Log for #openttd on 16th March 2018:
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08:47:12  <Eddi|zuHause> keep in mind with var 80+3F that the 185 ticks units is not true anymore, that could have been modified by whatever vehicle loaded the cargo before
08:49:42  <Eddi|zuHause> also, i have no clue if that variable even contains sensible values anymore, since we can have multiple cargo packets in a vehicle
08:50:26  <Eddi|zuHause> each packet has a different age
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13:47:18  <supermop_work> Eddi|zuHause: the age being modified is good by me
13:47:35  <supermop_work> i want to show the slag more orange the warmer it still is
13:48:16  <supermop_work> if it was in some kind of insulated slag wagon that kept it from aging, that works
13:48:23  <Eddi|zuHause> that should be fine... as the age modification is meant for things that preserve these kinds of properties
13:49:20  <supermop_work> arguably slag that has hardened should have a very low payment rate as you'll have to laboriously chip it out of the bucket
13:49:54  <supermop_work> but that's not up to me as a vehicle maker
13:51:12  <supermop_work> if the variable is an average of the ages, or just the highest or lowest, thats fine too as i am just looking for the visual appearance
13:52:01  <supermop_work> that generally new slag is brighter than generally older slag
13:52:35  <supermop_work> i guess could be ok for pig iron ignots too
13:54:38  <supermop_work> if you get lucky and have the steel plant or foundry right next to your blast furnace, would look nice to have the iron going over still hot
13:57:01  <supermop_work> not sure if this level of navel gazing is something andy would be into or vehemently opposed to
13:58:35  <supermop_work> if you really want to differentiate between hot metal and cold bars, you'd need a spike at the very beginning of the iron payment decay, to delineate a bonus paid for hot workable metal
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13:58:59  <supermop_work> and to make the molten metal cars such as in Iron Horse make sense
14:00:03  <supermop_work> the idea being they would have a high cargo age bonus, keeping metal in the spike just long enough to get it to the foundry
14:01:29  <supermop_work> where as an ingot on a flatbed will cool off quickly and behave like normal unless you delivered very very fast
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14:56:41  <supermop_work> i wonder if i should secretly mess with iron payment rates in my grf
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15:19:39  <Alberth> o/
15:21:18  <supermop_work> yo
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16:20:06  <supermop_work>
16:20:15  <supermop_work> maybe someone will have an idea
16:25:51  <nielsm> I'm working on cleaning up my DOS music decoder atm, can anyone spare some time to review for code style? I also have a few questions about how to best structure the changes to baseset file parsing I had to make, right now that part is full of bad hacks...
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18:18:07  <nielsm> so yeah I'd appreciate if someone could review this code, mainly for style issues (I'm quite confident on correctness):
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19:01:12  <andythenorth> o/
19:01:21  <frosch123> moi
19:01:40  <andythenorth> supermop_work_: figured out 80+ yet?
19:13:50  <supermop_work_> nope
19:16:57  <supermop_work_> it's more 'nice to have' than 'need to have'
19:17:09  <supermop_work_> but seeing as it's there i'd like to use it
19:23:23  <andythenorth> this is not the code you need but
19:23:23  <andythenorth> var[0x61, 0, 0xFFFFFFFF, 0x25]]
19:23:30  <andythenorth> oops, too many ]
19:25:28  <andythenorth> not sure where it is in nml docs
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19:26:32  <andythenorth> I can't remember how 80+ works, but 3F might be var BF iirc
19:26:49  <supermop_work_> andythenorth: want to see my rambling to eddi in the logs about cargo payment for hot metal while we are on the topic?
19:26:55  <andythenorth> frosch123 or Eddi|zuHause might be able to tell you, or point out why 3F is bogus anyway
19:27:25  <supermop_work_> so ladles and torpedo cars have a function to keep iron orange
19:27:55  <Eddi|zuHause> 8+3=B, have you learned nothing in elementary school?
19:28:30  <andythenorth> and 0+F is F no?
19:29:01  <Eddi|zuHause> anyway, var 6x works slightly different to var 8x with that thing above
19:29:09  <Eddi|zuHause> because you don't need to pass a parameter
19:29:40  <supermop_work_> (idea is slight spike or step at first few days on iron payment rate, so cold iron is fine, but fresh hot or molten pays noticeably better)
19:30:07  <andythenorth> supermop_work_: the good thing about BAD FEATURES
19:30:16  <andythenorth> they cause you to learn how to do complicated things
19:30:21  <frosch123> supermop_work_: try var[0xBF,0,0xFF]
19:30:22  <Eddi|zuHause> supermop_work_: you may want to check newgrf.cpp whether var 80+3F actually returns anything sane
19:30:30  <andythenorth> which makes it easier to stick to simple things in future :P
19:31:06  <supermop_work_> frosch123: can i write stuff like that nml?
19:31:18  <frosch123> yes, that was nml
19:31:34  <andythenorth> you use it in a switch instead of the variable name
19:31:41  <supermop_work_> oh cool
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19:31:48  <frosch123> result 1 equals 185 ticks unless the cargo aging property is involved
19:31:56  <supermop_work_> see im learning something new already
19:32:32  <andythenorth> e.g.
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19:34:50  <supermop_work_> ok
19:35:46  <supermop_work_> need to make a color changing cube cargo to test
19:35:47  <andythenorth> I had to look for that for a while :P
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19:35:53  <andythenorth> only FIRS uses 80+
19:36:02  <andythenorth> I think I used to use more, until I learnt
19:39:15  <andythenorth> so in Sam, which ship do I use for grain?
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19:41:16  <supermop_work> hm
19:41:42  <supermop_work> bad connection at work
19:41:58  <frosch123> supermop_work: you may run into the problem that the graphics only update when the vehicle moves
19:42:12  <frosch123> when waiting at signals the cargo will keep aging, but the graphics are not updated
19:42:37  <frosch123> unless you make them age slower than 32 days
19:42:59  <supermop_work> its probably ok for a sublte effect like slag cooling
19:43:35  <supermop_work> (maybe the greater airflow while moving is what cools it?)
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19:52:37  <supermop_work> ugh
19:52:44  <supermop_work> this office
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19:57:14  <frosch123> V has to sit with the win devs :p
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20:14:31  <supermop_work> maybe i'll just call my rv grf 'Beyond Trolleybi'
20:17:58  <frosch123> just stay away from "tolleybissimus"
20:19:48  <supermop_work> damn
20:20:10  <supermop_work> thats good
20:20:23  <supermop_work> Omnibissimo
20:20:25  <supermop_work> ?
20:21:07  <frosch123> omnibior first?
20:21:52  <supermop_work> Trolleybi 2: Return of Trolleybi
20:22:16  <supermop_work> maybe Hog Eater
20:22:19  <frosch123> the catenary strieks back?
20:22:32  <supermop_work> ha
20:30:19  <supermop_work> maybe just traffic
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