Log for #openttd on 15th June 2019:
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04:01:53  <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7613: Generating too many news messages at once crashes the game.
04:26:02  <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #7625: Road infrastructure counts are not updated properly, free money exploit with infrastructure maintenance
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06:41:53  <andythenorth> bonjour
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09:02:55  <andythenorth> livestock feldbahn?
09:03:02  * andythenorth mumbles stuff
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09:12:51  <nielsm> I have a feeling livestock would usually just be herded the distances feldbahn would typically run over
09:17:51  <Wolf01> So I found why sometimes I seem to eat keystrokes. I should not connect mouse and keyboard to the same hub
09:18:21  <nielsm> USB should not be doing that
09:18:56  <Wolf01> Indeed
09:20:54  <andythenorth> the 'feldbahn' I'm doing is really all-purpose industrial trains
09:21:03  <andythenorth> it's just shorter to write 'feldbahn' :D
09:36:30  <Eddi|zuHause> andythenorth, nielsm: i think for gameplay reasons it should transport any cargo
09:36:57  <andythenorth> yeah
09:37:02  <andythenorth> so I had an idea
09:37:11  <andythenorth> now that we have 64 cargos in a game
09:37:18  <andythenorth> instead of using GEAR for refits
09:37:33  <andythenorth> there could be more cargos for refits, so that auto-replace works
09:38:01  <andythenorth> allowing different vehicle types using cargo refit
09:38:04  <Eddi|zuHause> autorefit doesn't work if you have more than one cargo in a consist
09:38:11  <andythenorth> there's always a thing eh?
09:39:08  <Eddi|zuHause> andythenorth: i'm sure there's more reasons why that's a bad idea
09:39:41  <andythenorth> there are going to be quite a lot of feldbahn trains then :P
09:39:52  <andythenorth> due to needing different lengths
09:41:00  <Eddi|zuHause> i think that's the smallest problem
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11:26:51  <peter1138> Hmm, is it lunch time? I had breakfast at ~ 6:30...
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11:44:09  <Eddi|zuHause> it's apparently not dup time...
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11:54:17  <nielsm> the authors of both the "real-time patch" and "stations extend across tunnels/bridges" threads on the forum come across as very arrogant to me... I can't even stand reading their posts :s
11:55:04  <peter1138> I wrote bridges-over-stations (which is the same thing) about 10 years ago.
11:55:31  <peter1138> Eddi|zuHause, I... don't understand a word of that.
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12:36:37  <Eddi|zuHause> peter1138: how dare you! :p
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14:07:30  <Eddi|zuHause> i like that xkcd still puts a suggestive blue "click here" in the picture... but i need to set up a filter for this massive promo picture that has no relevance to me
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14:09:13  <dwfreed> Eddi|zuHause: use the mobile site,; it's better anyway, because you don't have to hover over the picture for the alt text
14:09:43  <dwfreed> oh, it's there too
14:09:49  <dwfreed> but at least it's on the bottom there
14:09:55  <dwfreed> but *shrug*
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15:39:19  <andythenorth> o/
15:39:52  <andythenorth> oof, I had to use my backup drive
15:40:08  <andythenorth> that's rare, most things are on cloud services with history :P
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17:28:17  <andythenorth> the downside of cloud services with history is....
17:28:27  <andythenorth> when the 'undelete' button looks similar to 'delete permanently'
17:34:56  <dwfreed> smash them over the head
17:35:13  <dwfreed> this is why I have text button labels on in gmail
17:35:24  <dwfreed> because I don't want to try to figure out wtf the icons mean
17:36:53  <andythenorth> very such
17:37:09  <andythenorth> ok so all livestock vehicles are named stuff like
17:37:11  <andythenorth> "stungun"
17:37:17  <andythenorth> "cowsleigh"
17:37:34  <andythenorth> "trotalong"
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17:37:46  <andythenorth> "pigstick"
17:37:53  <andythenorth> it's a weak joke, but eh
17:37:54  <andythenorth> I need more
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18:16:41  <planetmaker> hi hi
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18:24:46  <andythenorth> hi planetmaker
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19:56:41  <Eddi|zuHause> sometimes you should do only strong jokes or no jokes.
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20:10:46  <snail_UES_> could we make a vehicle know which railtype it is on, when it’s in a depot?
20:13:22  <Eddi|zuHause> snail_UES_: does pr #7000 help with that?
20:13:51  <snail_UES_> Eddi|zuHause: what do you mean?
20:15:10  <Eddi|zuHause>
20:16:55  <Eddi|zuHause> if you could try that out and give some feedback on whether it solves your issues or needs more stuff, that would be great?
20:20:42  <snail_UES_> sounds pretty interesting
20:21:03  <snail_UES_> so far, however, there isn’t any way for a railtype to “communicate
20:21:17  <snail_UES_> “ its powered status… apart from the presence of a catenary
20:21:40  <snail_UES_> and there are powered tracks with no catenary at all (3rd rail is an example of that)
20:22:02  <snail_UES_> also, I’ll need max axle weight, which seems not covered by this
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20:23:11  <nielsm> 3rd rail, 4th rail, catenary are imo all different types of poweredness, you wouldn't want a train with pantographs up running on a line with only 3rd rail
20:23:39  <nielsm> in other words, "is powered" is not an interesting property for a railtype
20:23:39  <snail_UES_> right
20:23:59  <nielsm> the engine just needs a railtype compatible with whichever base type it needs
20:24:34  <snail_UES_> my initial point was to be able to “do something” if a vehicle is in a depot with a specific railtype
20:24:54  <Eddi|zuHause> snail_UES_: you can already read the powered flag. the additional stuff in #7000 is e.g. for having hybrid vehicles
20:25:13  <snail_UES_> yes, but does it work if a vehicle is in a depot?
20:25:23  <Eddi|zuHause> i think so
20:25:29  <snail_UES_> ok...
20:25:36  <snail_UES_> but it wouldn’t work with different axle weights, would it?
20:25:43  <Eddi|zuHause> no
20:25:52  <snail_UES_> right.. so it wouldn’t solve my problem
20:26:30  <Eddi|zuHause> with #7000 you could maybe check that
20:26:39  <snail_UES_> I’d like my vehicles to figure out which depot they’re being built in. “Heavy” and “light” unpowered tracks are compatible, but a “heavy” vehicle will run at a crippled max speed on “light” tracks
20:26:52  <snail_UES_> I’d like to be able to visually display that when you’re builing a train in a depot
20:27:04  <Eddi|zuHause> oh, it definitely won't work during purchase
20:27:19  <snail_UES_> how about during consist building in a depot?
20:27:45  <Eddi|zuHause> you have no way of saving that, i think
20:28:23  <Eddi|zuHause> i probably talked about that in #7000, but didn't implement it
20:28:24  <snail_UES_> well, again, if a vehicle knew what kind of depot it’s sitting in, this would work
20:28:56  <Eddi|zuHause> how would it remember that once it left the depot?
20:29:15  <snail_UES_> once it leaves the depot, it can check the current railtype. It’s already happening now
20:29:37  <snail_UES_> say I’m building a “heavy” train on a “light” track
20:29:51  <snail_UES_> I’m buying the vehicles and creating my consist in the depot, everything looks fine
20:30:00  <Eddi|zuHause> maybe i didn't understand your idea right...
20:30:07  <snail_UES_> then I start the train and notice it’s going at a crawling speed
20:30:14  <snail_UES_> because the track is too light
20:30:47  <snail_UES_> ideally, if I build a “heavy” train in a “light” depot, there should be an icon on top of the train (for example) that warns me about that
20:31:14  <snail_UES_> and I can only achieve this if the train can check what kind of depot it’s sitting in
20:31:32  <Eddi|zuHause> i don't see why that wouldn't work already
20:31:50  <snail_UES_> because I think the “veh_railtype” (in m4nfo) only works outside of a depot
20:32:37  <Eddi|zuHause> main problem with the existing variables is that you need to know the exact railtypes
20:32:53  <Eddi|zuHause> it's not future proof with different railtype sets
20:33:29  <snail_UES_> Eddi|zuHause: that is not the problem
20:33:36  <snail_UES_> I’m already handling them all within my set
20:34:12  <snail_UES_> I already built a function that sets the max speed of each consist, as a result of the combination between engine type and rail type
20:34:58  <snail_UES_> the issue is that sometimes I carelessly build a consist with a heavier axle weight than the tracks can handle
20:35:12  <snail_UES_> and it’d be nice for the player to visually see that in the depot, as he’s building the consist
20:35:37  <snail_UES_> rather than noticing that once the train is already moving
20:36:16  <Eddi|zuHause> i still don't see why that wouldn't work in the depot
20:37:52  <frosch123> the track_type is not available in the purchase view, because we did not know what to return in the "available vehicles" list, which has no depot
20:38:43  <Eddi|zuHause> yeah, but "purchase list" is not the samea as "in depot"
20:38:47  <frosch123> but maybe you can fake that by returning the native track type of the vehicle itself
20:39:31  <frosch123> Eddi|zuHause: i recharged the batteries to my crystal ball
20:40:51  <Eddi|zuHause> [15.06.19 22:27] <Eddi|zuHause> oh, it definitely won't work during purchase
20:40:52  <Eddi|zuHause> [15.06.19 22:27] <snail_UES_> how about during consist building in a depot?
20:40:58  <Eddi|zuHause> i thought i already covered that
20:52:13  <snail_UES_> I’ll do more tests…
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20:54:38  <Eddi|zuHause> anyway, the changes in #7000 are mostly about not having to list all current and future potential railtypes that the game might have
20:55:58  <Eddi|zuHause> (that nml doesn't know about procedure calls doesn't really help with that approach, also)
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21:04:03  <andythenorth> hmm
21:04:10  <andythenorth> I need names for 16 livestock feldbahn trains
21:04:13  <andythenorth> 16 seems a lot eh
21:04:32  <andythenorth> how about....using cargo subtype to set electric / diesel / steam engine?
21:04:49  <snail_UES_> andythenorth: how so?
21:05:25  <andythenorth> use a railtype that works on all, then set subtype in cargo refit
21:05:30  <andythenorth> then use that to set power, effects
21:05:34  <andythenorth> it's a terrible idea
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21:06:14  <andythenorth> this is for trams, not actual trains btw
21:06:36  <andythenorth> 16 livestock trams, 16 hopper trams, 16 tanker trams etc etc
21:06:40  <andythenorth> it's daft
21:06:46  * andythenorth must to rethink
21:07:15  <andythenorth> could we somehow make subtypes work with auto-replace?
21:09:34  <Eddi|zuHause> <andythenorth> how about....using cargo subtype to set electric / diesel / steam engine? <-- i'm not sure if you've had worse ideas
21:09:57  <andythenorth> I could look in my irc logs
21:09:58  <Eddi|zuHause> andythenorth: subtypes work with autoreplace, so long as you keep the same name and order
21:10:02  <andythenorth> I've gone pretty low
21:12:10  <Eddi|zuHause> so, i've probably destroyed my system, let's reboot
21:12:22  <andythenorth> oof
21:12:31  <andythenorth> keyborq
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21:14:07  <snail_UES_> ah Eddi just left...
21:14:29  <snail_UES_> I did some tests, indeed I can change graphics in a depot according to the railtype. I was doing something weird on my end
21:14:38  <snail_UES_> but now I have a follow-up question...
21:15:01  <snail_UES_> it seems I can’t change a sprite recoloring according to where it’s displayed? such as in depot, in GUI, in viewport… ?
21:15:12  <snail_UES_> does it mean I’m forced to use sprite stacking?
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21:19:15  <frosch123> yes
21:19:27  <frosch123> the old recolouring callback is cached and affects everything
21:19:41  <frosch123> the sprite stack recoloring is always associated to specific sprites
21:27:58  <snail_UES_> got it
21:28:18  <snail_UES_> that’s why I thought I couldn’t change graphics in a depot. I was actually using recoloring
21:28:21  <snail_UES_> I’ll change my code
21:28:36  <snail_UES_> thanks :)
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23:06:44  <spnda> Shouldn't strings written into english.txt automatically be declared as a StringID when building?
23:06:57  <nielsm> yes
23:07:57  <nielsm> if you're working in MS visual studio, often it doesn't refresh properly and the intellisense tools claim the new StringID constants don't exist
23:08:30  <spnda> I had build errors claiming it was undefined. I had that before that IntelliSense didn't catch it instantly
23:08:58  <spnda> I think it's not complaining anymore though after another build... So that's good
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