Config
Log for #openttd on 9th July 2016:
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01:24:54  <AdmiralKew> I should probably update OTTD and my newGRFs
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02:12:00  <Eddi|zuHause> and now i'm mad. game crashed and last save was like half an hour ago...
02:12:33  <Eddi|zuHause> and in that half an hour i had like 3 instances of "i should save and quit"
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07:22:58  <Alberth> o/
07:25:52  <andythenorth> hi
07:26:36  <Leanden> hi
07:26:44  <Leanden> glad you two are here :)
07:26:51  <Leanden> do you know the syntax for using Sound_Events?
07:28:45  <Leanden> 'SOUND_EVENT_START' is defined, but it is not a function.
07:29:15  <Leanden> i assume it needs some kind of switch to call the events
07:29:37  <Leanden> but cant work out how to define the variable
07:30:05  <andythenorth> there will probably be a callback, and you check a value in the cb, and the value will be one of the sound events
07:30:09  * andythenorth guesses
07:30:27  <Leanden> hmmm
07:30:30  <Leanden> how do i do that? :D
07:30:45  <andythenorth> cb -> switch -> return result
07:31:04  <andythenorth> similar to the capacity switch you used the other day
07:31:07  <Leanden> oh ye i got that
07:31:11  <andythenorth> I’m guessing though
07:31:16  <Leanden> but i dont know what the definition of the variable is
07:31:39  <Leanden> switch(FEAT_TRAINS,SELF,sw_DMU_sound,sound_event){ 	SOUND_EVENT_START (sound("sfx/dmu_run.wav")); }
07:31:42  <Leanden> trying this...
07:31:59  <Leanden> 'SOUND_EVENT_START' is defined, but it is not a function. -.-
07:32:33  <andythenorth> getbits(extra_callback_info1, 0, 8)
07:33:00  <andythenorth> it’s in the sound effect cb docs
07:33:11  <andythenorth> so that’s the var
07:33:15  <Leanden> hmm
07:33:24  <andythenorth> and the switch values are the sound event(s) you want to handle
07:33:29  <andythenorth> and the return values are sound effects
07:34:16  <Leanden> do you have the link for that doc?
07:34:27  <Leanden> switch(FEAT_TRAINS,SELF,sw_DMU_sound,[getbits(extra_callback_info1, 0, 8)]){ 	SOUND_EVENT_START (sound("sfx/dmu_run.wav")); }
07:34:32  <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_callbacks
07:34:32  <Leanden> tried that and got the same error
07:34:52  <Leanden> oh i saw that
07:35:00  <Leanden> but the getbits variable seems to refer to GUI sprites
07:35:02  <Leanden> not sound events
07:35:06  * andythenorth can’t remember how switches work
07:35:26  <andythenorth> I rarely write nml, I have to read the docs every time
07:35:30  <Leanden> "Since OpenTTD r23080 you can use variable getbits(extra_callback_info1, 0, 8) to display different sprites in the GUI and on the map."
07:35:55  <andythenorth> the contents of extra_callback_info1 change for each callback type
07:37:04  <andythenorth> your switch misses a : after SOUND_EVENT_START ?
07:37:13  <Leanden> hmmm
07:37:16  <andythenorth> nml should have syntax errored on that I would have thought
07:37:50  <andythenorth> you probably don’t need [] around the getbits() var either :)
07:37:52  <andythenorth> probably :P
07:38:13  <Leanden> testing
07:38:16  <Leanden> still same error
07:38:24  <Leanden> 'SOUND_EVENT_START' is defined, but it is not a function.
07:38:36  <Leanden> switch(FEAT_TRAINS,SELF,sw_DMU_sound,getbits(extra_callback_info1, 0, 8)){ 	SOUND_EVENT_START: sound("sfx/dmu_run.wav"); 	sound("sfx/dmu_run.wav"); }
07:38:47  <andythenorth> not sure in that case
07:39:00  <andythenorth> SOUND_EVENT_START is a constant, so the error is ‘correct'
07:39:46  * andythenorth -> chores, bbl
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07:39:50  <Leanden> hmmm
07:40:35  <Leanden> ooo
07:40:37  <Leanden> it compiled
07:43:02  <Alberth> oh noes!  :)
07:52:50  <Leanden> yay it works!!!!
07:54:04  <Leanden> only thing is the tunnel event doesnt seem to work
07:59:42  <Leanden> hmmm
07:59:53  <Leanden> i edited the sound files with a wav editor and now it wont play...
08:01:33  <Leanden> in ottd i mean
08:03:28  <Alberth> it sneakily changed the way of storing the data?
08:04:00  <Leanden> maybe
08:04:08  <Leanden> ive reverted back to the original wav for now
08:04:08  <Alberth> eg used a new scheme to save the sound that grfcodec or openttd doesn't support?
08:04:29  <Leanden> i wonder if because its free software its added a watermark of sorts
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08:12:45  <Rubidium> Leanden: https://newgrf-specs.tt-wiki.net/wiki/Action11#number <- is it mono and (8 bit or 16 bit) and (11025 Hz or 22050 Hz or 44100 Hz)?
08:30:22  <Leanden> its mono and 11025 Hz
08:30:47  <Leanden> not sure about the bit size, the editor didnt give that option ;)
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09:46:30  <andythenorth> Alberth: I’m iterating over a list and appending items to the list within the for loop...
09:46:35  <andythenorth> this tends not to finish...
09:46:51  <Alberth> sounds like it's working :p
09:47:17  <andythenorth> I’ll use a list comprehension and extend :
09:47:20  <andythenorth> :P
09:47:33  <Alberth> could use an index
09:48:10  <Alberth> length = len(lst); for i in range(length): ...  lst.append(..)
09:48:34  <andythenorth>         loc_points.extend([(pixel[0], pixel[1] + 20, pixel[2]) for pixel in loc_points])
09:48:38  <andythenorth> seems to work
09:49:05  <Alberth> I wonder if you even need [ ]
09:49:37  <Alberth> loc_points.extend((x, y+20, z) for x, y, z, in loc_points)
09:49:50  <Alberth> hmm, still tricky
09:50:00  <andythenorth> that hangs
09:50:02  <andythenorth> :)
09:50:22  <Alberth> I'd first construct a new list, and extend separately
09:50:44  <Alberth> yeah, makes sense, the [] builds the list completely, breaking your loop
09:52:09  <Alberth> but in general, modifying a list while walking over it goes in my E_TOO_DIFFICULT box :)
09:53:15  <andythenorth> automated cargo sprites is quite neat now
09:53:53  <Alberth> :o
09:54:39  <andythenorth> means I can keep up with V453000 on insane amounts of cargo type displayed
09:55:01  <Alberth> :D
09:56:05  <Alberth> now have 7 loading stages, or what was it?  :p
09:56:16  <andythenorth>  one loading stage will do :
09:56:17  <andythenorth> :P
09:56:44  <andythenorth> no way to part-load a yeti
09:57:09  <Alberth> yeah, I can see that, although I would like having more loading stages
09:58:25  <andythenorth> it would be quite easy to add more later tbh
09:58:43  * andythenorth will consider it
10:01:04  <Alberth> hmm, someone must have been drunk when making this map. A farm at the top of a mountain
10:22:40  <AdmiralKew> So I'm starting over my newGRF collection for the new version
10:22:44  <AdmiralKew> Any recommendations?
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10:25:05  <Alberth> keep the old collection? :)
10:25:42  <Alberth> newgrfs are all very niche, here are no generally must haves
10:26:02  <Alberth> so what you need depends heavily on your type of game play
10:27:13  <Alberth> gtg, bye
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10:27:41  <AdmiralKew> Well, I've got ECS
10:29:17  <argoneus> good morning train friends
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11:07:18  <Samu> 2021, 2046
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11:37:04  <Eddi|zuHause> <andythenorth>         loc_points.extend([(pixel[0], pixel[1] + 20, pixel[2]) for pixel in loc_points]) <-- that works because extend is called AFTER the loop finished. you generally want to avoid changing the iterator during the loop (e.g. by making a copy())
11:38:19  <andythenorth> yup
11:38:31  <andythenorth> ha, yes copy would have worked
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12:46:49  <andythenorth> hmm
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13:24:27  <andythenorth> herp
13:24:40  <andythenorth> I’ve drawn paper for trucks that don’t carry paper
13:24:42  <andythenorth> oops :P
13:25:01  <Alberth> :)
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13:45:54  <andythenorth> so
13:46:03  <andythenorth> random variants for some cargos?
13:46:18  <andythenorth> my code already (mostly) supports it
13:46:22  <andythenorth> or confusing?
13:48:14  <Eddi|zuHause> i like variations, like the DBSet's random steel variants
13:52:31  <andythenorth> coils and bars?
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13:54:06  <andythenorth> “it’s just one more nested for loop”
13:54:07  <andythenorth> :P
13:54:31  * andythenorth only has one pattern of code these days: make nested lists, iterate over them
14:00:26  <Alberth> variation is nice, imho
14:00:48  <Alberth> add a few ducks, like V :p
14:05:17  <andythenorth> is DUCK a cargo label?
14:23:13  <Eddi|zuHause> it's a valid 32bit value, if that's what you mean :p
14:28:59  <Alberth> it is? didn't know K was a legal hexadecimal digit :p
14:29:10  <Alberth> http://devs.openttd.org/~alberth/nuts.png   <-- duck cargo
14:29:42  <Alberth> it's an easter egg, there are more, but so far I haven't found others :)
14:29:49  <andythenorth> hurgh
14:29:53  <andythenorth> where cargos are random
14:29:59  <andythenorth> and the vehicle is articulated
14:30:27  <andythenorth> random per articulated unit, or all same (use random from front unit)
14:30:30  <andythenorth> ?
14:32:39  <Samu> 2022, 2048
14:32:47  <andythenorth> http://dev.openttdcoop.org/attachments/download/7898/random_cargo.png
14:32:53  <andythenorth> more cargos should use the fire cycle :P
14:33:32  * andythenorth thinks use the lead vehicle random bits
14:35:29  <andythenorth> ah piss
14:35:36  <andythenorth> can’t trigger the random bits on PARENT
14:35:41  <andythenorth> only on SELF
14:35:51  <Alberth> that resolves the question :p
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14:36:07  <andythenorth> well I could trigger the lead vehicle and the others offset into the random bits with 0x61
14:36:22  <andythenorth> because easy things are boring, right? :P
14:36:33  <Alberth> sure :)
14:36:52  <andythenorth> does it matter if the vehicle re-randomises on loading?
14:38:00  <andythenorth> TRIGGER_VEHICLE_ANY_LOAD looks a bit odd
14:39:33  <andythenorth> seems to more or less do what I need though
14:39:52  <andythenorth> unless the vehicle is travelling part-loaded and visits a station again for more cargo
14:39:54  <andythenorth> nvm
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15:28:34  <andythenorth> when graphics generation goes wrong...
15:29:00  <andythenorth> http://dev.openttdcoop.org/attachments/download/7899/capo_0.png
15:31:18  <Alberth> :)
15:37:36  <Eddi|zuHause> you want to trigger the graphics chain when empty
15:37:56  <Eddi|zuHause> s/chain/change/
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16:04:15  <frosch123> hoi
16:06:20  *** Peter[FZ] [~PeterFZ]@suiko.acc.umu.se] has joined #openttd
16:06:55  <Peter[FZ]> Hey guys. Short question, if you don't mind. How do I know what version of OpenTTD a server uses? (I need to know since the server and client versions mismatch)
16:07:27  <frosch123> https://www.openttd.org/en/servers <- there is a "version" column
16:07:35  <frosch123> doesn't it exist in-game as well?
16:08:10  <Peter[FZ]> frosch123: Thanks, but this is a private server :/.
16:08:16  <Peter[FZ]> frosch123: I.e. it's unlisted.
16:09:27  <Peter[FZ]> frosch123: And no, I'm afraid the server version number doesn't show up at all (I was as surprised as you) - it lists all sorts of metadata, but not the actual server version number.
16:10:48  <Leanden> i got the sounds working finally
16:10:55  <Leanden> but the steam sounds are atrocious
16:11:11  <frosch123> Peter[FZ]: select the line in the multiplayer window
16:11:18  <frosch123> the panel on the right shows the version number
16:16:18  <Alberth> o/
16:19:15  * andythenorth wins
16:19:37  <andythenorth> got bulk and piece cargo generation working for same vehicle
16:22:55  <Peter[FZ]> frosch123: Hm. I'm really sorry, but are you absolutely sure about that? Please consider this screenshot: http://imgur.com/ah64YEQ
16:23:13  <Peter[FZ]> frosch123: I can't see the version number anywhere in the panel to the right.
16:23:33  <frosch123> it says 1.5.2
16:23:41  <frosch123> 5th line
16:23:50  <frosch123> right above your blue thing
16:24:03  <Peter[FZ]> *facepalm*
16:24:22  <Peter[FZ]> frosch123: It does! So sorry for wasting your time like this! :o
16:24:31  <frosch123> get new glasses :)
16:24:51  <Peter[FZ]> frosch123: And perhaps a new brain, while I'm out shopping! :)
16:25:34  <Peter[FZ]> frosch123: Thank you for your help and for being such a champ! :) (and to the rest of this channel - the laughter is on me; I gladly accept all charges! :)).
16:29:04  <Peter[FZ]> Again, thank you and have a nice Saturday!
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16:29:32  <andythenorth> did anyone do NotRoadTypes yet? o_O
16:30:36  <Leanden> I thought you volunteered andy!?
16:31:34  <andythenorth> busy doing trucks :P
16:31:37  <andythenorth> also trams
16:31:38  <andythenorth> buses
16:31:41  <andythenorth> lots to do :P
16:31:43  <Leanden> ;D
16:31:54  <Leanden> know where i can find some sound samples?
16:31:58  <Leanden> particularly of steam trains?
16:33:08  <andythenorth> GPL compatible sounds are hard to find
16:33:28  <Rubidium> http://www.soundsnap.com/tags/steam_train ?
16:33:52  <andythenorth> I have looked at buying sounds before
16:33:54  <andythenorth> they’re cheap
16:34:03  <andythenorth> but invalidates GPL
16:34:31  <Leanden> seen those before rubidium
16:34:33  <andythenorth> or rather, sound license is incompatible with GPL
16:36:07  <andythenorth> https://www.freesound.org/ ?
16:36:58  <Rubidium> alternatively find some location with steam trains and record them yourself
16:37:29  <Leanden> I live near a heritage railway so thats not a terrible idea
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16:39:12  * andythenorth -> boating
16:39:14  <andythenorth> bye
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17:01:16  <Samu> yay, last year
17:01:18  <Samu> 2023, 2050
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17:07:55  <Samu> the last train server, in the last year
17:08:11  <Samu> I will finally make the topic about trains
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17:42:58  <Samu> last month :)
17:48:30  <Samu> 162 hours cpu time
17:51:46  <Eddi|zuHause> somehow this reminds me of andy: https://www.quora.com/In-a-nutshell-why-do-a-lot-of-developers-dislike-Agile/answer/Miles-English?srid=i5M8&share=1
17:55:59  <Samu> trains are done, finally
18:05:34  <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=75027&p=1172829#p1172829
18:05:40  <Samu> do i post screenshots?
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18:11:39  <Samu> nocab disappointed
18:12:28  <Alberth> trains took more time than ships?
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18:14:41  <Samu> no, ships are still going on
18:14:52  <Samu> nocab trains was however really slow
18:15:00  <Samu> nocab ships is equally slow
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18:16:46  <Samu> how many days is 162 hours?
18:17:06  <Samu> i leave computer on about 12-14 hours / day
18:17:18  <Samu> it took too much time for nocab trains to finish
18:21:50  <Alberth> @calc 162/12.0
18:21:50  <DorpsGek> Alberth: 13.5
18:22:07  <Alberth> @calc 162/14.0
18:22:07  <DorpsGek> Alberth: 11.5714285714
18:25:18  <Samu> seems like it
18:25:25  <Samu> 12 days
18:26:14  <Samu> from 27 june to 9 july
18:27:26  <Samu> there's still NoCAB ships NPF running
18:28:02  <Samu> running since 23 june
18:28:42  <Samu> currently in year 2023
18:29:38  <Samu> once it finishes, i will update every server to 1.6.1 and continue more ship tests
18:32:48  <Wormnest> Maybe time to publish my nocab fork soon then :)
18:38:14  <Alberth> just tune down the limits a bit
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18:46:18  <Wormnest> Especially with ships I wouldnÂŽt go over 500
18:47:08  <Wormnest> Although performance of my fixed nocab should be improved since I did several fixes for ships lately
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22:43:26  <Samu> 2024
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