Config
Log for #openttd on 15th December 2019:
Times are UTC Toggle Colours
00:10:31  *** asymptotically has quit IRC
00:17:06  *** supermop_work has quit IRC
00:19:28  *** supermop_work has joined #openttd
00:20:22  *** Alkel_U3 has quit IRC
00:23:36  *** Alkel_U3 has joined #openttd
00:34:42  *** Flygon has joined #openttd
00:42:07  *** HerzogDeXtEr has quit IRC
00:43:38  *** HerzogDeXtEr has joined #openttd
00:48:34  *** Progman has quit IRC
00:49:40  *** supermop_work has quit IRC
00:52:12  *** supermop_work has joined #openttd
00:54:51  *** WormnestAndroid has quit IRC
00:58:23  *** WormnestAndroid has joined #openttd
01:22:25  *** supermop_work has quit IRC
01:22:48  *** supermop_work has joined #openttd
01:53:02  *** supermop_work has quit IRC
01:53:57  *** supermop_work has joined #openttd
01:56:56  *** lugo has quit IRC
02:08:01  *** snail_UES_ has joined #openttd
02:24:09  *** supermop_work has quit IRC
02:25:24  *** supermop_work has joined #openttd
02:55:38  *** supermop_work has quit IRC
02:58:32  *** supermop_work has joined #openttd
03:24:08  *** D-HUND has joined #openttd
03:27:27  *** debdog has quit IRC
03:28:46  *** supermop_work has quit IRC
03:31:17  *** supermop_work has joined #openttd
03:37:26  *** Pikka has joined #openttd
03:51:53  *** tokai has joined #openttd
03:51:53  *** ChanServ sets mode: +v tokai
03:58:25  *** tokai|noir has quit IRC
04:01:32  *** supermop_work has quit IRC
04:02:29  *** supermop_work has joined #openttd
04:14:47  *** HerzogDeXtEr has quit IRC
04:32:43  *** supermop_work has quit IRC
04:33:29  *** supermop_work has joined #openttd
04:39:01  *** WormnestAndroid has quit IRC
04:39:36  *** WormnestAndroid has joined #openttd
05:03:42  *** supermop_work has quit IRC
05:04:32  *** supermop_work has joined #openttd
05:15:12  *** Wormnest has joined #openttd
05:34:44  *** supermop_work has quit IRC
05:37:38  *** supermop_work has joined #openttd
05:53:30  *** glx has quit IRC
06:07:52  *** supermop_work has quit IRC
06:09:46  *** supermop_work has joined #openttd
06:10:08  *** snail_UES_ has quit IRC
06:40:00  *** supermop_work has quit IRC
06:40:31  *** supermop_work has joined #openttd
07:05:47  *** arikover has joined #openttd
07:06:52  *** andythenorth has joined #openttd
07:10:46  *** supermop_work has quit IRC
07:11:12  *** supermop_work has joined #openttd
07:37:48  *** andythenorth has quit IRC
07:41:27  *** supermop_work has quit IRC
07:42:43  *** supermop_work has joined #openttd
08:02:31  *** Wormnest_ has joined #openttd
08:09:21  *** Wormnest has quit IRC
08:12:58  *** supermop_work has quit IRC
08:13:18  *** sla_ro|master has joined #openttd
08:15:39  *** supermop_work has joined #openttd
08:45:54  *** supermop_work has quit IRC
08:47:09  *** supermop_work has joined #openttd
09:01:34  *** nielsm has joined #openttd
09:09:26  *** arikover has quit IRC
09:17:22  *** supermop_work has quit IRC
09:18:11  *** supermop_work has joined #openttd
09:25:30  *** Wormnest_ has quit IRC
09:26:16  *** Wolf01 has joined #openttd
09:46:19  *** Wormnest_ has joined #openttd
09:48:25  *** supermop_work has quit IRC
09:48:52  *** supermop_work has joined #openttd
09:56:45  <Wolf01> Eddi|zuHause: TF2, is the cargo filter broken? If I set a train to load "wood" at a sawmill it won't load anything, if I don't set the filter it works well
10:03:16  *** lugo has joined #openttd
10:19:36  *** supermop_work has quit IRC
10:20:15  *** supermop_work has joined #openttd
10:36:30  <peter1138> Why would Team Fortress 2 have a cargo filter?
10:37:22  <Wolf01> Why not?
10:42:25  *** Samu has joined #openttd
10:42:29  <Samu> hi
10:42:42  <Wolf01> Btw, it's a bit like locomotion now, replace vehicle works when running, not in depot, you set the maintenance cost (normal|high|very high) and it just keeps your vehicles in "good" shape, you can't set when to replace a vehicle with a new model, you have wrong traffic side for train signals and it don't seem to be changed
10:46:03  <Wolf01> Cloning vehicles is a pita. They always appear in the wrong depot
10:46:36  *** Progman has joined #openttd
10:47:40  <SpComb> I've only had a chance to test out the first Campaigns so far, planning on playing more today
10:47:49  <nielsm> yeah destination depot for cloning is really bad
10:48:14  <nielsm> the campaigns are more like puzzles than challenges, at least the first part
10:48:25  <Wolf01> Yup
10:48:26  <SpComb> the combined pax/cargo stations with separate icons rrally tripped me up badly
10:49:02  <SpComb> I can't imagine very many players would be able to figure it out immediately
10:50:28  *** supermop_work has quit IRC
10:50:59  *** supermop_work has joined #openttd
10:53:27  *** asymptotically has joined #openttd
10:54:21  *** D-HUND is now known as debdog
10:54:51  <Wolf01> The date speed is nice, too bad it's limited to 1/4, I liked the 1/8 of TF1 mod, but you can totally pause the date
10:55:01  <Wolf01> You can play 1860 forever
10:55:30  <SpComb> whyyy would you do that
10:56:17  <Wolf01> I wouldn't, I'll paly 1920 forever :>
10:56:20  <Wolf01> *play
10:56:23  <SpComb> I was greatly amused by the orange plastic traffic cones around the 1850 industry mine pits / factory buildings
10:56:29  <SpComb> safety first
10:56:48  <Wolf01> Ahahah, really
10:57:18  <SpComb> yeah, they also have electric outside lighting and HVAC system vents :P
10:57:32  <Wolf01> Also the mines which seem a rollercoaster...
10:59:08  <nielsm> what I miss in TF2 as much as in TF1 are industries changing over time
10:59:27  <Wolf01> Oh, they won't?
10:59:33  <nielsm> why are there plastic industries in 1850
10:59:44  <nielsm> industries never close and new ones never open
11:00:00  <nielsm> and industry production levels are entirely deterministic on your performance
11:01:00  <Wolf01> Time to ruin my performance by building a cargo hub
11:02:25  <Wolf01> I hate not being able to rotate with a finer angle to align to existing roads...
11:02:39  <Wolf01> At least on TF1 it self aligned when placed near a road
11:02:53  <nielsm> shift+N/M do finer rotation
11:03:12  <nielsm> but I keep hitting B (bulldoze) when I reach for N/M blindly
11:03:15  <Wolf01> Hmmm, I even tried it
11:03:29  <nielsm> and pressing B again does not return to the tool you were using before, just to no tool
11:05:49  <nielsm> pondering whether to stream some?
11:09:32  <SpComb> I remapped N/M to Q/E right away
11:10:21  <nielsm> that's a good idea
11:10:22  <SpComb> also remapped the number hotkeys for construction to include things like railway signals, which is probably the most common thing you need...
11:11:11  <SpComb> the tilt/rotation controls are also inverted by default...
11:12:01  <SpComb> I would have wanted to return the game for a refund if it didn't have an option to re-invert those back to their correct behavior :P
11:12:07  <nielsm> yeah took me 3 tries to get the rotation and tilt to make sense
11:12:30  <nielsm> and very annoying they can only be changed from the main menu, not in game
11:12:36  <SpComb> yeah, and toggling them is a full game restart...
11:12:58  <SpComb> I left pan/zoom at the default and toggled tilt/rotate
11:20:49  <nielsm> https://youtu.be/VPZvPvXTC_Y
11:21:12  *** supermop_work has quit IRC
11:21:58  *** supermop_work has joined #openttd
11:51:56  *** supermop_work has quit IRC
11:52:43  *** supermop_work has joined #openttd
11:55:11  <Wolf01> Is it me or it's really easier to earn money compared to TF1?
11:55:52  <Wolf01> All seem to work out of the box here
11:56:51  <SpComb> pax or cargo? The industry supply/prodction economy should have been simplified
11:57:28  <Wolf01> Both
11:58:08  <SpComb> haven't gotten that far yet
11:59:08  <Wolf01> I have a double line between 2 cities with pax and cargo, in one city I deliver tools and the other food, so they exchange... and even with little amounts of cargo the trains are profitable
11:59:36  <SpComb> what about when they age
12:02:47  *** HerzogDeXtEr has joined #openttd
12:02:57  <Wolf01> It's nice how they can fit a house in the smallest space you left between a road and a station...
12:04:26  <nielsm> that's something cities:skylines has received a lot of critique about yeah
12:04:41  <nielsm> how house sizes are inflexible
12:05:06  <SpComb> strict zoning regulations
12:06:22  <SpComb> how well do multiple overlapping passenger routes work? In TF1 I've always avoided setting up more than one route between two stations, because passengers seem to always want to prefer one and the other one runs empty
12:07:08  <nielsm> not sure yet
12:13:50  *** frosch123 has joined #openttd
12:18:12  *** Pikka has quit IRC
12:22:54  *** supermop_work has quit IRC
12:24:48  *** supermop_work has joined #openttd
12:45:15  <milek7_> ..how these trains reverse without being push-pull? ;P
12:45:47  <SpComb> gameplay magic
12:45:48  <Wolf01> I'll tell when I'll connect to the next city, but for sure 3 points routes works fine (wood->planks->factory)
12:46:25  <frosch123> it took me some time to learn that you can put engines at the end of trains in factorio
12:46:41  <Wolf01> Ha :D
12:48:36  <Wolf01> Hmm, I don't know if it's better to separate the farms and the food routes, and put a hub to get all the grain from all the nearest farms before bringing it to the food industry
12:55:01  *** supermop_work has quit IRC
12:56:50  *** supermop_work has joined #openttd
12:57:43  *** Flygon has quit IRC
13:27:02  *** supermop_work has quit IRC
13:27:32  *** supermop_work has joined #openttd
13:30:06  *** andythenorth has joined #openttd
13:30:39  <andythenorth> yo
13:31:20  <Wolf01> o/
13:34:03  <frosch123> https://github.com/OpenTTD/OpenTTD/blob/master/src/rail.cpp#L218 <- funny function, isn't it?
13:35:38  <frosch123> no idea what to do with it
13:35:46  <frosch123> it makes no sense when using newgrf railtypes
13:36:08  <frosch123> yet if i remove it, some non-newgrf players will complain that the "select latest railtype in gui" setting does no longer work
13:37:48  <andythenorth> is it worth removing?
13:38:21  <frosch123> i am quite sure i used that setting as well when playing
13:38:48  <frosch123> when you load a savegame you forget to select the railtype that you always use
13:39:19  <frosch123> iirc there is also a setting "select most used railtype", but unless you upgrade everything that may be wrong as well
13:42:47  <frosch123> ah, tracktype have a sorting order property
13:42:50  <frosch123> so it should use that one
13:43:18  <frosch123> easy fix then
13:57:46  *** supermop_work has quit IRC
13:58:17  *** supermop_work has joined #openttd
14:03:39  *** Progman has quit IRC
14:12:51  <peter1138> frosch123, you'd think. That's buggy, and I didn't bother unbugging it ;)
14:13:10  <peter1138> In fact, I don't think I ever mentioned or documented that, heh.
14:13:24  <peter1138> (It broke with the 16 to 64 upgrade)
14:16:17  <frosch123> huh? it never worked with non-default railtypes. the 64 upgrade does not matter, does it?
14:21:05  <peter1138> I mean the sorting order property.
14:26:53  <frosch123> ah, the default value thingie
14:28:30  *** supermop_work has quit IRC
14:29:00  *** supermop_work has joined #openttd
14:32:55  <nielsm> argh I keep building the wrong wagon types especially when replacing trains...
14:59:14  *** supermop_work has quit IRC
14:59:44  *** supermop_work has joined #openttd
15:00:06  *** WormnestAndroid has quit IRC
15:00:06  *** Wormnest_ has quit IRC
15:01:32  *** Wormnest has joined #openttd
15:21:30  *** snail_UES_ has joined #openttd
15:26:53  *** WormnestAndroid has joined #openttd
15:29:58  *** supermop_work has quit IRC
15:30:52  *** supermop_work has joined #openttd
15:57:50  <andythenorth> oh
15:58:04  <andythenorth> depot drag only drags the first 2 units of an articulated vehicle?
15:58:08  <andythenorth> that's lolz
15:58:22  * andythenorth doesn't normally have more than 2 units
16:01:05  *** supermop_work has quit IRC
16:01:35  *** supermop_work has joined #openttd
16:11:58  <andythenorth> https://dev.openttdcoop.org/attachments/download/9548/torpedo_car.png
16:15:48  <frosch123> no, it draws N pixels
16:16:01  <frosch123> there is no limit on the number of vehicle parts
16:16:09  <frosch123> but it won't draw the mouse cursor over half the screen
16:17:21  <andythenorth> agreed :)
16:17:38  <andythenorth> that would be silly
16:18:27  *** Progman has joined #openttd
16:18:30  <andythenorth> I was just surprised, a 2 unit 12/8 vehicle is drawn 100%, but a 3 unit 12/8 vehicle only draws the first 2 units
16:18:38  <frosch123> ah, looks like N is 16/8 vehicle length :)
16:19:26  <andythenorth> I could make a video, but eh it's overkill, just checking I didn't write a broken grf
16:19:45  <frosch123> i thought it would truncate the sprite, but apparently it draws whole articulated parts
16:20:03  <andythenorth> I doubt anyone will notice except people like me
16:20:13  * andythenorth about to test https://github.com/OpenTTD/nml/pull/66
16:21:37  <andythenorth> @seen glx
16:21:37  <DorpsGek> andythenorth: glx was last seen in #openttd 17 hours, 14 minutes, and 8 seconds ago: <glx> it is still windy here
16:30:57  <andythenorth> hmm, not sure how to use that yet
16:31:49  *** supermop_work has quit IRC
16:32:47  *** supermop_work has joined #openttd
16:33:44  <andythenorth> can't see anything that makes a switch a procedure
16:34:43  <frosch123> there is an example
16:35:15  <frosch123> if your switch is named "foobar", just use "foobar()" in some expression
16:35:33  <frosch123> and it will use the result of the switch, or whatever temp storage you modify
16:42:58  <andythenorth> I was looking at https://github.com/OpenTTD/nml/pull/66/commits/35d8551dd5781d841bb31856a3e117706d9c1d9d
16:43:01  <andythenorth> oh I missed the ()
16:44:19  <FLHerne> https://www.youtube.com/watch?v=hMonLkerBSA&t=48
16:44:35  <FLHerne> Needs middle-of-road tramways :P
16:45:57  <andythenorth> bizarrely reminds me of https://i.pinimg.com/originals/64/47/62/644762dfcc0844cb70a81b465decf51f.jpg
16:49:12  <andythenorth> FLHerne: tell me about your bus needs
16:49:24  <andythenorth> couple of people mention that Hog isn't enough bus variety
16:50:14  <FLHerne> andythenorth: I said before, my bus needs from Hog are "let me turn the buses off", because Bob's British Buses has plenty ;-)
16:50:24  <FLHerne> I can hide them manually, of course
16:50:37  <andythenorth> I'm possibly open to parameter
16:50:59  <andythenorth> I'll ask Jake what he's missing from Hog bus
16:51:06  <FLHerne> That being the case, I can't really tell you what's wrong with them except that I'm not a fan of the art style
16:51:35  <andythenorth> yup ok
16:51:37  <FLHerne> EGRVTS has parameters by vehicle category, which is what I was using before Hog
16:51:59  <FLHerne> (I'm not really sure why I'm using Hog now, curiosity?)
16:52:36  <andythenorth> I'm not very satisfied with Hog
16:52:41  <andythenorth> it was ok in a pre-NRTworld
16:53:12  <andythenorth> also the sprites are poor, with hindsight
16:53:46  <andythenorth> I have nearly learnt to draw now
16:56:38  <FLHerne> Unrelated Hog thing, why do I only seem to have steam lorries in 1936?
16:57:04  <FLHerne> I think the Hog buses are very TTD-ish?
16:57:52  <FLHerne> Which is nice in a generally vanilla game, but doesn't fit well with the lots-of-tiny-details style used by many grfs
16:58:06  <FLHerne> (ISTR saying the same thing about Horse)
16:58:24  <FLHerne> So...it's fine, just not what I want
16:58:29  <andythenorth> it does seem to be only steam trucks in 1936
16:58:38  <andythenorth> I think I went on an alt-history bender
16:59:10  <andythenorth> steam trucks were extant for a longtime (although not majority)
17:00:08  <andythenorth> wow no diesel trucks until 1945 :D
17:00:23  <andythenorth> that's opinionated
17:03:00  *** supermop_work has quit IRC
17:03:24  *** supermop_work has joined #openttd
17:05:20  * andythenorth wonders who makes this stuff 
17:16:23  <frosch123> maybe pikka convinced you that 5 vehicles is enough
17:16:38  <frosch123> so there was no room for early diesel
17:22:37  <peter1138> We let you create thousands, because a hundred wasn't enough...
17:31:10  *** sla_ro|master has quit IRC
17:33:37  *** supermop_work has quit IRC
17:34:26  *** sla_ro|master has joined #openttd
17:35:36  *** supermop_work has joined #openttd
17:45:19  <andythenorth> imagine the compile time with thousands :P
17:46:18  <andythenorth> Horse does have 408 trains though
18:05:50  *** supermop_work has quit IRC
18:09:39  *** supermop_work has joined #openttd
18:35:19  *** Lejving has joined #openttd
18:37:41  *** lugo has quit IRC
18:39:54  *** supermop_work has quit IRC
18:40:58  *** supermop_work has joined #openttd
18:49:44  *** snail_UES_ has quit IRC
19:11:11  *** supermop_work has quit IRC
19:11:37  *** supermop_work has joined #openttd
19:41:37  * andythenorth wonders what vars are safe inside a stored procedure
19:41:50  *** supermop_work has quit IRC
19:41:54  <andythenorth> e.g. if I try to access vehicle random bits, will that work?
19:42:25  *** supermop_work has joined #openttd
19:43:19  <frosch123> it's the same as every other switch
19:45:08  <andythenorth> thanks
20:03:36  <andythenorth> I'm missing something
20:03:49  <andythenorth> what's different between using a stored procedure, and just having a global switch?
20:04:00  <andythenorth> obvs. there is a difference, but what?
20:04:38  <frosch123> with a global switch you can do: (vehicle specific) -> (global) -> result
20:04:57  <frosch123> with a procedure you can do: (vehicle speicifc) -> (global) -> (vehicle specific) -> result
20:05:27  <frosch123> i.e. from a global switch you cannot continue with vehicle specific code
20:05:29  <andythenorth> because the vehicle can determine what to do withe procedure result
20:05:30  <andythenorth> ok
20:05:39  <frosch123> well, unless you add a switch to distinguish by vehicle id again, but well...
20:05:40  <andythenorth> withe is a word? :P
20:06:09  <frosch123> WHIT!!!
20:06:51  <andythenorth> lol I am banned on coop pastebin :)
20:06:53  <andythenorth> "Your IP address is listed as a malicious IP."
20:06:55  <andythenorth> oh well
20:07:39  <andythenorth> there are > 1400 switches like this, I am thinking there might be a better way https://pastebin.com/raw/6F3ekcHc
20:08:02  <andythenorth> seems like a stored procedure, returning 0 or 1
20:08:22  <frosch123> what are they used for?
20:08:32  <andythenorth> vehicle changes speed with certain engine IDs
20:09:06  <andythenorth> cb36 result
20:09:28  <frosch123> yes, but why? :p
20:09:39  <frosch123> one engine checking for another?
20:09:42  <andythenorth> BAD FEATURE
20:09:43  <frosch123> or engine checking for wagons?
20:09:51  <andythenorth> engine checks for another
20:09:51  <frosch123> why are there so many valid combinations?
20:10:08  <andythenorth> any express engine is valid
20:10:14  <frosch123> is the speed limit not the minimum of both speed limits?
20:10:15  <andythenorth> I could do it with those weird user bits?
20:10:31  <andythenorth> no those user bits are too weird
20:10:33  <frosch123> maximum? sum? :p
20:11:04  <nielsm> oh yeah, a random thought I had in the shower today and just recalled: penalty weight for certain vehicles carrying certain cargo types, e.g. if you load oil on a container flatcar, the car would gain an additional few tons of dead weight from the oil tank in container format
20:11:30  <andythenorth> it's max(engine speed, generation-specific express engine speed)
20:11:45  <andythenorth> if no valid express engine is attached, it's just engine speed
20:12:12  <andythenorth> it's a really stupid feature, I'm not going to try and rationalise it
20:12:38  *** supermop_work has quit IRC
20:13:01  *** supermop_work has joined #openttd
20:14:09  <frosch123> i guess user bits may be the right solution :p
20:14:47  <andythenorth> they have a use? :P
20:14:54  <frosch123> express engine sets user value 0x80. the other engines checks whether anyone did set 0x80
20:15:05  <frosch123> iirc they were invented to check for salon vans
20:15:19  <andythenorth> they seem so likely to go wrong :P
20:15:31  <andythenorth> do they predate engine pool by any chance?
20:15:42  <frosch123> yes, they fail if you mix newgrfs that both want to use them
20:16:02  <andythenorth> no really :)
20:16:16  <andythenorth> is there a fake shock emoticon?
20:16:18  <frosch123> just 8 bits, no 4-byte labels for user properties :p
20:16:37  <frosch123> always use the cookie emoji
20:16:39  <andythenorth> I am going to try this as a stored procedure, I was looking for an excuse
20:16:45  <frosch123> you can eat it at least
20:17:12  <frosch123> i see no usecase for stored procedure
20:17:16  <frosch123> in this example
20:17:31  <andythenorth> could just be a global switch?
20:17:40  <frosch123> if you want less switches, you can replace them all with a single switch with count(a)+count(b)+..+
20:17:47  <andythenorth> the required speed varies by engine
20:17:50  <frosch123> count(z) > 0
20:18:19  <frosch123> you can also STORE_TEMP the two results in advance
20:18:23  <andythenorth> if I do count(a)+count(b) doesn't nml expand all that to some horror?
20:18:33  <frosch123> but ok, you can also use a procedure for that
20:19:02  <andythenorth> so this could just be a global switch with 2 registers
20:19:04  <frosch123> i don't recall a limit on the terms in a sum
20:19:39  <andythenorth> oof, wonder why I did this for purchase speed, let's not look too closely "${int(1.60934 * consist.speed)}"
20:19:43  <andythenorth> can't be wise
20:20:15  <andythenorth> apparently works
20:23:04  <frosch123> in callbacks you have to do your own mph->kmh conversion, while nml can do it in properties
20:23:39  <andythenorth> 🍪
20:23:48  <frosch123> :)
20:26:56  *** glx has joined #openttd
20:26:56  *** ChanServ sets mode: +v glx
20:44:16  *** supermop_work has quit IRC
20:45:58  *** supermop_work has joined #openttd
20:48:53  *** sla_ro|master has quit IRC
21:16:12  *** supermop_work has quit IRC
21:16:49  *** supermop_work has joined #openttd
21:18:55  *** frosch123 has quit IRC
21:23:08  <DorpsGek_III_> [OpenTTD/nml] andythenorth commented on pull request #66: Add: allow use of switches and random switches as procedures https://git.io/JeQ1H
21:23:21  <andythenorth> oh glx is here now :)
21:25:07  * andythenorth wonders why the stored procedure compiles 9 seconds faster, must just be local variation
21:26:09  <andythenorth> unless nml store temp is really expensive
21:28:04  <glx> using constant is faster than LOAD_TEMP()
21:28:27  <andythenorth> in compile?  No expansion of advanced varact2?
21:28:30  <glx> IIRC LOAD_TEMP() is done via action D
21:28:47  <glx> then action 6
21:28:59  <andythenorth> stored procedure consistently compiles faster than the STORE_TEMP alternative
21:29:16  <andythenorth> it's only a couple of seconds when comparing worst and best times
21:29:21  <andythenorth> and 9s for best and worst times
21:29:56  <andythenorth> so how close to done is PR 66? :)
21:30:24  <glx> it's probably ok, I should undraft it :)
21:30:52  <andythenorth> I don't mind testing in a branch, but I don't want to go too far from master :P
21:31:18  <glx> btw compare the NFO, you'll see why compile takes more time when not using constants
21:31:29  <andythenorth> I can imagine
21:31:44  <andythenorth> I used to write all the advanced varact2 by hand for registers
21:32:48  <glx> IIRC load_temp is compiled as an action D and action 6, so it reads the value then overwrite a placeholder in the varact2
21:34:42  <andythenorth> that's...baroque :)
21:35:46  <andythenorth> Iron Horse nfo with stored procedure is only 3000 bytes smaller :)
21:35:58  <andythenorth> on 18.4MB file :)
21:36:03  <andythenorth> but eh
21:36:10  <andythenorth> 'every little helps'
21:36:28  <glx> yeah, not a big improvement
21:37:12  <andythenorth> there will be bigger improvements
21:37:17  <andythenorth> I picked an easy case to start
21:42:16  <andythenorth> there are 1700 switches dealing just with sticking a red pixel on the last vehicle of the train
21:42:57  <andythenorth> those can't trivially be global-with-register, so stored procedure might help
21:44:17  <andythenorth> hmmm why do I call them 'stored procedures' they're just 'procedures'
21:44:23  <andythenorth> blame years-ago mySQL
21:47:01  *** supermop_work has quit IRC
21:48:28  *** supermop_work has joined #openttd
22:00:35  *** andythenorth has quit IRC
22:20:12  *** supermop_work has quit IRC
22:20:35  *** supermop_work has joined #openttd
22:23:36  <FLHerne> Why is 'snow%' not documented in https://newgrf-specs.tt-wiki.net/wiki/NML:Units ?
22:24:01  *** Wolf01 has quit IRC
22:31:35  *** asymptotically has quit IRC
22:50:49  *** supermop_work has quit IRC
22:51:35  *** supermop_work has joined #openttd
23:12:18  *** urdh has quit IRC
23:21:48  *** supermop_work has quit IRC
23:23:54  *** Flygon has joined #openttd
23:24:22  *** supermop_work has joined #openttd
23:45:23  *** Samu has quit IRC
23:52:26  *** nielsm has quit IRC
23:56:06  *** supermop_work has quit IRC
23:57:18  *** supermop_work has joined #openttd

Powered by YARRSTE version: svn-trunk