IRC logs for #openttd on OFTC at 2014-05-17
            
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05:21:20 <George> Hi
05:21:28 <George> I have a problem.
05:22:25 <George> I need to access var 61 (Query variable of n-th vehicle in chain) to access random bits in CB 10. But does not work.
05:23:29 <George> Is there any other way to check random bits of the first vehicle of the articulated vehicle chain?
05:29:41 <George> FS#6018
05:37:47 <George> BTW when FS#6004 would be implemented?
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07:32:49 <planetmaker> moin
07:44:40 <LSky`> morning
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07:54:29 <Alberth> moin
07:56:24 <planetmaker> btw, the new syntax highlighting script is now used and executed
08:00:00 <Alberth> yay :)
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08:21:53 <DorpsGek> Commit by translators :: r26592 /trunk/src/lang (41 files in 2 dirs) (2014-05-17 08:21:45 UTC)
08:21:54 <DorpsGek> -Update from WebTranslator v3.0:
08:21:55 <DorpsGek> catalan - 1 changes by juanjo
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08:40:26 <andythenorth> o/
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08:41:15 <Alberth> hi hi
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08:42:37 <planetmaker> short appearence :)
09:00:01 <Eddi|zuHause> George: randomaction2 has a builtin offset variable
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09:17:58 <Alberth> Total posts 1099996 <-- 4 posts togo :)
09:18:41 <Rubidium> nope, 11115 posts to go
09:20:38 <LordAro> that count doesn't exclude deleted posts?
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09:26:55 <Eddi|zuHause> we had this discussion also with post number 1000000
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09:32:47 <LordAro> but the post id is already >1.1e6
09:46:07 <V453000> new renderer =D http://dev.openttdcoop.org/attachments/download/6114/3-X_1.png
09:49:09 <peter1139> Does it animate?
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09:52:34 <planetmaker> it does
09:57:08 <V453000> of course :)
09:57:35 <V453000> http://dev.openttdcoop.org/attachments/download/6108/3-X_3.wmv
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10:00:22 <peter1139> errrrrrrrrr
10:00:35 <peter1139> that is freaking awesome
10:00:44 <planetmaker> yup
10:01:01 <peter1139> the bit that puts the wheels on is a bit weird though
10:01:10 <peter1139> (as if the rest of it is natural :D)
10:01:42 <planetmaker> to me that looks like attaching wheels in formula1
10:02:11 <peter1139> i mean the way it goes through the ground
10:02:43 <planetmaker> yeah, that's right. It needs some more solid attachment to the actual foundations of the plant
10:04:39 <V453000> peter1139: it is just not finished, in my model it is done already :)
10:04:48 <peter1139> :)
10:04:53 <V453000> I do the robotic animated things first, solid models afterwards
10:05:04 <V453000> it is great because first you make the functional things that matter, rest is just to fill it up nicely
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10:05:49 <V453000> I have this factory almost done (:
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12:19:54 <Samu> hi
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12:30:52 <Samu> hosting a server with 14 AIs http://www.openttd.org/en/server/81142
12:39:17 <Samu> Otvi is building ships going from one lake to another. lol
12:39:23 <Samu> they're stuck
12:51:57 <Samu> sent him an email
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16:11:29 * LordAro is playing the game :o
16:11:43 <Eddi|zuHause> how dare you
16:12:09 <LordAro> i always have to get used to the scrolling - i always feel like the mouse should stay still (relative to the map)
16:12:23 <LordAro> i've been invited to play on a server later
16:12:49 <Eddi|zuHause> you mean like reverse scroll direction?
16:13:13 <LordAro> no, i already have that
16:13:27 <LordAro> i feel like the mouse should stay where it is over the map
16:13:30 <LordAro> on the same tile
16:13:36 <LordAro> rather than staying still on screen
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16:14:01 <Eddi|zuHause> but how often is the tile still on the map after scrolling?
16:14:11 <Eddi|zuHause> and which game does it like that?
16:15:20 <LordAro> i don't know
16:15:27 <planetmaker> that would be weired really. You couldn't scroll further than the screen width at most
16:15:30 <LordAro> it's just that that's what i "expect"
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16:20:47 <planetmaker> hm... I did not expect this to trigger while playing: Error: Assertion failed at line 1509 of /home/planetmaker/ottd/trunk/src/saveload/saveload.cpp: IsVariableSizeRight(sld)
16:21:45 <Eddi|zuHause> planetmaker: autosave?
16:21:57 <planetmaker> yeah. Need to try unpatched, though
16:22:19 <planetmaker> even though it would be a surprise as I don't touch any var
16:24:42 <Eddi|zuHause> maybe there's old stuff buried that was just missed all the time before the asserts were introduced
16:27:03 <planetmaker> likely. Also unmodified trunk crashes on me
16:29:39 <peter1139> IsVariableSizeLeft
16:30:03 <planetmaker> sorry, non left ;)
16:30:32 <peter1139> Shame that isn't compile-time.
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16:33:02 <frosch123> we should have a regession library of savegames
16:33:09 <frosch123> two for each savegame version or something
16:33:40 <frosch123> iterated saveing and loading and comparing the results
16:34:14 <planetmaker> would need adoption with each new savegame version?
16:35:00 <LordAro> frosch123: wouldn't be too difficult to do, could probably script it ;)
16:35:09 <LordAro> (no, i'm not volunteering :p )
16:35:19 <frosch123> no, i mean you start with a ottd 0.1 savegame, load it with versions 0.2, 0.3, 0.4, ... 1.3 and resave with them
16:35:35 <frosch123> then you take the 0.2 resave and load it with 0.3, 0.4, ... 1.3 and resave again
16:35:58 <peter1139> How about... no :p
16:35:58 <frosch123> you get n*n/2 savegames in total and n saves from the newest
16:36:02 <frosch123> which should be the same :p
16:36:43 <planetmaker> but no-one has yet complained that the current nightly is totally unplayable when autosave is active :(
16:36:44 <frosch123> LordAro: problem is that it is work to write a script which will result in even more work fixing the issues it turns up with :p
16:36:58 <LordAro> :p
16:37:45 <planetmaker> not to say the problem to actually run these old openttd versions ;)
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16:40:37 <Zuu> Hello
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16:41:10 <planetmaker> o/ Zuu
16:41:11 <Alberth> o/
16:42:36 <Zuu> Hello
16:42:53 <Zuu> Nice weather here and I guess in central Europe too?
16:44:20 <planetmaker> it's alright, yeah :)
16:45:11 <LordAro> :o a Zuu
16:45:15 <LordAro> o/
16:47:17 <Zuu> Got to go soon though. No busses on saturday so well walk 5 km to the pub :-)
16:49:05 <Eddi|zuHause> <peter1139> Shame that isn't compile-time. <-- i don't see how you would get it inherently typesafe without completely rewriting
16:50:42 <Eddi|zuHause> probably needs a bit of templating
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17:00:48 <LordAro> err, where are those passengers coming from? http://i.imgur.com/9PZCF1C.png
17:01:22 <planetmaker> LordAro, 'accepts'. One steel mill tile
17:01:35 <planetmaker> not coming from, but wanting to go to work
17:01:50 <LordAro> since when did steel mills accept passengers?
17:01:59 <planetmaker> TTD? TTO? DUnno
17:02:04 <LordAro> huh
17:02:21 <Eddi|zuHause> i'm fairly sure it was already in TTO
17:03:00 <LordAro> i've never noticed before :L
17:04:28 <Alberth> new transport opportunities for you :)
17:04:40 <LordAro> :)
17:05:35 <Eddi|zuHause> there's a reason it's called "soylent green steel"
17:06:07 <frosch123> "cargo waiting to be processed" :)
17:07:08 <LordAro> :o
17:08:29 <LordAro> note to self: when starting a 256**2 game, don't leave the number of competitors on 14
17:09:48 <frosch123> planetmaker: what game crashes for you btw?
17:11:09 <frosch123> ah, found one
17:12:12 <frosch123> goal_desc
17:12:46 <frosch123> company byte is uint16 :)
17:18:13 <DorpsGek> Commit by frosch :: r26593 trunk/src/saveload/goal_sl.cpp (2014-05-17 17:18:07 UTC)
17:18:14 <DorpsGek> -Fix: Goals were saved/loaded with incorrect size.
17:18:34 <frosch123> planetmaker: so, was your savegame one with goals? or are the more hidden issues?
17:25:55 <V453000> steel mill as pax destination rules, me uses it quite often :)
17:32:06 <planetmaker> frosch123, indeed, I had nocargoal enabled
17:32:23 <planetmaker> newgrfs were wasteland + ogfx+trains
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18:33:42 <George> Eddi|zuHause: randomaction2 has a builtin offset variable - how can I acces it in NML?
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18:39:54 <Wolf01> hello o/
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19:08:35 <LordAro> anyone want to play the game with me and friends?
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19:38:36 <DorpsGek> Commit by fonsinchen :: r26594 trunk/src/vehicle.cpp (2014-05-17 19:38:30 UTC)
19:38:37 <DorpsGek> -Fix [FS#6006]: Don't call UpdateVehicleTimetable with dummy orders
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20:06:07 <Eddi|zuHause> George: instead of "PARENT" or "SELF" you can use "FORWARD_SELF(x)" and "BACKWARD_SELF(x)" in a random_switch
20:07:50 <Eddi|zuHause> George: otherwise you can try using var61 with varFA in a normal switch
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20:54:45 <George> and why var FA, not 5F?
20:57:48 <George> anyway, would it work in CB10?
20:58:23 <George> wiki says only CBs 1D, 2D, 31 and 32 can use var61
20:59:34 <George> have a look at http://dev.openttdcoop.org/projects/xussrset/repository/changes/src/emu/sm6.pnml
21:00:13 <George> see lines 145-162
21:02:46 <George> as you can see, I check parent veh random bits, but there should be the first veh in articulated veh
21:03:28 <George> I've tried to code that, but the check always failed
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21:37:12 <Eddi|zuHause> ah, yes, you can't use var61 in callbacks, right
21:40:20 <Eddi|zuHause> George: you sure you mean the right lines? can't see what you mean
21:41:27 <George> Eddi|zuHause:
21:42:04 <George> switch (FEAT_TRAINS, SELF, sm6_b_visual_effect_and_powered0,
21:42:04 <George> (100 * LOAD_TEMP(0)) + position_in_articulated_veh)
21:42:04 <George> {
21:42:04 <George> 4: sm6_05_visual_effect_and_powered;
21:42:04 <George> 8: sm6_03_visual_effect_and_powered;
21:42:06 <George> 106: sm6_04_visual_effect_and_powered;
21:42:06 <George> 110: sm6_06_visual_effect_and_powered;
21:42:08 <George> return disable_visual_effect_and_powered();
21:42:08 <George> }
21:42:10 <George> switch (FEAT_TRAINS, PARENT, sm6_b_visual_effect_and_powered,
21:42:10 <George> [ STORE_TEMP(random_bits % 2, 0),
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21:42:12 <George> vehicle_type_id == sm6])
21:42:12 <George> {
21:42:14 <George> 1: sm6_b_visual_effect_and_powered0;
21:42:14 <George> return disable_visual_effect_and_powered();
21:42:16 <George> }
21:42:55 <George> instead of parent I need random bits of the first veh inside ARV
21:42:57 <Eddi|zuHause> not entirely sure what you're trying to do there
21:45:17 <Eddi|zuHause> George: so "depending on bit 0, power either vehicles 4+8 or 6+10?
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21:46:05 <George> yes, depending on random bit 0
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21:52:33 <Eddi|zuHause> George: then i'd make a switch based on position in articulated, and then a random_switch based on one bit with powered/unpowered as 50-50 chance, and another random_switch with the chances reversed
21:53:47 <Eddi|zuHause> afair random_switch has a 0x100 temp storage for dynamically choosing the position in consist, i.e. for passing articulated position
21:55:42 <George> but how would it prevent cases where 4+6 get powered and so on? by making them dependent on each other?
21:56:27 <Eddi|zuHause> George: you use FORWARD_SELF(position in articulated), so they are all based on the same random bit
21:56:58 <George> I'll try
21:57:37 <Eddi|zuHause> you can fill in position in articulated as a number, since you check it earlier anyway.
21:57:55 <Eddi|zuHause> makes the code a little bigger but would maybe save calculation time
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23:12:57 <Wolf01> 'night
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