Log for #openttd on 3rd July 2019:
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00:00:11  <spnda> When I want a certain function to run on game start and then sometimes get reexecuted when a game starts or finished in which file should this be done? In a game core file maybe?
00:11:06  <Eddi|zuHause> what kind of function?
00:11:59  <Eddi|zuHause> if it's commands, you might want to look at server scripts or admin port
00:12:52  <spnda> what's the admin port again
00:13:19  <Eddi|zuHause> an interface for external programs to issue commands
00:13:32  <Eddi|zuHause> and a few other things
00:14:56  <spnda> Well it's a function for discord rich presence
00:15:39  <glx> admin port seems to be a good candidate then
00:16:26  <spnda> That's what planetmakers suggestion was on the forums. But when doing C++ I'm unsure how that would all work
00:16:59  <Eddi|zuHause> admin port is basically like a network connection
00:17:00  <glx> admin port can be used with any language, it's just an interface
00:17:20  <Eddi|zuHause> there are existing admin port libraries in java and python, i think
00:17:36  <Eddi|zuHause> you could use those as a starting point
00:18:14  <spnda> Python, Java, PHP.
00:18:24  <glx> and a big advantage of using admin port is that you keep a vanilla server
00:18:34  <glx> easier for users
00:19:07  <Eddi|zuHause> and it'll work for both vanilla and patchpacks, without complicated merging
00:19:16  <spnda> But doesn't this mean the user would need to launch a different program?
00:19:56  <glx> admin port is on the server only
00:19:58  <Eddi|zuHause> you probably need to make a wrapper script that launches both your admin port library and the game at the same time
00:20:09  <Eddi|zuHause> and they would need to configure the game to open the admin port
00:20:21  <Eddi|zuHause> not sure if that's even supported in single player
00:24:04  <Eddi|zuHause> hm... my steam cart is alredy 30€ and i've made barely a dent in my wishlist :(
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00:37:17  <spnda> I just added the Discord stuff right into the source code. Works perfectly fine.
00:37:47  <glx> Eddi|zuHause: and how is the list of never started games ?
00:38:08  <Eddi|zuHause> glx: i'm fairly good at that... :)
00:41:14  <spnda> in game_core.cpp can I access the current company, if currently in a game?
00:41:49  <spnda> Or should I do this from a completely different file. (I know I probably should be doing it through the admin port but I want integration inside of the program)
00:43:13  <glx> if you want the actual player it's the local company
00:46:01  <spnda> Can I get the name of it?
00:47:15  <glx> _local_company
00:47:57  <spnda> The name of the company itself, I mean.
00:48:41  <glx> it's a CompanyID so you can use company functions with it
00:53:16  <spnda> But how do I get a Company with a CompanyID?
00:53:48  <glx> Company::Get() should do it
00:54:15  <glx> than to get the name of the company you need to format the string
00:54:51  <glx> check usages of STR_COMPANY_NAME
00:56:41  <glx> you don't need to get the Company to get the name, CompanyID is enough
01:02:36  <tfgbd_> Use the resource editor.  It's GUI now.
01:02:53  <tfgbd_> .rc .re files are not Editible Text
01:18:04  <spnda> Which function runs when a new game has just started?
01:18:14  <spnda> Or a game has been loaded
01:26:00  <glx> you can look for "game_start.scr" as this script is executed at start
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01:33:48  <spnda> glx where are those scripts located? I can't find it
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01:34:10  <glx> I mean search in the code
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09:31:18  <LordAro> blarg, no bike until friday
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09:45:47  <peter1138> Oh no!
09:46:04  <peter1138> Wait, surely you have more than one? :p
09:49:58  <Arveen> 🚲 have this one meanwhile
09:59:59  <Eddi|zuHause> have an empty box?
10:00:56  <nakki> it's two thousand nineteen and your irc client doesn't have emojis working?
10:01:28  <Eddi|zuHause> it's more to do with font selection than IRC client, i think
10:02:40  <nakki> sure, the whole stack matters
10:03:55  <peter1138> More importantly, does it work in OpenTTD? :D
10:04:53  <Eddi|zuHause> probably not out-of-the-box :p
10:05:31  <peter1138> Sadly OpenTTD substitutes the whole font when a glyph is missing, not just the missing glyph.
10:05:48  <peter1138> (Which is why font selection often doesn't work)
10:12:53  <reldred> You mean I can put emojis in my station names in openttd?
10:13:08  * reldred prepares to make Cursed Grfs
10:13:24  <Eddi|zuHause> you can put any unicode symbol in names
10:13:38  <Eddi|zuHause> but the font might not display it
10:13:57  <reldred> I'll start copying my github release notes made in the zalgo text generator into my grf descriptions.
10:14:07  <nakki> heh
10:14:13  <nakki> iä, iä
10:14:35  <nakki> south hooverville station fhtagn!
10:15:03  <reldred> lol
10:15:19  <reldred> Sigh. Time to paint more pixels tonight I think.
10:15:33  <reldred> I fixed a ten year old bug in an unreleased station set last night, then released it.
10:15:57  <reldred> I mean be reasonable, we didn;'t have custom rail types back when I made that .grf
10:16:15  <reldred> but wow does it look nice with narrow guage :)
10:33:57  <DorpsGek_II> [OpenTTD/OpenTTD] rsn8887 commented on issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp
10:38:22  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp
10:40:14  <DorpsGek_II> [OpenTTD/OpenTTD] rsn8887 opened issue #7636: Bring libtimidity support back
10:42:40  <DorpsGek_II> [OpenTTD/OpenTTD] Milek7 commented on issue #7636: Bring libtimidity support back
10:43:26  <DorpsGek_II> [OpenTTD/OpenTTD] rsn8887 commented on issue #7636: Bring libtimidity support back
10:43:27  <DorpsGek_II> [OpenTTD/OpenTTD] rsn8887 closed issue #7636: Bring libtimidity support back
10:44:47  <DorpsGek_II> [OpenTTD/OpenTTD] rsn8887 commented on issue #7636: Bring libtimidity support back
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10:56:59  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #7636: Bring libtimidity support back
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13:17:39  <reldred> andythenorth: hey guess what I'm finally getting ready to code:
13:18:19  <reldred> I've only been sitting on the sprites cornelius gave me for twelve years
13:32:32  <andythenorth> iz stations
13:34:07  <reldred> yup, working on some greenery, station lights, signposts, etc.
13:34:17  <reldred> should have options more in line with jp stations
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17:03:49  <andythenorth> yo
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17:07:44  <Wolf01> o/
17:09:32  <spnda> I still can't find any function or trigger that runs when a new game is loaded and the player can start playing...
17:12:00  <LordAro> spnda: add one!
17:12:02  <LordAro> probably.
17:12:42  <Eddi|zuHause> you got enough pointers how to look for one...
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18:13:10  <andythenorth> now what shall I do? :)
18:13:41  <Eddi|zuHause> if in doubt, lunch?
18:16:28  <andythenorth> lunch happened at least twice today
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18:50:15  <andythenorth> so...a map display to show industries with cargo transport below a % threshold? o_O
18:52:35  <frosch123> link industry directory to smallmap?
18:52:46  <frosch123> only show industries currently visible in the list?
18:52:55  <frosch123> then sort/filter the industry list
18:56:08  <nielsm> I wonder if a more flexible filtering UI would be useful in more places
18:56:28  <nielsm> vehicle lists, purchasing lists, industry lists
18:56:42  <frosch123> ideally there would be a list widget, which already provides text filters, column sorting and column filtering
18:56:53  <nielsm> yeah
18:57:05  <frosch123> currently all windows have to do that themself, and all do it differently
19:01:25  <nielsm> also for sorting it could be neat to have a way to select a sort by the ratio or difference or product of two parameters
19:01:36  <nielsm> any two parameters
19:04:04  <frosch123> freeorion uses stable sorting for all its lists, so you get most sort variants by clicking different rows in a sequence
19:04:29  <frosch123> but it does not resort automatically when numbers change
19:06:27  <frosch123> s/rows/columns/
19:07:10  <frosch123> oh, also freeorion allows you to position and select visible columns
19:07:49  <frosch123> so, if your items have 20 attributes, you can pick which to display as columns
19:08:14  <frosch123> no spreadsheet formulas though :p
19:12:11  <spnda> Uh I just tried to get _cur_year from date_func.h and now in date_func.h and date_type.h some stuff is apparently undefined. That being: uint64, int32 and uint8. So uhm anyone know why this is?
19:12:42  <frosch123> always include stdafx first
19:12:56  <Eddi|zuHause> order of includes
19:13:29  <frosch123> stdafx first, safeguards last, that's the rule
19:13:48  <spnda> Ah ok, thanks.
19:14:15  <LordAro> (ideally, the headers should include the stuff they use, but...)
19:15:24  <frosch123> that should be the case for everything but those two
19:15:51  <spnda> huh ok. Also does _cur_year update automatically or would I have to check for it?
19:16:24  <frosch123> spnda: either there is a function returning the value, or there is a global variable with the value
19:16:41  <frosch123> but there is never a function to fill a global variable
19:17:11  <frosch123> otherwise that function could just return the value without needing a global
19:17:53  <spnda> _cur_year is global
19:18:00  <Eddi|zuHause> ideally we would not have any global variables, but the code is very old in some places
19:18:11  <frosch123> (hmm though i guess there are exceptions with stuff from commands for the local company, like _refit_capacity)
19:29:02  <Samu_> round 44 begins
19:29:08  <Samu_> almost there
19:29:17  <Samu_> 47 is coming
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19:35:08  <andythenorth> did someone make a grf with electricity as a cargo?
19:35:46  <nielsm> batteries are in the base game
19:35:50  <nielsm> (in toyland)
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19:38:56  <andythenorth> found
19:39:40  <Eddi|zuHause> was it lost?
19:41:31  <nielsm> a better approach would probably be to just pretend there are underground transmission cables strewn about the map
19:41:35  <DorpsGek_II> [OpenTTD/OpenTTD] mercuriete opened issue #7637: Midi notes are never released and sustained forever
19:41:51  <nielsm> and then have some kind of game global counting available power and demand power
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19:43:37  <Eddi|zuHause> wires probably fall into the same category as pipes. they need a new transport type
19:43:40  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7637: Midi notes are never released and sustained forever
19:44:18  <LordAro> nielsm: like yoda you speak
19:44:41  <nielsm> I think backwards
19:46:12  <nielsm> I think it could be worth adding a new kind of variables in the game, accessible via newgrf and perhaps also GS, named globals
19:46:33  <nielsm> maybe named via the popular 4cc scheme
19:46:43  <Eddi|zuHause> nielsm: there is per-industry and per-town storage
19:47:01  <nielsm> yeah, here you want a truly global storage so all industries can sum up their total production
19:47:15  <nielsm> and towns can read the result
19:47:55  <DorpsGek_II> [OpenTTD/OpenTTD] mercuriete commented on issue #7637: Midi notes are never released and sustained forever
19:47:55  <Eddi|zuHause> global storage might overlap with GS scope
19:49:07  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7637: Midi notes are never released and sustained forever
19:50:14  <nielsm> Eddi|zuHause: it will, but it might also open a way for GS and GRF to cooperate
19:51:19  <Eddi|zuHause> ... which will open a dependency hell
19:51:25  <nielsm> indeed
19:52:08  <DorpsGek_II> [OpenTTD/OpenTTD] mercuriete commented on issue #7637: Midi notes are never released and sustained forever
19:53:19  <spnda> This is probably the most wrong way I could have made this. I made the function to update Discord inside of the function that lets the toolbar show up.
19:53:19  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7637: Midi notes are never released and sustained forever
19:53:20  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #7637: Midi notes are never released and sustained forever
19:54:19  <spnda> But hey this works just as expected... Just that the company name doesn't show up...
19:55:14  <Eddi|zuHause> you probably need to convert the name into a string
19:55:43  <spnda> I always get an assertion error if I do Company::Get(_local_company).name
19:55:54  <spnda> I think even with GetIfValid()
19:56:15  <andythenorth> nielsm: we devised some schema before for regions
19:56:25  <Eddi|zuHause> shouldn't that be ->name?
19:56:27  <andythenorth> which could handle power, if arbitrarily devised
19:56:47  <spnda> What's the difference between name, name_1 and name_2
19:56:56  <Eddi|zuHause> dunno
19:57:01  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7637: Midi notes are never released and sustained forever
19:57:12  <Eddi|zuHause> manager name?
19:57:26  <spnda> Ah found it in the struct..
19:57:46  <spnda> Seems name_1 is the default name and name is when the user changed it. A bit complicated I feel
19:59:40  <spnda> yup it crashed because of that
20:01:26  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7637: Midi notes are never released and sustained forever
20:04:47  <frosch123> spnda: you should not use either of them
20:04:56  <spnda> what else?
20:04:58  <frosch123> instead you should use a string with {COMPANY}
20:05:27  <spnda> I don't want to create a string in the language files though.
20:05:29  <nielsm> there is probably a STR_JUST_COMPANY constant you can use
20:05:39  <nielsm> which is just the company name and nothing more
20:07:29  <nielsm> STR_COMPANY_NAME
20:07:41  <nielsm> or STR_COMPANY_NAME_COMPANY_NUM                                    :{COMPANY} {COMPANY_NUM}
20:08:03  <spnda> so how would I convert that to std::string?
20:08:20  <nielsm> format buffer
20:09:03  <nielsm> strings_func.h
20:09:41  <spnda> GetStringPtr maybe?
20:09:43  <nielsm> no
20:09:53  <nielsm> that gets the raw format string, it doesn't format
20:10:26  <nielsm> char buffer[64]; std::string foo{GetString(buffer, STR_COMPANY_NAME, lastof(buffer))};
20:10:33  <nielsm> would probably work
20:10:38  <nielsm> oh wait no
20:10:57  <nielsm> before that you also need: SetDParam(0, company_number);
20:11:15  <nielsm> (to indicate which company you want the name of)
20:12:17  <spnda> I'll try that. Thanks a lot
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20:13:23  <nielsm> also no that won't work
20:13:36  <nielsm> since I didn't read what GetString returns
20:13:47  <nielsm> (it returns a pointer to the end of the formatted string, not the start)
20:14:20  <spnda> Just wanted to say... I got no output
20:14:34  <nielsm> SetDParam(0, company_num); char buffer[64]; GetString(buffer, STR_COMPANY_NAME, lastof(buffer)); std::string name(buffer);
20:15:21  <nielsm> it'd be nice if someone would change the string formatting to return std::string or something like that...
20:16:27  <spnda> Thanks a lot for that code. It's now showing up correctly as "Unnamed"
20:23:18  <andythenorth> 84% Horse
20:23:19  <andythenorth> :P
20:23:33  <andythenorth> 52 trains to draw
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20:32:33  <Eddi|zuHause> why is going by train twice as expensive as going the same route by car?
20:33:21  <spnda> DB?
20:33:26  <andythenorth> because safety cases
20:33:27  <andythenorth> unions
20:33:32  <andythenorth> infra
20:35:07  <spnda> how do I declare global variables again and use them in another file? I'm getting linker errors all the time because the variable is already defined
20:35:29  <nielsm> use the extern keyword
20:35:48  <nielsm> "extern int _foo;" declares that _foo is an int with storage defined somewhere else
20:35:54  <spnda> I have that
20:36:24  <spnda> In all other files I do extern std::chrono::milliseconds _timestamp;. In the header file I just do std::chrono::milliseconds _timestamp
20:37:22  <milek7> in header use extern
20:37:28  <nielsm> yeah
20:37:35  <spnda> everywhere else aswell or not?
20:37:38  <milek7> and in single translation unit declare storage
20:37:38  <nielsm> now you're defining storage in all cpp files that include the header
20:40:21  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7638: Change: Limit in-editor warnings in VS 2019
20:41:29  <spnda> Now I'm getting unresolved external symbol in my header file I think
20:42:02  <nielsm> did you decide on which cpp file owns the global?
20:42:29  <nielsm> you decide on one (arbitrarily, but probably something that would make sense to others) that define the global as not extern in that one
20:43:20  <spnda> No I did not. So do I just have to remove the extern symbol in one cpp file?
20:44:09  <nielsm> compare date_func.h and date.cpp
20:44:28  <nielsm> see how date_func.h declares _cur_year as extern, and then date.cpp declares it as not extern
20:44:43  <nielsm> that makes date.cpp "own" the global by defining its storage
20:45:33  <Eddi|zuHause> you put the extern in the header file, and the not-extern in any cpp file, no extern in the other cpp files
20:45:46  <spnda> Ah yeah
20:45:53  <Eddi|zuHause> the other cpp files just include the header
20:46:00  <Eddi|zuHause> which will include the extern
20:46:04  <spnda> done
20:47:42  <spnda> Thanks guys. If anyone has Discord and are on the same guild as me. You can see my feed of what I am doing in OpenTTD now.
20:50:42  <nielsm> gnight
20:51:10  <Eddi|zuHause> "withe the purchase of this bundle you save 0,--€", thanks, steam.
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21:03:07  <andythenorth> nice discount
21:03:42  <DorpsGek_II> [OpenTTD/OpenTTD] stormcone commented on issue #7635: Game crash on exit scenario editor when you build or demolish infrastructure
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