] has quit [Quit: Going offline, see ya! (www.adiirc.com)] 22:19:21 *** JacobD88 [~Thunderbi@cpc80661-stap13-2-0-cust817.12-2.cable.virginm.net] has joined #openttd 22:27:09 <Samu> hey, i figured it out. 22:27:25 <Samu> it closes the window now, not exactly optimal, but... 22:27:35 <Samu> tomorrow i'll improve this 22:41:14 *** JacobD88 [~Thunderbi@cpc80661-stap13-2-0-cust817.12-2.cable.virginm.net] has quit [Quit: JacobD88] 23:13:53 *** Ketsuban [~ketsuban@2a02:c7d:a34a:9000:f1e6:dc79:fd23:d389] has quit [Quit: Leaving] 23:23:47 <Samu> gah, i need a GS that crashes 23:23:51 <Samu> must test something 23:24:38 <Samu> time to destroy BusyBee 23:27:32 <Samu> is there a reason why crashed GS can't restart? 23:28:28 <Samu> I need to know what I can do about crashed GS parameters 23:54:21 <Samu> okay, new version out -> http://www.tt-forums.net/viewtopic.php?f=33&t=74694&p=1166831#p1166831 23:59:29 <Samu> editing main post