Log for #openttd on 6th September 2019:
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01:02:29  <DorpsGek_III> [OpenTTD/OpenTTD] Smashby7 opened issue #7722: Cant find multiplayer servers on mac
01:12:08  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #7722: Cant find multiplayer servers on mac
01:12:09  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 closed issue #7722: Cant find multiplayer servers on mac
01:14:17  <glx> 1.9.3 really seems to be a good idea
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06:53:28  <andythenorth> o/
07:02:16  <Eddi|zuHause> hm... they sent me a capacitor with the wrong voltage (slightly higher), how much could go wrong with that?
07:06:38  <Eddi|zuHause> as in, 35V instead of 25V
07:08:07  <SpComb^> that's fine
07:08:14  <SpComb^> as long as it's not physically too much bigger
07:10:13  <SpComb^> if you're replacing caps, then the capacitance needs to be exact, but higher voltage/tempoerature characteristics are just a bonus, as long as it's physically compatible and the ESR characteristics are sufficient
07:13:51  <SpComb^> replacing a failed low-ESR cap in the switched/low-voltage side of a switch-mode power supply with a non-low-ESR cap is going to end badly
07:14:22  <Eddi|zuHause> i think i picked the correct ESR ones
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08:37:00  <andythenorth> container wagons....what colour containers? :P
08:37:03  <andythenorth> CC?
08:37:05  <andythenorth> random?
08:41:37  <_moep_> andythenorth: pink!
08:42:38  <andythenorth> possible
08:44:35  <Eddi|zuHause> andythenorth: random containers
08:45:18  <Eddi|zuHause> (well, you could argue for uniform colour)
08:46:49  <andythenorth> that might have to be on a parameter only
08:47:10  <andythenorth> the train livery variable is only 1 bit, and I'm using it for wagon CC :P
08:47:31  <Eddi|zuHause> well... that's a primary use for livery refits
08:47:31  <andythenorth> the docs seem to call it 'vehicle is flipped' but I know better
08:48:15  <andythenorth> why it wasn't made a byte, I will never know :P
08:48:59  <Eddi|zuHause> ... because you would sit there for half an hour ctrl+clicking to get the right one...
08:49:06  <andythenorth> somewhat yes
08:49:07  <Eddi|zuHause> for every single wagon
08:49:22  <andythenorth> :o there's 'information' on right click in depot
08:49:43  <Eddi|zuHause> that's called "tooltip"
08:50:04  <andythenorth> it's a right-click tooltip though
08:50:09  <andythenorth> gives vehicle capacity and name
08:50:31  <Eddi|zuHause> it's only a right-click tooltip if you set tooltips to right-click
08:50:41  <andythenorth> always something new to find in OpenTTD
08:50:51  <Eddi|zuHause> also, tautologies are tautological
08:51:04  <andythenorth> this isn't a conventional tooltip :)
08:51:11  <andythenorth> conventional tooltips trigger on hover for me
08:51:15  <andythenorth> this is a NEW FEATURE
08:51:22  <andythenorth> except it's probably 15 years old
08:51:36  <andythenorth> wow, it even sums trailing vehicles if I hold control
08:51:37  <Eddi|zuHause> i'm pretty sure it is
08:51:56  <andythenorth> that's very convenient when building trains to a certain capacity
08:54:07  <Eddi|zuHause> r13923 seems to be from 2008
08:55:18  <andythenorth> probably we could say it's a new feature for 2019 :P
09:02:16  <andythenorth> container colours somewhat matching cargo?
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09:09:49  <Eddi|zuHause> nah
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09:12:23  <Eddi|zuHause> now, do i muster up the confidence to actually heat up this soldering kit?
09:13:24  <andythenorth> definitely
09:13:37  <andythenorth> you've discharged all the existing capacitors, right?
09:14:12  <Eddi|zuHause> if being disconnected for 5 years counts?
09:14:36  <andythenorth> probaly
09:14:49  <andythenorth> residual shocks are always a bit exciting
09:14:58  <andythenorth> especially if holding a hot soldering iron
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09:27:20  <andythenorth> seems I can inject recolour sprites into specific layers in the sprite stack
09:27:38  <andythenorth> containers are implemented as layers, so that's one option for controlling colour :P
10:12:04  <andythenorth> hmm random trigger not behaving as expected
10:12:10  <andythenorth> PEBKC
10:13:40  <andythenorth> I'm expecting containers to randomise when receiving a new load
10:13:42  <andythenorth> they don't
10:15:08  <andythenorth> oh maybe I misunderstand the recolour sprites
10:18:12  <andythenorth> nope
10:18:36  <andythenorth> random trigger appears to not be triggering
10:25:19  <andythenorth> oh what is cb random_trigger?
10:28:20  <andythenorth> "Note that re-randomizing is done only during a special callback, random_trigger. This callback is called whenever a trigger event occurs. As a consequence, it's absolutely necessary for the random_switch block to be in executed during this callback, or trigger-based re-randomizing won't take place. "
10:28:26  <andythenorth>
10:32:33  <andythenorth> ok, so that works
10:45:45  <Eddi|zuHause> andythenorth: basically, triggers are ignored if they are inside any callback
10:46:28  <Eddi|zuHause> have to duplicate the chain inside the random_trigger callback
10:46:59  <Eddi|zuHause> (you can get away with not having a random_trigger callback, if all your triggers are in the default graphics chain)
10:47:07  <andythenorth> apparently not
10:47:26  <andythenorth> that was my first assumption, from reading nml docs
10:47:35  <Eddi|zuHause> (probably the composite sprites complicate this)
10:47:42  <andythenorth> I can only trigger re-randomisation by chaining directly to the random switch
10:47:56  <Eddi|zuHause> (maybe nml forces that)
10:47:56  <andythenorth> and yes, compositing seems to be the issue
10:48:49  <andythenorth> well it works now :)
10:49:49  <andythenorth> hmm no
10:50:11  <andythenorth> it's now triggering when vehicle recieves cargo during gradual loading
10:52:44  <Eddi|zuHause> andythenorth: you must reconstruct the decision chain that would lead to the random switch
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10:53:21  <Eddi|zuHause> andythenorth: also, use the right trigger
10:53:32  <andythenorth> it's TRIGGER_VEHICLE_NEW_LOAD currently
10:53:48  <Eddi|zuHause> make sure you're triggering the right bits?
10:54:30  * andythenorth experiments
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10:56:57  <andythenorth> nope, running out of ideas :P
10:59:11  <andythenorth> ok, seems random_trigger does have to target the switch directly
10:59:21  <andythenorth> that would be interesting if more triggers were needed
11:03:35  <DorpsGek_III> [OpenTTD/OpenTTD] DIYglenn commented on issue #7644: Mysteriously poor performance on macOS
11:16:09  <Eddi|zuHause> like i said, you must reconstruct the whole decision chain, so you only retrigger when some completely unrelated sprites are showing
11:20:43  <andythenorth> my experience so far is the inverse
11:21:03  <andythenorth> targeting anything except the random switch appears not to work
11:21:28  <andythenorth> I haven't created any simple cases to prove that
11:22:17  <andythenorth> I'm fairly convinced that any chain using composite sprites won't work, because extra_callback_info1 won't contain the right bits
11:22:46  <Eddi|zuHause> no, you have to simulate the composition using normal switches
11:24:57  <Eddi|zuHause> but, say, you're having two cargos, and each cargo randomizes on a different trigger, then you have to reconstruct a switch for cargo type in the random_trigger callback
11:27:03  <andythenorth> yes that makes sense
11:29:57  <andythenorth> under which condition should containers appear on wagons?
11:30:02  <andythenorth> load != 0
11:30:06  <andythenorth> load = 100%
11:30:09  <andythenorth> load = 50%
11:30:14  <andythenorth> ?
11:31:23  <andythenorth> correction, load > 50%
11:31:52  <Eddi|zuHause> if we're assuming you have 2 containers per wagon, i might do something like ==0 => no containers, >0..<=75 => 1 container, >75 => 2 containers
11:32:34  <andythenorth> there might be 1 container in some cases
11:33:41  <Eddi|zuHause> 1 large container taking the space of 2 normal containers?
11:33:57  <andythenorth> or 1 shorter wagon
11:34:06  <andythenorth> with only room for 1 container
11:34:22  <andythenorth> I could write complicated rules to match the containers exactly
11:34:29  <andythenorth> but I suspect it's not necessary
11:35:45  <Eddi|zuHause> well, you would have a different rule for short wagons
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12:05:29  <DorpsGek_III> [OpenTTD/OpenTTD] DIYglenn commented on issue #7644: Mysteriously poor performance on macOS
12:08:57  <Samu> -_k-
13:13:55  <supermop_work> hello
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13:37:09  <supermop_work> is it possible to easily make a path from the outline of a layer object in PS?
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13:48:40  * andythenorth wonders
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14:11:27  <nielsm> will we hold a ticket #7777 party some time soon?
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14:13:01  <andythenorth> :)
14:16:52  <andythenorth> hmm the sRGB colorspace is really wrong on my screen
14:22:46  <nielsm>
14:23:42  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on issue #7644: Mysteriously poor performance on macOS
14:24:16  <andythenorth> comparing colour is notoriously hard
14:26:56  <nielsm> and here's an opengfx screenshot as well:
14:27:11  <nielsm> how does your actual rendering compare to my two screenshots?
14:27:58  <andythenorth> checking with visual diff
14:30:19  <andythenorth> nielsm: overlaid...
14:30:44  <nielsm> more yellow green
14:31:05  <nielsm> weird
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14:31:59  <andythenorth> nielsm:
14:32:02  <andythenorth> 1.9.1
14:32:25  <andythenorth> even allowing for monitor, OS, OpenTTD, and Photoshop colorspace handling
14:32:32  <andythenorth> 1.9.1 matches yours near as dammit :)
14:37:05  <milek7> which baseset to compare? original_dos?
14:37:32  <andythenorth> there's another? :)
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14:38:48  <milek7> mine too has blueish look
14:38:50  <milek7>
14:38:53  <milek7> on X11
14:41:30  <andythenorth> that's interesting
14:41:53  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened pull request #7723: Prepare for release 1.9.3
14:41:54  <nielsm> boom
14:43:52  <andythenorth> :)
14:46:49  <LordAro> :D
14:47:04  <LordAro> do we not want even a single RC?
14:47:38  <LordAro> #7709 shouldn't be included, imo
14:47:40  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7723: Prepare for release 1.9.3
14:48:50  <milek7> andythenorth: "zJBO-1-9-1" doesn't match nielsm either, just zoom in:
14:48:53  <milek7>
14:49:41  <andythenorth> where are all the magenta pixels in this grass? :)
14:49:48  <andythenorth> that's odd
14:49:49  <nielsm> LordAro: why not #7709 ?
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14:50:23  <LordAro> nielsm: too "featurey"
14:50:34  <paddy> hello
14:50:34  <nielsm> meh
14:50:39  <nielsm> hi
14:52:07  <peter1139> We've not done RCs for previous point-releases, have we?
14:52:17  <nielsm> nope, not what I remember
14:52:55  <nielsm> though probably should with this one, at least have some more mac users test it solves the two major issues
14:53:31  <andythenorth> 1.9.4 if it doesn't? :P
14:53:38  <andythenorth> quality standards > high
14:53:45  <nielsm> I'd really prefer to make a network compatible "patchlevel" release, but that would need some ugly wrangling of version numbers
14:54:48  <LordAro> peter1139: if only there was some sort of log to indicate what went into previous releases
14:56:37  <peter1139> LordAro, well you asked.
14:57:33  <peter1139> If we did, I apologise, and will just fuck off because I'm not putting that much effort into something that doesn't matter to me.
14:57:42  <LordAro> :p
14:57:56  <LordAro> there have been 37 non-major release RC1s
14:58:10  <LordAro> ( `grep "[^0]-RC1" changelog.txt` )
14:58:38  <LordAro> every single release since 0.4.8, as far as i can tell
14:58:42  <LordAro> ¯\_(ツ)_/¯
15:00:31  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #7644: Mysteriously poor performance on macOS
15:08:26  <andythenorth> maybe I need to calibrate my display :P
15:11:44  <peter1139> LordAro, but no 1.9.1-RC1 nor 1.9.2-RC1.
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15:18:55  <LordAro> peter1139: ah, true
15:19:41  <LordAro> i'm perfectly happy to say that that practice was discarded with the move to GH :)
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15:28:17  <andythenorth> checking cargo classes in nml
15:28:33  <andythenorth> is it match any, or match all?
15:29:03  <andythenorth> bitmask(CC_REFRIGERATED) isn't picking up food
15:29:11  <andythenorth> food cargo has CC_REFRIGERATED, CC_EXPRESS set
15:29:14  <supermop_work> i figured out the path thing
15:30:10  <andythenorth> was it possible?
15:30:17  <supermop_work> yes
15:30:29  <supermop_work> not as nice as i wanted
15:30:38  <supermop_work> so i don't think i can automate
15:30:53  <andythenorth> hmm classes are 'match all'
15:30:54  <andythenorth> oof
15:31:31  <glx> andythenorth: Available cargo classes are listed in the following table. Cargos may be in more than one class. Cargo classes are always used as a bitmask, use the built-in function bitmask(). For example, bitmask(CC_EXPRESS, CC_REFRIGERATED) is used for food.
15:31:35  <glx> from the doc
15:31:36  <andythenorth> is there a better way, it's a bitmask, I should be able to pick out individual classes?
15:31:40  <supermop_work> select -> make work path -> stroke path with brush
15:31:53  <andythenorth> having to check all combinations is combinatorial explosion :|
15:32:19  <Eddi|zuHause> andythenorth: needs more context
15:32:41  <supermop_work> but the select thing i basically have to magic wand it
15:33:03  <andythenorth> 'cargo_classes' var here
15:33:21  <andythenorth> first 4 bits of var 47 in real money
15:34:14  <Eddi|zuHause> andythenorth: checking var in a switch? use "cargo_classes & bitmask(CC_REFRIGERATED)"
15:34:30  <Eddi|zuHause> 0 -> not there, 1 -> there
15:34:36  <Eddi|zuHause> err...
15:34:37  <Eddi|zuHause> not 1
15:34:41  <Eddi|zuHause> non-0
15:34:46  <glx> should pick all cargo with CC_REFRIGERATED yes
15:35:29  <andythenorth> thanks
15:35:41  <Eddi|zuHause> andythenorth: you can't read "cargo_classes" and then use bitmask(CC_REFRIGERATED) as a switch-case
15:35:45  <andythenorth> so I need a switch for every class I want to check
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15:36:10  <glx> bitmask needs to be used as a mask ;)
15:36:57  <Eddi|zuHause> andythenorth: you need a switch-chain if you want to avoid combinatorial explosion
15:37:49  * andythenorth remembering how to nml
15:37:52  <andythenorth> mostly I don't write nml
15:38:03  <Eddi|zuHause> me neither :p
15:38:18  <glx> depending on your goal you can check all the classes you want to keep directly
15:39:02  <glx> but if each class needs a different handling they have to be separated
15:39:05  <andythenorth> yes
15:39:14  <Eddi|zuHause> you can also use bit-magic to rearrange the classes in order of priority, then you can use range checks
15:39:15  <andythenorth> what a lot of switches to write :P
15:39:27  <andythenorth> bit magic sounds cooler
15:40:21  <Eddi|zuHause> it'll get annoying to write
15:40:30  <andythenorth> let's not then
15:41:27  <Eddi|zuHause> basic structure is: "cc & b(CC_n) >> CC_n << k" to move the n-th cargo class to the k-th bit
15:41:41  <Eddi|zuHause> you combine those with |
15:42:19  <Eddi|zuHause> and then you can check ranges: 0 : none, 1: lowest, 2..3: mid, 4..7: higher, ...
15:43:35  <glx> I think you can switch on cargo_classes & bitmask(CC you want) and then use bitmask in switch-case
15:43:38  <Eddi|zuHause> ranges are always 2^k..2^(k+1)-1
15:45:08  <Eddi|zuHause> higher k means higher priority
15:45:20  <glx> (easy if CC are mutually exclusive)
15:45:37  <Eddi|zuHause> all lower priority classes will be ignored
15:46:13  <Eddi|zuHause> ... the switch-chain approach might be the better and clearer idea :p
15:49:30  <andythenorth> wait
15:49:40  <andythenorth> so it's 0 if the class is present, or 1?
15:49:50  * andythenorth could work out the actual bits, but asking is easier :P
15:49:51  <glx> 1 if present
15:50:00  <andythenorth> single or double &?
15:50:01  <Eddi|zuHause> it's 0 if it's not present, and something-else
15:50:06  <Eddi|zuHause> if it's present
15:50:14  <Eddi|zuHause> 1,2,4,8, ...
15:50:34  <Eddi|zuHause> unless you >> CC_whatever
15:50:36  <Eddi|zuHause> then it's 1
15:50:37  <andythenorth> ok, so checking 0 is easier
15:50:40  <glx> if CC is present the corresponding bit is 1
15:50:58  <glx> and single &
15:51:12  <Eddi|zuHause> checking 0 should be easier
15:51:31  * andythenorth wonders why it doesn't work
15:52:00  <Samu> hi
15:52:03  * andythenorth checks for EBKC
15:53:05  <Samu>
15:54:01  <andythenorth> ok works now, EBKC resolved
15:54:06  <andythenorth> everyone breathe out
15:55:06  <Samu> ebkc?
15:55:22  <glx> error between keyboard and chair
15:55:34  <andythenorth> usually PEBKAC but I'm lazy
16:02:09  <Samu> here's what CargoClass look like
16:02:51  <Samu> @calc 1 >> 10
16:02:51  <DorpsGek> Samu: Error: Something in there wasn't a valid number.
16:03:19  <Samu> there's the 4096 which is unknown
16:03:31  <Samu> @calc 2 **10
16:03:32  <DorpsGek> Samu: 1024
16:03:33  <Samu> @calc 2 **11
16:03:33  <DorpsGek> Samu: 2048
16:03:36  <Samu> @calc 2 **12
16:03:36  <DorpsGek> Samu: 4096
16:03:41  <Samu> 12
16:04:41  <Samu> this screenshot should have the town window
16:06:13  <glx> but andy know cargo classes ;)
16:06:23  <glx> he's on the newgrf side
16:07:24  <Samu>
16:08:49  <Samu> still not perfect, coming up with another screenshot
16:10:10  <Samu>
16:10:26  <Samu> from passengers to wool
16:12:17  <Samu> GOOD has the effect of WATER
16:12:41  <Samu> PETR has the effect of GOODS
16:13:06  <andythenorth> you're using FIRS?
16:13:14  <Samu> yes
16:13:15  <andythenorth> don't
16:13:33  <andythenorth> you're relying on cargo town effects?
16:13:45  <andythenorth> FIRS cargo town effects make no sense
16:14:04  <Samu> you could make beer have a TE_WATER
16:14:42  <andythenorth> if anyone wants to patch FIRS town effects so they work, it's on github
16:14:42  <Samu> and water too, there can be multiple cargos with the same effect
16:14:52  <andythenorth> I don't understand them
16:15:13  <Samu> I didn't at first, then I investigated openttd code
16:17:30  <Samu> FISH, FRUT, GRAI could all fit into TE_FOOD
16:18:03  <glx> <-- indeed petrol for goods
16:18:29  <glx> <-- and good for water
16:19:41  <Samu> cargo class means nothing to towns, they don't care which class it is, only the effect
16:19:44  <andythenorth> what is TOWNGROWTH_GOODS even for?
16:19:54  <supermop_work> fun
16:19:55  <andythenorth> is this the fallacy that goods grows towns?
16:20:02  <glx> yes
16:20:18  <andythenorth> I don't even want to talk about cargo town effects :|
16:22:31  <Samu> We couldn’t find any code matching 'TOWN_GROWTH_GOODS' in OpenTTD/OpenTTD
16:22:44  <Samu> nor TOWNGROWTH_GOODS
16:22:51  <glx> TE_GOODS in openttd source
16:22:54  <glx> I think
16:23:03  <andythenorth> wtf does it do? :o
16:23:11  <Samu> oh, TE is Town effect then
16:23:33  <andythenorth> TOWNGROWTH_GOODS	Affect towns as goods/candy does
16:23:44  <andythenorth> what even is this?
16:23:44  <andythenorth> TOWNGROWTH_MAIL	Affect towns as mail does
16:23:50  <andythenorth> how does mail affect towns?
16:24:00  <Samu> let me check toyland, to make sure
16:24:11  * andythenorth provides emojis
16:24:14  <Eddi|zuHause> andythenorth: it doesn't.
16:24:25  <andythenorth> is this just vestigal crap?
16:24:30  <andythenorth> due to the way the spec has evolved?
16:24:33  <Eddi|zuHause> scripts can use this
16:24:37  <Samu> those are town effects
16:24:53  <Samu> in newgrf they call it towngrowth?
16:24:56  <andythenorth> so "Affect towns as mail does" is always returned as 0?
16:24:57  <Samu> :p
16:25:11  <Eddi|zuHause> it's the only way scripts can get information from the newgrf
16:25:18  <glx> gamescript can do things differently
16:25:28  <andythenorth> bah
16:25:32  * andythenorth hates all this crap
16:25:33  <Eddi|zuHause> it's up to them what they do with this information
16:25:47  * andythenorth back to trains
16:26:10  <glx> but passenger, goods, food and water are used in vanilla I think
16:26:18  <glx> depending on climate
16:27:02  <Samu>
16:27:10  <Samu> swet are good
16:27:18  <Samu> fzdr are food
16:27:33  * andythenorth was about to ban livestock from container wagons, but eh
16:27:37  <andythenorth> who knew? :P
16:27:51  <glx> Samu: FIRS is disabled in toyland I think
16:28:11  <Samu> even openttd doesn't use water for fizzy drinks
16:28:35  <glx> cargo labels clearly are from default cargos
16:29:08  <andythenorth> Samu: are you trying to find out what it does, or why?
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16:31:39  <Samu> in default openttd, if you deliver passengers to oil rigs, it still affects the town because passengers were delivered, i'm just not sure what kind of effect though
16:32:02  <Samu> even if you don't transport any pass to the town itself
16:32:59  <nielsm> a passenger delivery is a passenger delivery, regardless of where they go
16:33:16  * andythenorth wonders about the industry town growth thing :P
16:33:17  <nielsm> if you delivered passengers to a soylent green factory they'd also count for town growth
16:33:22  <glx> as long as it's in town territory
16:34:25  <Samu> town growth update counter thing?
16:34:38  <Samu> speeds up the counter?
16:34:41  <andythenorth> what could we do that's more lolz and less weird
16:38:07  <andythenorth> for town growth
16:38:08  <andythenorth> ??
16:38:41  <nielsm> commercial buildings that act as mini-industries
16:38:51  <nielsm> but are not real industries
16:39:14  <andythenorth> it's not even town growth that's interesting actually :)
16:39:19  <andythenorth> it's having a reason to deliver to towns
16:39:34  <andythenorth> I could prevent industries producing unless town population is > n
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17:09:41  <DorpsGek_III> [OpenTTD/OpenTTD] AbeWJS commented on issue #7644: Mysteriously poor performance on macOS
17:12:01  <DorpsGek_III> [OpenTTD/OpenTTD] SoothedTau commented on issue #7644: Mysteriously poor performance on macOS
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17:19:16  * andythenorth wonders about insane number of container sprites
17:19:28  <andythenorth> all cargos can go in containers :P
17:20:01  <andythenorth> open top and flat containers should show cargo sprites eh :P
17:33:50  <andythenorth> maybe later :P
17:45:47  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
17:45:47  <DorpsGek_III>   - Update: Translations from eints (by translators)
17:54:23  <Wolf01> andythenorth: full intermodal and cargo icon layer :P
17:55:17  <arikover> I applied for the French translation at, but did not get an answer. Is anybody checking the mail here? Or is there another address?
17:55:59  <glx> I think someone checks the mail, but then need to do a lot of manual work
17:58:47  <Samu> trying to make my AI build PASS and MAIL routes at the same time
17:59:12  <Samu> instead of being fixed to one cargo or the other
17:59:48  <Samu> getting some management problems with town pairs and vehicle renewing
17:59:56  <Samu> but it's under way
18:16:23  <arikover> glx: I guess, but that's been 2 weeks now... Maybe my e-mail was not properly sent.
18:17:09  <arikover> glx: Do you happen to know who is checking this mailbox? Maybe I can write a PM on the forums.
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18:36:23  <andythenorth> was lunch?
18:36:35  * andythenorth wonders if peter1139 has an alert on lunch yet
18:42:16  <supermop_work> had a fancy shwarma
18:48:13  * andythenorth had curry
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19:44:02  <Samu> dang it
19:44:17  <Samu> i need another array, one for mail, one for pass
19:44:43  <Samu> was putting them in the same bag
19:44:52  <Samu> but then i check for array length
20:04:24  <Samu> function HasArrayCargoClassPairs(cargoClass) {
20:04:30  <Samu> no need for extra array
20:04:49  <Samu> (I think)
20:12:01  <Samu> how do I remove an entry from an array?
20:12:44  <Samu> nvm
20:12:45  <Samu> m_nearCityPairArray.remove(i);
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21:07:02  <Samu> it builds mail more often than passengers
21:07:05  <Samu> hmm
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21:16:20  <andythenorth> meh
21:17:02  * andythenorth drawing
21:21:32  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7627: Fix #7626: Allow building of drive-through stops over one-way/blocked roads owned by towns (instead of crashing).
21:21:43  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7627: Fix #7626: Allow building of drive-through stops over one-way/blocked roads owned by towns (instead of crashing).
21:21:44  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed issue #7626: Building drive through road stop on town-owned one-way road crashes game.
21:24:03  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7627: Fix #7626: Allow building of drive-through stops over one-way/blocked roads owned by towns (instead of crashing).
21:25:03  <andythenorth> shipping containers
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21:25:17  <andythenorth> need to be odd pixel lengths
21:25:34  <andythenorth> they're drawn as a pattern of light-dark-light-dark-light
21:25:54  <andythenorth> but 32 doesn't divide nicely between odd pixel lengths :P
21:28:28  <andythenorth> also means 40 foot containers aren't 2 x 20 foot
21:28:39  <andythenorth> they're (2 * 20 foot) + 1 pixel :D
21:28:51  <andythenorth> lolz not even 1st world problems
21:28:57  <nielsm> sounds like you're in a pickles
21:30:54  <andythenorth> I was hoping to automate more and draw less :)
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21:45:24  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7701: Fix #7188: check the validity of command callback for scripts
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21:47:37  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7628: Fix #7625: Road infrastructure cost is correctly updated when upgrading your own roads.
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22:37:49  <LordAro> draft changelog for 1.10
22:37:59  <LordAro> thoughts/complaints appreciated
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23:34:43  <ToBeFree> "Option to show local authority boundary of towns (#7025)" oooooh nice.
23:47:45  <LordAro> i still think the option is a bit hidden, but eh
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