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Log for #openttd on 14th March 2019:
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08:31:51  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #6266: UI Zoom: ugly lists in network windows on double/quad interface sizes with custom fonts https://git.io/fjeBe
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08:58:38  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjeBC
08:59:24  <andythenorth> moin
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10:09:56  <peter1138> Hi
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10:19:18  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7371: Kdtree is built too early in savegame loading process https://git.io/fjeRx
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11:51:51  <peter1138> planetmaker, you're a graphics forum moderator, right?
11:51:55  <peter1138> Ah yes.
11:52:17  <planetmaker> I can moderate in any
11:52:23  <peter1138> planetmaker, could you perhaps split off https://www.tt-forums.net/viewtopic.php?p=1219307#p1219307 from the original thread?
11:52:26  <planetmaker> basically global mod
11:52:39  <peter1138> POWAH!
11:52:42  <planetmaker> I just like OpenTTD colour better :P
11:52:44  <peter1138> I'm 'just' an OpenTTD mod :)
11:53:42  <planetmaker> you mean like to OpenTTD as in "railtype selection GUI"?
11:54:34  <peter1138> Hmm, good point, not sure where it should go. Graphics Development maybe?
11:54:51  <planetmaker> I don't care much... ok
11:55:31  <peter1138> I posted the original image to encourage the author to actually draw these icons :)
11:55:43  <peter1138> So graphics dev works well I think, rather than openttd.
11:56:07  <planetmaker> I'll leave your first posting attached to the original as it's relevant there. It's quoted by the first one split
11:56:25  <planetmaker> so it's essentially in both
11:56:38  <peter1138> Great, thanks :D
11:57:39  <planetmaker> you're welcome
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12:51:32  <Criador15> hello o/
12:52:02  <planetmaker> hi
12:52:12  <Criador15> first time here, i have a question but dont want to make a post about
12:52:31  <peter1138> Hi
12:52:43  <planetmaker> both is fine
12:52:53  <Criador15> some of you ever had the idea of a factory on OPENTTD that make the train you use to transport?
12:53:27  <planetmaker> :) I might have heard of that idea vaguely long time ago.
12:53:37  <Criador15> know something about?
12:54:15  <planetmaker> It is something which is very hard to achieve with OpenTTD as-is as industries and vehicles are currently not tied at all
12:54:51  <Criador15> i dont understand the (not tied) part
12:54:52  <planetmaker> coneceptually they don't talk to eachother. Maybe one can come up with some way by means of game scripts though and achieve something like that
12:55:03  <planetmaker> tied. related. connected. In that sense
12:55:06  <Criador15> now i understand
12:55:54  <Criador15> you are one of the people of know how to develop?
12:56:57  <planetmaker> All I know about programming is what I taught myself in my own free time
12:57:03  <Criador15> ups
12:57:47  <Criador15> this was global or just i see it?
12:57:59  <planetmaker> what?
12:58:05  <Criador15> WHOIS?
12:58:12  <peter1138> Just you :)
12:58:17  <Criador15> oh good
12:58:20  <planetmaker> anyone can query that, but that is only you
12:59:14  <Criador15> so in your experience, did you know about the method that the depot use to 'input' train when the user click buy train?
12:59:35  <Criador15> lemme say better
12:59:52  <Criador15> if you know about this method, a factory can use it?
13:00:10  <planetmaker> No, factories and trains have no means to communicate
13:00:35  <Criador15> understood
13:00:52  <planetmaker> So you either need to go and look at how to make a game script for OpenTTD. You might pull-off something which does that approximately with a game script for OpenTTD
13:01:00  <planetmaker> Or you need to actually modify OpenTTD itself
13:01:11  <Criador15> the best way is the second
13:01:30  <planetmaker> Game scripts can read both, what happens to a factory. And they can create, delete or otherwise manipulate vehicles
13:02:22  <planetmaker> But I know of no game scripts which actually does something like this. But I only know very few game scripts
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13:02:45  <planetmaker> (game scripts are an add-on type to OpenTTD)... meh
13:03:01  <planetmaker> the best way would be game script :P
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13:06:05  <peter1138> I don't think GameScripts can do anything with vehicles? AIs can, of course.
13:06:15  <Criador15> ok, thanks for the information
13:06:43  <Criador15> i will try at least :D
13:06:49  <planetmaker> peter1138, they can do everything an AI can. And more. Even in your name they can
13:07:02  <planetmaker> they can switch company-context
13:07:23  <peter1138> Ah right, so they can change context.
13:07:44  <Criador15> i dont know, but think they can even change the profile photo
13:07:52  <peter1138> Haha
13:08:01  <planetmaker> yes, I think so, too
13:08:04  <peter1138> I had some weird idea about that the other... uploading an actual image.
13:08:07  <peter1138> Then I realised... dicks.
13:08:15  <Criador15> lol
13:08:17  <planetmaker> hehe
13:12:50  <Criador15> just to knowing
13:12:59  <Criador15> "'Gamescripts' can modify the way towns behave, delete objects, place new in-game industries, and town buildings, as well as inquire about the state of the game, and do several other in-game actions. "
13:13:27  <planetmaker> yes
13:13:52  <planetmaker> https://nogo.openttd.org/api/trunk/ are the API docs
13:15:39  <Criador15> i am alread here
13:16:40  <Criador15> there not is a class in GameScript to make new trains
13:16:42  <Criador15> sadly
13:17:43  <planetmaker> https://nogo.openttd.org/api/trunk/classGSVehicle.html
13:17:57  <planetmaker> https://nogo.openttd.org/api/trunk/classGSVehicle.html#3e7b2fb9640543087b74ab8e901616e5 in particular
13:18:00  <Criador15> yeah
13:18:19  <Criador15> tthis is the method i say early
13:18:22  <Criador15>  static VehicleID GSVehicle::BuildVehicle	(	TileIndex 	depot, EngineID 	engine_id	  )
13:19:49  <planetmaker> so.. It can do exactly that: build a vehicle in a depot
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13:20:28  <Criador15> yeah, in c++ exist inheritance?
13:21:10  <peter1138> Yes but the GS are written in Squirrel.
13:21:31  <planetmaker> but that knows inheritance, too
13:22:38  <Criador15> just thinking but, if the factory class, extends the vehicles class, the factory will can run on rails and roads AND built vehicles?
13:22:53  <Criador15> and will be a mess
13:24:16  <planetmaker> I don't see how that helps with the suggestion to have supplied factories build vehicles
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13:26:28  <Criador15> override some factory with the extended version, when its loads, it calls the build vehicle method instead of the fill station
13:26:49  <peter1138> Yeah, that's not how our inheritance works.
13:27:10  <peter1138> That's a very simplistic view that doesn't work in reality.
13:27:17  <Criador15> why?
13:27:58  <Eddi|zuHause> that's like when two architects designed a building each, and then some random dude with no experience says "how about we put one building on top of the other?"
13:28:20  <Criador15> thats me o/
13:29:00  <Criador15> its like i dont have the will of make the entire game again just to make industries build trains
13:29:30  <planetmaker> And I'm telling you: try the game script way. Start with a simple script which gives you a train at a certain date
13:29:32  <peter1138> Yeah, that's not how it works either :P
13:29:58  <planetmaker> then try a script which says hello when you service a certain industry
13:30:12  <planetmaker> then combine the two things, and have it give you a vehicle when you service that industry
13:30:37  <planetmaker> then make it more complicated and only have it give you the vehicle when you delivered a certain amount of combination of cargoes to the industry
13:30:52  <planetmaker> That's how I'd tackle it, were I to write a GS
13:31:30  <Criador15> give you mean (now you can buy this type of train) or take that train in that specific depot?
13:31:43  <planetmaker> put that train into a depot
13:32:18  <planetmaker> you cannot change vehicle introduction dates and properties
13:33:08  <planetmaker> if you want anyone forbid buying the vehicle, simply always stop the vehicle and sell it, should the player buy it. Or intercept where players click - you have access to the GUI, too
13:33:41  <peter1138> "intercept where players click" I'm... pretty sure that is not a thing.
13:34:06  <planetmaker> https://nogo.openttd.org/api/trunk/classGSEventWindowWidgetClick.html
13:34:09  <Criador15> it is
13:34:20  <Criador15> detect mouse click{
13:34:46  <planetmaker> it was introduced so that we can make a tutorial script
13:35:00  <Criador15> trunk is what?
13:35:05  <planetmaker> it is needed to know where players click for that purpose. So...
13:35:13  <planetmaker> trunk = current development version
13:35:27  <planetmaker> but 1.8.0 is about the same. And so is 1.9…0-rc1
13:35:36  <planetmaker> in terms of GS
13:35:54  <peter1138> Ok. That'll work if the widget is highlighted.
13:36:05  <peter1138> Not going to work in network games...
13:36:20  <planetmaker> yes...
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13:44:32  <Criador15> where i download NoGo?
13:44:47  <Eddi|zuHause> NoGo is not a download
13:45:22  <Eddi|zuHause> it's the script api that is already built into the game
13:45:37  <planetmaker> OpenTTD supports scripts. These scripts can make use of the functions and methods described in the API documentation
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13:51:45  <planetmaker> oh, we get now different track types which will mainly differ in the look of the tunnel entrances...
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13:52:23  <Criador15> network problems, did you know where i find the API?
13:52:56  <Criador15> forget, found it
13:53:12  <planetmaker> @logs
13:53:12  <DorpsGek> planetmaker: https://webster.openttdcoop.org/index.php?channel=openttd
13:53:20  <planetmaker> ^^
13:53:51  <Criador15> :o
13:55:26  <Criador15> ok, lemme do a search
13:55:38  <Criador15> and thanks for the log
13:56:17  <planetmaker> np
13:58:45  <Criador15> until later dudes o/ (and i will someday put one of the building on top of the other and call it a new thing and laugh)
13:59:47  <planetmaker> one can call it art when doing stupid stuff, when done with enough determination
14:00:05  <Criador15> thats how art works
14:00:27  <planetmaker> dunno how to properly translate... "Ist das Kunst oder kann das weg?" :P
14:00:38  <planetmaker> is it art or can it be dumped?
14:01:58  <Criador15> art is to be see, tools are art that do something useful
14:02:09  <Criador15> like a chainsaw
14:02:50  <planetmaker> https://www.youtube.com/watch?v=CvFTbfuazkU
14:03:18  <Criador15> you sure know about art and tools
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15:13:39  <criador15> hello o/
15:15:55  <nielsm> hi
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15:21:08  <criador15> i am a bit curious about AI Making, so my openttd dont understand my to files as a AI, what can i do to debug this?(know why it dont recon)
15:24:37  <nielsm> there's lots of things that could be wrong, and some of it might also depend on what version of OTTD you're testing with
15:24:54  <criador15> 1.8.0
15:25:44  <nielsm> hmm, I think the bug with BOM in reading squirrel files was only if the files were in TAR archives, and when you're developing that's probably not the case so let's ignore that possibility :)
15:26:15  <nielsm> what folder are you putting your files in?
15:26:35  <criador15> path is like :OpenTTD\ai\TrainsMaker
15:26:48  <nielsm> sounds fine
15:27:06  <criador15> tried both here and in content download folder
15:27:09  <nielsm> are the files named .nut (and not something like .nut.txt)
15:27:11  <criador15> none of then
15:27:17  <criador15> yep
15:27:25  <nielsm> and you have a main.nut file?
15:27:39  <criador15> the encoding change somethind?(yes i have)
15:28:03  <criador15> ANSI from UTF-8, or something else?
15:28:16  <nielsm> preferably UTF-8
15:28:23  <criador15> will try
15:28:57  <nielsm> but the worst that could happen if you use the wrong is that text might show up wrong in the game, not total malfunction
15:29:03  <nielsm> (as far as I know)
15:29:59  <criador15> i think is not it
15:30:16  <criador15> i made this : https://wiki.openttd.org/AI:Introduction
15:30:17  <nielsm> you also have the info.nut file, and it contains a class TrainsMaker extends AIInfo ?
15:30:36  <criador15> and the game dont find the AI in the folder
15:30:37  <planetmaker> keep clear of the content_download folder. That's for ... download :) Manual stuff is in the identically-named folders at the same level as content_download
15:31:18  <planetmaker> and... you might need to change the 4-letter identifier to something else than given in the example
15:31:21  <criador15> content_download only have the standart library folder
15:31:38  <criador15> TsM works?
15:32:23  <criador15>   function GetShortName()   { return "TsM"; }
15:32:28  <planetmaker> https://github.com/OpenTTD/OpenTTD/blob/master/README.md#42-openttd-directories <-- I used to know the line number by heart :D
15:32:36  <nielsm> it needs to be 4 letters exactly
15:32:45  <planetmaker> 4 letters exact
15:32:53  <criador15> sure, changing
15:33:47  <criador15> i am not of USA contry, and the acronym TsMa is offensive?
15:33:59  <nielsm> no
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15:34:32  <criador15> stil dont works
15:34:59  <planetmaker> "doesn't work" is pretty vague. Doesn't it find it? Does it throw an error (which?)...
15:35:03  <planetmaker> did you activate it?
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15:40:20  <criador15> yes, when i try to select it in the AI/GameScript tab the game dont find it, and dont give me any options besides the standart
15:41:29  <criador15> yes, when i try to select it in the AI/GameScript tab the game dont find it, and dont give me any options besides the standart
15:41:39  <planetmaker> did you restart openttd or at least re-scan for new content?
15:41:54  <criador15> yes, exit and open a new one
15:43:10  <criador15> yes, exit and open a new one
15:46:10  <criador15> i open the game, its checks for new GRFs, when load i click on AI/GameScript tab, choose 1 oponent, click to insert a Random AI, but it dont list any new AIs
15:47:24  <criador15> and show a red warning message saying that i dont have compatibles AIs
15:47:39  <nielsm> can you share your entire info.nut and main.nut on pastebin.com (or similar)?
15:48:21  <criador15> need to sign in?
15:48:55  <nielsm> hmm you normally shouldn't, I think
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15:50:04  <planetmaker> paste.openttdcoop.org definitely needs no sign-in
15:51:30  <criador15> https://pastebin.com/JcxQpihR this works?
15:51:41  <criador15> ok, done it
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15:54:37  <criador15> did it right?
15:55:09  <nielsm> I can see it :)
15:55:35  <criador15> so i did the AI right?
15:57:00  <nielsm> you're missing a line at the end of info.nut
15:58:10  <nielsm> yep
15:58:27  <criador15> RegisterAI?
15:58:32  <nielsm> yes that
15:58:39  <nielsm> it works for me after I add that
16:00:11  <criador15> me too
16:00:12  <criador15> thanks
16:00:32  <peter1138> \o/
16:00:39  <peter1138> Congrats, your first AI/GS :D
16:00:40  <planetmaker> yay :)
16:01:08  <criador15> YAY \o/
16:01:10  <criador15> but no
16:01:23  <criador15> my first AI on OpenTTd
16:01:36  <criador15> and its prints :)
16:01:44  <planetmaker> I should at some stage make a crazy GS just to annoy people :P
16:01:54  <criador15> make better
16:02:27  <criador15> a awesome AI that makes the trains crazy and start to colide when you gain a specific amount of money
16:02:53  <criador15> a awesome means(its works very fine, and after thats its goes bad)
16:03:12  <andythenorth> GS is fail :(
16:03:19  * andythenorth makes silly statements
16:03:36  <andythenorth> but eh 34 GS http://bananas.openttd.org/en/gs/
16:03:37  <planetmaker> GS is quite popular
16:03:45  <andythenorth> 669 Newgrfs http://bananas.openttd.org/en/newgrf/
16:04:00  <criador15> mod would be better
16:04:03  <planetmaker> for servers
16:04:21  <andythenorth> I use GS in every game
16:04:37  <andythenorth> but it has failed to produce a GS-oriented modding culture
16:04:43  <planetmaker> I have one activated, too, by default. Like giving additional goals / subsidies
16:04:44  <andythenorth> so it's fail as a content project
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16:04:59  <Alberth> moin
16:05:02  <planetmaker> o/
16:05:03  <andythenorth> lo Alberth
16:05:13  <criador15> o/
16:05:22  <planetmaker> I think you and alberth wrote that GS, andythenorth ;)
16:05:27  <andythenorth> I did work on some GS with Alberth, but it's really programming at a level above what I can do
16:05:27  <criador15> moin is some type of hello but from another language?
16:05:33  <planetmaker> it is
16:05:41  <andythenorth> it's from Friesian or something?
16:05:49  <planetmaker> Dutch / Frisian / Northern German
16:05:50  <Alberth> nope
16:05:53  <criador15> andythenorth you know c++?
16:05:57  <andythenorth> no
16:06:24  <criador15> so above is up or down?
16:06:25  <andythenorth> GS requires too much programming awareness to get results quickly
16:06:32  <criador15> aw yes
16:06:35  <Alberth> what am I supposed to have written planetmaker ?
16:06:39  <andythenorth> BB
16:06:49  <Alberth> ah, yep, we did
16:06:49  <planetmaker> Alberth, some goal / subsidy game script for openttd
16:07:06  <criador15> like realy develop a town
16:07:15  <planetmaker> I quite like it
16:07:16  <Alberth> so you haven't played BB yet planetmaker?
16:07:22  <planetmaker> I have
16:07:26  <Alberth> nice
16:07:30  <criador15> instead to try to load coal on a city and fails because there is no coal plant
16:07:38  <planetmaker> I just said before you joined "it somehow ended up in my default config"
16:07:49  <Alberth> mine too :)
16:08:02  <criador15> okay, so
16:08:09  <planetmaker> unobtrusive, but nice guidance when unsure what to do :)
16:08:13  <Alberth> nicely non-intrusive, and it gives you something to do if bored
16:08:16  <planetmaker> :D
16:08:38  <criador15> BB is a acronym for what?
16:08:43  <criador15> or is not?
16:08:44  <planetmaker> BusyBee game script
16:09:06  <criador15> i am a curious person
16:09:06  <Alberth> for all the busy bees that must transport
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16:09:31  <Alberth> it gives random transport assignments
16:10:08  <criador15> Alberth and andythenorth only made it?
16:10:12  <andythenorth> I can't remember why I got stuck with Busy Bee
16:10:26  <andythenorth> iirc there's too much state to manage
16:10:47  <Alberth> I wrote most if not all code :)
16:10:48  <planetmaker> with complicated stuff there's A LOT of state to manage for scripts, I think
16:10:51  <andythenorth> there's the stuff about limits per tick, but I didn't run into that
16:11:01  <andythenorth> it was the initial state, and the saveload stuff
16:11:13  <andythenorth> it's quite a lot of programming overhead
16:11:15  <planetmaker> Alberth, if I'm not mistaken, stable.o.o server running 1.9.0-rc1 has it enabled
16:11:16  <Alberth> andy provided ideas and feedback
16:11:20  <criador15> if someday i made what i thing, you two can try to use it?
16:11:33  <criador15> yes
16:11:43  <criador15> 1.9.0 test edition is disponible
16:11:51  <criador15> for tes (dull!)
16:11:53  <criador15> test*
16:12:05  <Alberth> not much of a fan for baby-sitting a town tbh
16:12:10  <nielsm> it would be nice if there was a way to completely "freeze" and take image of a squirrel VM
16:12:21  <Alberth> did you try silicon valley?
16:12:21  <nielsm> and just restore the complete state again later
16:12:25  <criador15> in C maybe you can do it
16:12:34  <nielsm> instead of the script having to manage saving state itself
16:12:50  <criador15> cool
16:13:31  <Alberth> it's questionable how much you should save, probably, especially for an AI
16:13:39  <planetmaker> hm, no, another game on the server now. not from me
16:13:40  <criador15> save what?
16:13:48  <andythenorth> when I work with state in a web, the DB connection takes care of the actual state
16:13:56  <andythenorth> I just send / receive objects
16:14:04  <andythenorth> and I get transaction success or fail
16:14:14  <Alberth> criador15: information that you need when the game is loaded again
16:14:47  <criador15> undestood
16:15:06  <andythenorth> not sure why I found save stuff hard tbh
16:15:10  <criador15> OTTD uses which internal DB?
16:15:35  * andythenorth explores BB
16:15:53  <andythenorth> oh yeah, have to do stuff like walking companies saving each goal
16:15:57  <andythenorth> can't just dump all GS state
16:16:05  <andythenorth> it's not rocket science hard
16:16:19  <planetmaker> but sounds tedious
16:16:23  <andythenorth> but it's not the kind of programming I'm good at :P
16:16:31  <criador15> sounds fun
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16:17:22  <criador15> there is much to ask and little time
16:17:47  <Alberth> andy, you can also  make a smart data structure, that has a "save" entry point, and can also be accessed for normal play
16:18:20  <Alberth> just ask criador15, one question at a time :)
16:18:51  <Alberth> mostly if you'd get all answers at the same time, you'd drown in the information anyway
16:19:34  <criador15> i would sugest you make a list with all possible objectives, and make the game iterates over then one by one, and when you finish, its restart the list,but mutiply the amount need, and put a limitation
16:19:51  <criador15> because have to transport 300M of coal its not cool
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16:21:30  <criador15> so, 1) how you made the list of objectives?
16:22:42  <Alberth> I don't, when I need a new goal, I randomly pick a town or factory and another town or factory, check some limits, and if all is fine, generate an amount, and that's it
16:22:55  <criador15> hm
16:23:07  <criador15> tried to make progression?
16:23:12  <peter1138> nielsm, pretty sure it must be possible.
16:23:16  <Alberth> same list with even more transport is boring, as the player has a route with trains after the first assignment
16:23:28  <peter1138> 16:15 < criador15> OTTD uses which internal DB?
16:23:35  <planetmaker> criador15, the answer to that question is the in essence one of "what do I want?". And that may very well be VERY different for different people
16:23:36  <peter1138> criador15, there is no internal DB.
16:23:45  <Alberth> so, doing the second assignment doesn't need any action
16:24:02  <planetmaker> Alberth, "clone, clone, clone" :P
16:24:34  <planetmaker> (assuming 3x the 1st year's quantity or such)
16:24:52  <criador15> the need is the same, but the location to transport not
16:24:54  <nielsm> peter1138, as it is, the squrrel 2 implementation does not have a mechanism to separate allocations from different VMs
16:25:13  <criador15> like found a city, then suplly
16:25:29  <criador15> after connect it to another and make it grown
16:25:42  <nielsm> I tried to have it use separate arenas for each AI/GS running but decided it would be too much uprooting the entire VM structure
16:25:43  <planetmaker> nielsm, I think TB once looked into updating the VMs. Looked... like boring and tedious work
16:25:56  <planetmaker> or was that you?
16:26:10  <nielsm> I did try some months ago
16:26:24  <nielsm> mainly for measuring memory usage for each script
16:26:37  <criador15> how i send the red message?
16:26:42  <Alberth> https://dev.openttdcoop.org/projects/busy-bee-gs/repository/entry/main.nut#L235
16:27:21  <Alberth> what red message?
16:28:02  <andythenorth> we spent quite a lot of time at work on python wrappers for common attributes, that can serialise / deserialise cleanly
16:28:12  <criador15> the red looks like private but in the same tab
16:28:12  <andythenorth> which makes state management trivial
16:28:55  <Alberth> we have red messages?
16:29:04  <Alberth> or just text in red colour or so?
16:29:16  <Alberth> strings can have colour, including red
16:30:57  <criador15> like that message : <@Alberth> just ask criador15, one question at a time :)
16:31:05  <criador15> the name was red
16:31:21  <peter1138> Oh that's your IRC client doing that.
16:31:28  <criador15> okay
16:31:30  <planetmaker> we have a red message box with white or yellow text
16:31:42  <planetmaker> like the error message of newgrf mess-up
16:31:45  <criador15> returning
16:32:18  <Alberth> I mentioned your name, so your client highlights you, just like mine if you mention my name
16:32:55  <criador15> the 'list' of objetives might be very vast, like found citys, transport to multi towns, supply anothers, supplys factory
16:33:05  <criador15> and like i am trying to do
16:33:09  <criador15> much more
16:33:53  <criador15> understand?
16:34:15  <Alberth> why do you have a long list? The user cannot do 1000 things at the same time
16:34:19  <peter1138> Is it safe to listen to Kate Bush yet?
16:34:29  <peter1138> There was that palaver about her being a Tory...
16:35:00  <Alberth> I tried in the '90s or so, and survived. Does that count?
16:35:07  <peter1138> :D
16:35:31  <peter1138> Actually there is one album that has Rolf Harris on it. That's slightly more problematic...
16:35:45  <peter1138> I think she's remastered that one to fix that.
16:36:08  <Alberth> Oh you actually know stuff, I never got that far
16:39:02  <criador15> list of possible goals to add to the list that the player has of goals
16:39:35  <criador15> a list not of goals, but possible goals, or progressive goals
16:40:02  <criador15> or goals needed to achieve a certain amount of money, or supply from a factory
16:40:40  <Alberth> yeah, so 2048x2048 map, 1300-something towns and industries
16:41:08  <criador15> and you suggest to supply each of then, one by one
16:41:23  <criador15> after x000 hour you make it
16:41:42  <criador15> or maybe x0.000.000 hours
16:41:44  <Alberth> you generate them all at the start, I generate the next one when I need it
16:41:55  <Alberth> but start much smaller
16:42:08  <criador15> i dont make anything yet
16:42:11  <criador15> made*
16:42:27  <Alberth> first, just pick two towns, and ask the player to setup a passenger service
16:42:29  <criador15> i will try to make a industry craft a train to me
16:42:56  <Alberth> monitor progress, and declare done when appropriate
16:43:00  <planetmaker> criador15, so your next GS will ask the player to service a particular industry :)
16:43:10  <criador15> yep
16:43:24  <criador15> when is done, you dont receive money
16:43:27  <Alberth> that sets up the whole infra structure for managing goals for the player
16:43:29  <criador15> receive a vehicle
16:43:40  <criador15> or another industry
16:43:59  <criador15> like a franchise
16:44:02  <planetmaker> you probably will have to do that manually: remove money earned, give money for buying vehicle, buy vehicle
16:44:17  <planetmaker> and ecommunicate it as "you got the vehicle, but not the money"
16:44:24  <criador15> yep
16:44:30  <criador15> or maybe both
16:44:44  <criador15> the game is to transport,
16:45:00  <criador15> you encommend, transport the resource, pay and use
16:45:22  <Alberth> you can't build all that in one time, way too big and complicated. Start small, and gradually expand
16:45:47  <criador15> i have time o/, not will force
16:45:49  <Alberth> dreaming of solutions is simple, implementing them is a lot of work
16:46:06  <Alberth> it's not time, it's complexity of handling it all
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16:46:39  <planetmaker> but a vision or goal keeps you motivated :)
16:46:50  <criador15> yep
16:46:50  <Alberth> sure, vision is great
16:47:12  <criador15> thats why i think busybee is very promising
16:47:21  <Alberth> just warning that realizing is much more complicated than you may think
16:47:31  <criador15> i know it
16:48:08  <Alberth> well, BB is gpl-licensed, if you can live by those rules, feel free to fork it and extend
16:49:06  <criador15> for now, i have another goal
16:49:15  <criador15> but later, and if i suceed
16:49:44  <criador15> you can at least see if its useful the idea of the industries craft a vehicle?
16:50:08  <Alberth> oh, could be fun
16:50:48  <planetmaker> yep
16:50:59  <planetmaker> I'm also sure such GS will have its audience
16:51:17  <planetmaker> (or ludience?)
16:51:29  <criador15> what the diference?
16:51:49  <planetmaker> audire = to hear; ludere = to play
16:51:53  <planetmaker> (latin) :P
16:52:05  <criador15> i barely understand you in english
16:52:09  <criador15> take eay
16:52:11  <criador15> easy*
16:52:13  <Alberth> right, never saw that before, but I haven't studied latin
16:52:26  <planetmaker> I just made it up on the spot
16:52:36  <criador15> you made a joke, right?
16:52:37  <planetmaker> except the verbs actually exist
16:52:52  <planetmaker> yes... and failed hard :D
16:53:05  <criador15> nop
16:53:21  <criador15> pun are hard when you mix more than one language
16:53:34  <criador15> for me, you used 3
16:54:27  <criador15> Alberth o/, to make a goal, i place it in main.nut, with the especific params?
16:54:37  <criador15> have to use pointers?
16:54:52  <peter1138> Ah, Kate Bush's famous song about... washing machines.
16:55:30  <Alberth> my goal creation code ended up in main, but that's not a fixed rule, you can have it in any .nut file
16:55:52  <Alberth> squirrel has no pointers, it has references
16:56:10  <criador15> TrainsMaker::Start() the :: is what?
16:56:11  <Alberth> hmm, not entirely true, it also knows about null
16:56:26  <Alberth> two colons :p
16:56:45  <Alberth> used to denote that Start is a method in the TrainsMaker class
16:57:05  <Alberth> you have read a squirrel 2 document, right
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16:58:13  <planetmaker> a flaky connection surely is flaky
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17:10:47  <Alberth> first some food is required
17:11:22  <planetmaker> indeed. And then some people need explaining what they could see on the sky if it were not raining cats and dogs...
17:11:31  <planetmaker> l8r :)
17:11:55  <Alberth> have fun :)
17:12:32  <Alberth> planetmaker: https://xkcd.com/2121/
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17:29:04  <criador15> 'a flaky connection surely is flaky' mostly know as lunch here
17:29:11  <criador15> hey o/
17:29:30  <criador15> Alberth not, i not read it yet
17:29:38  <criador15> working on it
17:32:49  <Alberth> ok
17:34:55  <criador15> squirrels has pointers, but they are not the same like others non C language
17:37:30  <criador15> Alberth, do you have time to explaim me some things?
17:39:26  <Alberth> sure
17:39:49  <criador15> the := do something in squirrel?
17:40:28  <Alberth> looks like assignment, doesn't the manual explain that?
17:41:01  <Alberth> http://squirrel-lang.org/doc/squirrel2.html
17:42:01  <criador15> yes and no
17:43:07  <criador15> i know this is for assign value to local vars =, but this := is  for assign to global vars(like the off class)
17:43:32  <Alberth> where do you find that := ?
17:43:50  <criador15> in the doc
17:44:09  <Alberth> stat:= 'throw' exp  <- like that ?
17:44:13  <nielsm> oh, in the syntax definitions
17:44:14  <criador15> "Global variables are stored in a table called the root table. Usually in the global scope the environment object is the root table, but to explicitly access the global table from another scope, the slot name must be prefixed with '::' (::foo)."
17:44:40  <nielsm> read up on "backus-naur form"
17:44:41  <Alberth> that's ::
17:44:52  <criador15> ops
17:45:11  <criador15> A single identifier refers to a local variable or a slot in the environment object.  derefexp := id;
17:45:15  <Alberth> and likely hardly ever needed
17:45:41  <Alberth> It's meta-syntax
17:46:06  <Alberth> it's of the language they use for defining squirrel, it's not squirrel itself
17:46:24  <criador15> its from C and sons right?
17:46:35  <criador15> maybe 'sons'
17:46:41  <Alberth> the explanation has a concept  "derefexp", the := means "is defined as"
17:46:51  <nielsm> well, the formatting in the squrrel manual is terrible, and they don't visually distinguish between examples written in squirrel, and other code blocks that are not squirrel
17:47:30  <Alberth> Likely you can find similar syntax somewhere in an appendix of a C/C++ manual
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17:47:41  <criador15> just to know, some of you know about java?
17:47:44  <Alberth> you can safely ignore the := and everything before it
17:48:03  <Alberth> I know java, also drink a lot of coffee
17:48:05  <criador15> i did it, and after asked you
17:48:14  <Wolf01> o/
17:48:19  <criador15> o/
17:48:39  <Alberth> hai sir W
17:49:43  <criador15> so this a:=b, is the same as a=b?
17:49:52  <nielsm> no
17:50:01  <nielsm> there is no := symbol in the squrrel language
17:50:17  <Alberth> the " a :=" part is explanation, it's not part of squirrel
17:50:18  <nielsm> := is a symbol the manual uses to explain the syntax
17:50:37  <criador15> now i understand
17:50:41  <Alberth> you can safely ignore the := and everything before it
17:51:00  <nielsm> for example this:
17:51:01  <nielsm> stat:= 'while' '(' exp ')' stat
17:51:27  <criador15> begins on while
17:51:34  <Alberth> yep
17:51:55  <nielsm> that means that when they write "stat" somewhere else in a syntax diagram, it refers to the sequence of the word "while", following by a (, followed by an expression, followed by a ), followed by a statement
17:52:02  <criador15> so AI is like to develop on squirrel and C++ implicity, but you can use GUI?
17:52:13  <nielsm> uh what
17:52:25  <nielsm> squirrel is a programming language used in ottd to write AI and GS
17:52:42  <Alberth> you have to create a tekst-file, if you want to use a graphical editor for that , it's fine
17:52:46  <criador15> if i do a calculator inside a AI, and run it, is like compile in squirrel?
17:52:55  <Alberth> *text-file  even
17:53:02  <criador15> but with expensive computing cost
17:53:03  <nielsm> the squirrel language is interpreted by a C++ library which is included in ottd, and the syntax of the squirrel language itself is inspired by C++, but C++ is not relevant for writing squirrel
17:53:16  <criador15> okay
17:53:18  <criador15> cool
17:54:41  <Alberth> tea would be great I think
17:55:05  <criador15> then it would be java
17:55:27  <criador15> would not*
17:55:35  <Alberth> no, tea in the evening
17:56:14  <criador15> for me its 15:00 or 3:00 pm
17:56:22  <Alberth> I did have coffee today, even without touching java
17:56:29  <criador15> me too
17:56:42  <nielsm> I shall find food
17:56:57  <Alberth> s/shall/must/
17:57:18  <Alberth> survival stuff and all that
17:58:30  <criador15> you are talking about that thing you do to keep doing things?
17:59:55  <criador15> i love openttd
18:03:12  <criador15> found
18:04:28  <Alberth> it has a lot of challenges
18:04:51  <criador15> did i sucessfully send you a private question?
18:05:00  <peter1138> Don't do that :/
18:05:40  <criador15> please especify, dont do question in private mode, or dont do private question?
18:06:05  <criador15> i mean, did i send a question only to Alberth?
18:07:28  <criador15> the query option do what?
18:08:00  <criador15> here in the chat
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18:21:23  <m3henry> o/
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18:23:55  <criador15> where i find the id of towns?
18:24:58  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjeo1
18:26:47  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
18:31:29  *** criador15 has quit IRC
18:39:36  <peter1138> Hmm
18:42:16  *** andythenorth has joined #openttd
18:44:07  <andythenorth> yo
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18:44:30  <peter1138> Evening
18:44:31  *** Thedarkb-T60 has quit IRC
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18:44:57  <andythenorth> tanks!
18:45:46  *** Thedarkb-T60 has quit IRC
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18:49:31  <Alberth> moving boxes of steel
18:50:21  <Alberth> or in your case, moving boxes of bits
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18:51:22  <LordAro> Thedarkb-T60: oi
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19:04:23  *** DorpsGek sets mode: +o LordAro
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19:05:20  <frosch123> @ban 100000 Thedarkb1-T60
19:05:34  <frosch123> @ban Thedarkb1-T60 100000
19:05:39  <frosch123> hmm...
19:07:07  <Alberth> one must be right :)
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19:09:37  <Alberth> wb
19:10:19  <criador15> hey o/, anyone can edit the introduction tutorial of AIs?
19:10:26  <criador15> this :https://wiki.openttd.org/AI:Introduction
19:10:38  <frosch123> you can
19:12:01  <criador15> you thing is good to mention that AIs only run while the game is not paused?
19:13:16  <nielsm> that should be obvious
19:13:17  <criador15> and hi o/ you are a new person to me
19:13:39  <criador15> for me wasnot
19:13:40  <peter1138> nielsm, well, players can build while paused, so...
19:13:57  <peter1138> Which is a bit silly :/
19:14:04  <criador15> details
19:14:30  <criador15> 30 minutes trying to make a simple String apears, but my games always start paused....
19:14:36  <criador15> so
19:14:48  <criador15> Because my game*
19:15:44  <peter1138> Unpause it :-)
19:15:49  <criador15> now i know
19:17:03  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
19:17:16  <m3henry> After much fumbling with rebases, that might be all of the amendments
19:19:57  <criador15> yeah
19:20:07  <criador15> see ya o/
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19:20:35  <peter1138> Uh..
19:20:46  <peter1138> People using track types just to have different tunnel sprites? o_O
19:20:58  <Alberth> lol
19:21:53  <Alberth> although it makes sense I guess, only way to get any variation in those sprites
19:22:13  <Alberth> hmm, would random sprite selection work?
19:22:16  <peter1138> No, not really.
19:22:35  <peter1138> What would be good is to say "can we have different tunnel head sprites"
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19:23:21  <Alberth> never avoid creating an XY problem if you can  :p
19:23:28  <peter1138> :/
19:24:53  <peter1138> "Variable 10 can be used to distinguish between several requested tunnel variations: "
19:24:56  <peter1138> Hmm
19:25:00  <peter1138> 00 plain portal
19:25:04  <Alberth> :O
19:25:06  <peter1138> all over values "reserved"
19:25:08  <peter1138> *other
19:27:30  <Eddi|zuHause> i guess that's a "this was never implemented"?
19:28:09  <Eddi|zuHause> so all that needs is a few map bits and a gui
19:28:33  <Alberth> I wonder if you should define something for the other values
19:28:41  <Alberth> perhaps not
19:29:12  <Eddi|zuHause> there's also this TTDP feature where you can build rails on top
19:29:22  <peter1138> Yeah but TTDP doesn't support railtypes.
19:29:47  <Alberth> someone will invent a "system" covering all known and unknown tunnel entry sprites
19:30:26  <Eddi|zuHause> would also be helpful with roads, especially for "subway" style train networks
19:30:39  <peter1138> That's the thing, would you want tunnel sprites to be clearly defined (like have proper IDs)
19:30:39  <LordAro> i feel like very few people would complain if the TTDP-only bits of the grf spec were dropped
19:31:12  <peter1138> Or be like refits (depend on a variable and rely on a different graphic coming back to detect it)
19:31:35  <LordAro> Alberth: YATH (yet another tunnel head) ?
19:32:08  <Eddi|zuHause> peter1138: i'm not sure i understand what you mean
19:32:17  <Alberth> clearly you need separate tunnels sprites for 100, 120, 160, and 200 km/h entry speeds
19:32:33  <Eddi|zuHause> Alberth: that's what railtypes can already do
19:32:34  <peter1138> :/
19:32:51  <peter1138> Only based on the speed limit attribute of the railtype, though.
19:32:53  <Alberth> not to mention 50, and 125KV, with catenary or 3rd rail
19:33:09  <peter1138> But yes, railtypes do already specify the tunnel graphics
19:33:37  <Alberth> and so you arrive at railtypes defining tunnel sprites :p
19:34:00  <peter1138> Eddi|zuHause, ottd has to detect what refits are available by testing for all combinations.
19:34:11  <peter1138> Eddi|zuHause, this is part of what makings refits so shitty to deal with
19:34:26  <peter1138> They can come & go depending on date... o_O
19:34:46  <Eddi|zuHause> peter1138: but station construction can also come and go depending on date?
19:35:07  <peter1138> How is that relevant?
19:35:26  <Eddi|zuHause> i would imagine tunnel portals would be more like that, than refit
19:35:35  <peter1138> stations have proper defined IDs
19:35:54  <peter1138> tunnel portals are graphics for a railtype
19:36:06  <peter1138> (because the sprites include the rails)
19:38:16  <Eddi|zuHause> say, we find somewhere 4 map bits we could use for tunnel portals (that makes 16 types per railtype), we could make a property/callback where the railtype can enable each single portal in a bitmask
19:38:28  <andythenorth> we need a full on landscape construction kit
19:38:28  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #3848: Orders: different STR_ORDER_GO_TO for each transport type https://git.io/fjeKh
19:38:49  <andythenorth> it's why frosch123 invented ButGroundTypes https://wiki.openttd.org/Frosch/ButGroundTypes
19:39:21  <Eddi|zuHause> the sprite selection callback then gets passed these 4 map bits, the GRF is responsible for providing any graphics that it had enabled and the selection gui could exclude the ones disabled
19:40:07  <andythenorth> for model train purposes, landscape needs to be modular :P https://www.modellbahnshop-lippe.com/article_data/images/39/8396_c.jpg
19:40:12  <andythenorth> I'm not even trolling
19:40:16  <Eddi|zuHause> there's some complexity with the graphics to combine tunnel portals with grass/sand/whatever ground
19:40:40  <andythenorth> https://assets.catawiki.nl/assets/2017/7/30/0/3/2/0321d410-d467-44d8-8256-785607858612.jpg
19:41:31  <andythenorth> eh we need turntables!! https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTaI7pbXghb-eM4jPTHSQN6u2pg7ONubK4mCHnJz4P3lC9-kRmB
19:41:42  <Eddi|zuHause> the bitmask would allow the GRF to enable/disable them at dates, and avoid the mess that is refit subtypes
19:42:10  <Eddi|zuHause> subtypes have a problem with that, because they have to be consecutive
19:43:07  <Eddi|zuHause> allowing non-consecutive has the advantage that the GRF can still provide graphics for the already built but now disabled types
19:43:08  <peter1138> "but only 16 types!" ;)
19:43:13  <peter1138> yeah
19:43:27  <peter1138> so callback for "which tunnel types are available"
19:43:32  <peter1138> Do they need names? :p
19:43:36  <peter1138> I'm going with no.
19:43:42  <Eddi|zuHause> peter1138: but the callback can only return 15 bits :p
19:43:49  <peter1138> Crap
19:43:56  <peter1138> http://fuzzle.org/~petern/ottd/32bitcallback.diff
19:46:33  <Alberth> have 0 always available
19:46:53  <Eddi|zuHause> that doesn't make a lot of sense
19:47:44  <Alberth> grf can disable all tunnel sprites?
19:48:21  <Eddi|zuHause> maybe?
19:48:32  <Eddi|zuHause> would disable tunnel construction for that railtype
19:50:16  <Alberth> if it's static, that would work
19:56:20  <peter1138> Hmm
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19:56:37  <peter1138> Can a callback return 15 bits or was there some 14 bit limit?
19:56:49  <peter1138> Or was that a bit being used for something else in some var?
19:57:06  <Eddi|zuHause> 14 bit was only for the articulation callback, as 15 was special
19:57:25  <peter1138> Some cost thing too, I'm sure.
19:57:32  <peter1138> Or rating
19:57:49  <Eddi|zuHause> dunno, but the callback can return all 15 bits
19:58:03  <peter1138> Ok, let's write the unit tests ;)
19:58:42  <Eddi|zuHause> do we have a framework for those yet? :p
19:58:47  <peter1138> And... have 15 types, or 16 types with the first one always available?
19:59:04  <Alberth> https://newgrf-specs.tt-wiki.net/wiki/Callbacks#Custom_profit_calculation_for_cargoes_.2839.29  <-- that one?
19:59:20  <peter1138> Probably :-)
19:59:39  <peter1138> Hmm, there are callbacks for rails, I guess.
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20:00:21  <Eddi|zuHause> i'm against having a fixed one. a GRF might want to have an "old" and a "new" set, so would want to disable all "old" while making sure at least one is available at any time
20:00:35  <peter1138> Ok
20:00:44  <Eddi|zuHause> so 15 would be better, can always increase that later
20:01:03  <Eddi|zuHause> the property could support all 16 maybe
20:01:18  <peter1138> I ... wasn't going to implement a property :p
20:01:19  <Eddi|zuHause> (this still under the assumption we have 4 map bits)
20:01:41  <peter1138> m2 is free for bridges and thus tunnels
20:01:55  <peter1138> Don't need 65536 tunnel types though
20:02:03  <Eddi|zuHause> ok. no property, and CB_FAILED indicates old behaviour
20:02:41  <peter1138> m3 bits 0..3
20:03:10  <Eddi|zuHause> i'm pretty sure m2 is used by every custom bridge head patch ever
20:03:14  <peter1138> Yup
20:03:24  <peter1138> And that patch to assign town ids to bridges.
20:03:47  <Eddi|zuHause> that sounds incredibly wasteful
20:04:16  <frosch123> callbacks returning signed integers have these weird 15 bit integers, with 14bit for positive numbers
20:05:27  <Eddi|zuHause> well, it's not like 2-complement is restricted to power-of-two bits
20:05:42  <peter1138> :-)
20:06:44  <Eddi|zuHause> the bigger problem there is that the callback itself has no knowledge of its signedness, so the conversion is done in a weird place
20:07:37  <Alberth> define as unsigned after adding n/2
20:08:13  <Eddi|zuHause> the callback handling code expects all callbacks to be unsigned
20:08:15  <frosch123> oh, right... title game competition
20:08:28  <frosch123> i keep forgetting to look at them
20:09:57  <frosch123> actually... is voting open? there is no separate post about it
20:12:38  <frosch123> Eddi|zuHause: no, the callback handling code expects all callbacks to return 15 bit binary data
20:13:07  <frosch123> bit fields are extracted and converted later
20:15:59  <Eddi|zuHause> frosch123: ok, but bitfields are fine when handled as unsigned
20:21:09  <peter1138> Hmm, how do we normally do variables that need to be available before the object exists...
20:26:08  <frosch123> we create a fake object
20:26:21  <frosch123> see articulated_vehicles.cpp
20:27:27  <frosch123> ok, only one function CountArticulatedParts
20:28:36  <m3henry> :v why are the Windows builds failing to find headers in CI?
20:31:48  <m3henry> png.h, ft2build.h and zlib.h are missing
20:34:33  <Eddi|zuHause> because it's not set up to install them?
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20:35:16  <m3henry> Surely that sort of thing would be left alone once it was setup
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20:38:22  <Thedarkb-T60> frosch123, Sorry about that.
20:38:31  <Thedarkb-T60> I was away from my computer at the time.
20:38:41  <Thedarkb-T60> If I start lagging out like that again, just kick me.
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20:38:46  <Thedarkb-T60> I'd rather not be banned :)
20:44:47  <frosch123> it was a timed bad, but did not work :p
20:44:53  <frosch123> *n
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21:08:19  <peter1138> Hmm, tunnel gui? :o
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21:13:36  <andythenorth> signals in tunnels
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22:45:22  <drac_boy> hi there
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22:56:55  <peter1138> hello
22:58:55  <drac_boy> anything interesting?
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