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00:53:29 *** Wormnest has joined #openttd 01:04:25 *** dihedral has quit IRC 01:11:33 *** Wormnest has quit IRC 01:21:53 *** dihedral has joined #openttd 01:36:40 *** TrueBrain_ has quit IRC 01:36:59 *** TrueBrain has quit IRC 01:38:08 *** TrueBrain has joined #openttd 01:38:18 *** TrueBrain_ has joined #openttd 02:28:21 *** Thedarkb2-T60 has joined #openttd 02:29:13 *** Thedarkb-X40 has joined #openttd 02:34:29 *** Thedarkb1-T60 has quit IRC 03:16:04 *** debdog has joined #openttd 03:19:24 *** D-HUND has quit IRC 03:20:14 *** Samu has quit IRC 03:52:51 *** tokai|noir has joined #openttd 03:52:51 *** ChanServ sets mode: +v tokai|noir 03:59:50 *** tokai has quit IRC 04:39:18 *** milek7 has quit IRC 04:40:18 *** milek7 has joined #openttd 05:46:12 *** lastvillico has joined #openttd 06:52:14 *** lastvillico has quit IRC 06:54:30 *** Beerbelott has joined #openttd 07:46:35 *** Beerbelott has left #openttd 08:04:46 *** andythenorth has joined #openttd 08:31:10 *** th0bse_ has quit IRC 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 08:34:13 *** andythenorth has quit IRC 08:56:57 *** andythenorth has joined #openttd 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 09:07:03 *** th0bse has joined #openttd 09:07:38 *** th0bse is now known as Guest3248 09:15:00 *** m3henry has joined #openttd 10:09:56 <peter1138> Hi 10:12:29 *** Gustavo6046 has quit IRC 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 10:44:58 *** lastvillico has joined #openttd 10:52:24 *** m3henry has quit IRC 10:52:30 *** m3henry has joined #openttd 11:00:37 *** andythenorth has quit IRC 11:22:14 *** Arveen2 has quit IRC 11:43:47 *** Flygon has quit IRC 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 12:21:31 *** andythenorth has joined #openttd 12:39:40 *** lastvillico has quit IRC 12:51:22 *** Criador15 has joined #openttd 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 13:02:40 *** Criador15 has quit IRC 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 13:04:58 *** Criador15 has joined #openttd 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 13:20:28 *** Gustavo6046 has joined #openttd 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 13:24:22 *** Wormnest has joined #openttd 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... 13:37:09 *** Criador15 has quit IRC 13:40:40 *** Criador15 has joined #openttd 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 13:45:57 *** Criador15 has quit IRC 13:51:45 <planetmaker> oh, we get now different track types which will mainly differ in the look of the tunnel entrances... 13:51:46 *** supermop_work has joined #openttd 13:52:05 *** Criador15 has joined #openttd 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 14:05:28 *** Criador15 has quit IRC 14:26:31 *** Wormnest has quit IRC 14:59:23 *** nielsm has joined #openttd 15:13:35 *** criador15 has joined #openttd 15:13:39 <criador15> hello o/ 15:15:55 <nielsm> hi 15:20:41 *** Thedarkb-X40 has quit IRC 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 15:34:30 *** sla_ro|master has joined #openttd 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? 15:36:59 *** criador15 has quit IRC 15:39:38 *** criador15 has joined #openttd 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 15:49:58 *** Gustavo6046 has quit IRC 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 15:53:32 *** synchris has joined #openttd 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 16:04:56 *** Alberth has joined #openttd 16:04:56 *** ChanServ sets mode: +o Alberth 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 16:09:27 *** Samu has joined #openttd 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 16:17:16 *** Thedarkb2-T60 has quit IRC 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 16:21:01 *** Wormnest has joined #openttd 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 16:46:14 *** supermop_work has quit IRC 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 16:57:35 *** criador15 has quit IRC 16:58:13 <planetmaker> a flaky connection surely is flaky 17:03:12 *** Gustavo6046 has joined #openttd 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/ 17:13:36 *** HerzogDeXtEr has joined #openttd 17:17:25 *** Progman has joined #openttd 17:18:09 *** supermop_work has joined #openttd 17:27:30 *** criador15 has joined #openttd 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 17:47:36 *** Wolf01 has joined #openttd 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 18:09:35 *** m3henry has quit IRC 18:12:37 *** andythenorth has quit IRC 18:21:10 *** m3henry has joined #openttd 18:21:23 <m3henry> o/ 18:22:05 *** Thedarkb-T60 has joined #openttd 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 18:44:22 *** frosch123 has joined #openttd 18:44:30 <peter1138> Evening 18:44:31 *** Thedarkb-T60 has quit IRC 18:44:54 *** Thedarkb-T60 has joined #openttd 18:44:57 <andythenorth> tanks! 18:45:46 *** Thedarkb-T60 has quit IRC 18:46:56 *** Thedarkb-T60 has joined #openttd 18:49:31 <Alberth> moving boxes of steel 18:50:21 <Alberth> or in your case, moving boxes of bits 18:50:47 *** Thedarkb-T60 has quit IRC 18:50:55 *** Thedarkb-T60 has joined #openttd 18:51:22 <LordAro> Thedarkb-T60: oi 18:52:44 *** gelignite has joined #openttd 18:53:31 *** Thedarkb-T60 has quit IRC 18:54:18 *** Thedarkb-T60 has joined #openttd 18:55:16 *** Thedarkb-T60 has quit IRC 18:56:15 *** Thedarkb-T60 has joined #openttd 18:57:23 *** Thedarkb1-T60 has joined #openttd 18:57:26 *** Thedarkb-T60 has quit IRC 19:04:23 *** DorpsGek sets mode: +o LordAro 19:04:23 *** Thedarkb1-T60 has quit IRC 19:05:05 *** Thedarkb1-T60 has joined #openttd 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 :) 19:09:05 *** criador15 has joined #openttd 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/ 19:20:10 *** criador15 has quit IRC 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" 19:22:46 *** Thedarkb1-T60 has quit IRC 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 19:56:21 *** glx has joined #openttd 19:56:21 *** ChanServ sets mode: +v glx 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. 20:00:21 *** supermop_work has quit IRC 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? 20:34:47 *** Alberth has left #openttd 20:35:16 <m3henry> Surely that sort of thing would be left alone once it was setup 20:38:15 *** Thedarkb-T60 has joined #openttd 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. 20:38:43 *** synchris has quit IRC 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 21:02:35 *** gelignite has quit IRC 21:03:47 *** sla_ro|master has quit IRC 21:08:19 <peter1138> Hmm, tunnel gui? :o 21:13:01 *** nielsm has quit IRC 21:13:36 <andythenorth> signals in tunnels 21:13:48 *** Thedarkb-T60 has quit IRC 21:14:09 *** Thedarkb-T60 has joined #openttd 21:19:47 *** Thedarkb-T60 has quit IRC 21:20:08 *** Thedarkb-T60 has joined #openttd 21:29:38 *** Thedarkb-T60 has quit IRC 21:32:07 *** frosch123 has quit IRC 21:35:45 *** Supercheese has joined #openttd 21:53:17 *** HerzogDeXtEr1 has joined #openttd 21:58:16 *** m3henry has quit IRC 21:58:26 *** HerzogDeXtEr has quit IRC 22:00:22 *** Lejving has joined #openttd 22:08:46 *** Wolf01 has quit IRC 22:20:27 *** andythenorth has left #openttd 22:41:31 *** supermop_work has joined #openttd 22:43:27 *** supermop_work_ has joined #openttd 22:45:19 *** drac_boy has joined #openttd 22:45:22 <drac_boy> hi there 22:50:36 *** supermop_work has quit IRC 22:56:55 <peter1138> hello 22:58:55 <drac_boy> anything interesting? 23:02:13 *** HerzogDeXtEr1 has quit IRC 23:25:29 *** Progman has quit IRC 23:39:36 *** supermop_work_ has quit IRC 23:41:43 *** drac_boy has left #openttd 23:51:43 *** Thedarkb-T60 has joined #openttd