Log for #openttdcoop.devzone on 12th March 2011:
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08:41:08  <Brot6> DictatorAI - Revision 96:e85b5ce7fab6: - litte typo (krinn) @
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09:59:31  <Brot6> CHIPS Station Set - Revision 50:96fd52bdc79d: Add: graphics files for scrap metal cargo (andythenorth) @
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10:51:57  <andythenorth> Yexo: hi
10:53:49  <andythenorth> is there a preferred route to code cargo support for stations?
10:54:01  <andythenorth> at first look, seems it can be done with action 3 or varaction 2
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11:38:55  <Yexo> can it really be done by varaction2?
11:39:07  <Yexo> I looked at it, but I didn't see an easy way to do that
11:39:16  <andythenorth> I haven't checked if all the vars are there
11:39:24  * andythenorth checks again
11:40:22  * andythenorth might be inventing a var for 'cargo type of highest waiting amount'
11:40:37  <Yexo> that's the one that is missing
11:40:59  <andythenorth> var 60 could probably do it, but only with a horrible chain
11:41:05  <Yexo> exactly
11:41:13  <andythenorth> that would be....arcane
11:41:27  <Yexo> well, write once, call as procedure afterwards whenever you want to use it
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11:41:50  <andythenorth> blearch
11:41:56  <andythenorth> the action 3 route should be ok?
11:42:02  <Yexo> yes
11:42:13  <andythenorth> I haven't tried to code anything there yet
11:42:18  <andythenorth> didn't know how far you got ;)
11:42:28  <Yexo> however for that you either need a lot of extra layouts in the action0 or multiple action1/action2 pairs
11:42:36  <Yexo> everything I got is in the repo
11:42:53  <Yexo> the best way seems to be multiple action1/action2 pairs
11:43:03  <andythenorth> I was thinking a lot of extra layouts
11:43:10  <andythenorth> but I hadn't thought of alternatives
11:44:26  <Yexo> do you realize that you'll need 8 extra layouts (4x for buffers and 2x for both ways) for each cargo amount stage for each cargo type?
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11:44:53  <Yexo> with 10 cargo types * 4 different stages that means 320 layouts in the action0
11:44:55  <andythenorth> yes
11:45:03  <andythenorth> is that an implementation problem?
11:45:16  <Yexo> not really
11:45:47  <andythenorth> I was just going to nest another layer of CPP template
11:46:03  <andythenorth> I haven't thought it out yet though
11:46:08  <Yexo> that seems the best solution indeed
11:46:28  <Yexo> did you already decide how to detect the cargo type?
11:46:32  <Yexo> via the action3?
11:46:59  <andythenorth> no
11:47:05  <andythenorth> I didn't decide :)
11:47:19  <andythenorth> I wish it was extended tile spec + a varaction 2 for waiting cargo :P
11:47:24  <andythenorth> but that is....more work
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11:53:52  <andythenorth> Yexo: I think cargo type via action 3 is the only viable route?
11:57:20  <Yexo> yes, it looks like that
11:59:46  * andythenorth reads about action 2 and 3 for stations
12:00:22  <andythenorth> it slightly makes sense
12:01:44  * andythenorth doesn't understand yet
12:01:50  <andythenorth> the action 0 refers directly to action 1s
12:01:55  <andythenorth> but the action 2 refers to action 1
12:02:24  <Yexo> yes
12:02:44  <Yexo> the action 0 says: I want the 3rd sprite from the action1 here.
12:02:53  <Yexo> which action1 that is is decided by the action2
12:03:05  <andythenorth> ah
12:03:19  <Yexo> therefor you can reuse a single action0 layout for multiple cargo types by having one action1/action2 pair for every cargo type
12:03:36  <andythenorth> that makes a lot more sense than my idea :P
12:03:57  <Yexo> however that means either duplicating the ground/buffer graphics for every action1 or putting them in an GRM-allocated action9 block
12:04:02  <Yexo> ISR does the latter
12:04:24  <andythenorth> I don't understand GRM or action 9 :)
12:04:34  <Yexo> it's not that hard
12:04:43  <andythenorth> :)
12:05:16  <andythenorth> I'm not afraid of it, just lazy
12:05:29  <andythenorth> with all the time I could save by not learning it, I could stare into space :
12:05:30  <andythenorth> :P
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15:16:12  <andythenorth> evenings
15:17:58  <andythenorth> Yexo: I am on the right side of a beer, and going to look at action 9
15:18:03  <andythenorth> and the wonders of GRM :P
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16:08:25  <andythenorth> Yexo: I don't really understand the GRM route :)
16:08:40  <andythenorth> conceptually, not syntactically ;)
16:24:41  <frosch123> GRM = reserve/allocate IDs
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17:18:28  <Brot6> chips: update from r49 to r50 done (60 errors) -
17:19:04  <Brot6> Following repos didn't need a nightlies update: 2cctrainset (r743), 32bpp-extra (r39), ai-admiralai (r75), ai-aroai (r11), ailib-common (r21), ailib-direction (r17), ailib-list (r32), ailib-string (r29), ailib-tile (r16), airportsplus (r73), basecosts (r22), belarusiantowns (r8), bros (r52), comic-houses (r71), firs (r1857), fish (r617), frenchtowns (r6), grfcodec (r823), heqs (r580), indonesiantowns (r41), manindu (r7), metrotrackset
17:19:04  <Brot6> (r56), narvs (r29), nml (r1285), nutracks (r179), ogfx-industries (r12), ogfx-landscape (r58), ogfx-rv (r80), ogfx-trains (r220), ogfx-trees (r42), opengfx (r618), openmsx (r97), opensfx (r97), smts (r19), snowlinemod (r49), spanishtowns (r10), swedishrails (r198), swisstowns (r22), transrapidtrackset (r15), ttdviewer (r26), ttrs (r36), worldairlinersset (r671)
17:19:28  <Brot6> Example NewGRF Project - Bug #2435 (New): DevZone compile failed (compiler) @
17:28:27  <Brot6> DictatorAI - Revision 97:3390e870aa05: - Lower loan need to build a new route (krinn) @
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19:02:40  <Brot6> 32bpp-ez-patches: compile of ha5f818b9 still failed (#2343) -
19:05:46  <Brot6> clientpatches: update from r to r done (10 errors) -
19:08:53  <Brot6> serverpatches: update from r22232 to r22234 done (5 errors) -
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