IRC logs for #openttd on OFTC at 2015-07-10
            
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00:08:33 <Wolf01> 'night
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00:18:11 <newbie2> hi i can not figure out how to set up orders for mail trucks: do they need train stations to 'Go To'? If I click 'Go To', no tiles work as a place to go to for a mail truck.
00:20:14 <a_sad_dude> newbie2, no, they need truck stations
00:20:43 <a_sad_dude> just build two in different cities and go between them
00:22:58 <newbie2> a_sad_dude: is a truck station the same thing as a lorry loading bay mentioned on https://wiki.openttd.org/Loading_Bays ?
00:23:33 <a_sad_dude> newbie2, yes. or a drive-through one
00:24:40 <planetmaker> newbie2, they need a truck station
00:24:53 <planetmaker> and yes, those are the same things
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00:25:46 <newbie2> a_sad_dude, planetmaker: i see thanks :)
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00:34:44 <a_sad_dude> does anyone want to play with me today? :)
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09:55:21 <Pikka> hmm hmm hmm
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10:10:43 <Supercheese> I'm afraid I don't know that tune
10:29:35 <planetmaker> http://www.metrolyrics.com/the-boxer-lyrics-simon-and-garfunkel.html @ Supercheese ;)
10:29:46 <Supercheese> sound of silence amirite
10:29:54 <Supercheese> oh no, it isn't?
10:30:06 <planetmaker> could be. could be not ;)
10:30:10 <Supercheese> saw simon & garfunkel
10:30:23 <Supercheese> immediately thought joke opportunity
10:30:52 <Supercheese> guess not
10:31:48 <Pikka> no way for newgrf to query the signal side, is there?
10:32:06 <planetmaker> no
10:32:36 <planetmaker> a (new)grf provides the signals in their states and orientation, and OpenTTD draws the appropriate sprite
10:32:58 <planetmaker> thus: where would a newgrf *need* the side at all? It provides all sprites, that's it
10:33:24 <planetmaker> i.e. what's your use case, Pikka ?
10:33:55 <Pikka> having semaphore signal blades facing away from the track, as is usually the case? :)
10:34:43 <planetmaker> oh, you mean the setting 'signal side'?
10:34:47 <Pikka> yes
10:34:54 <planetmaker> ah, completely mis-understood you
10:35:09 <planetmaker> Yes, you can query that and provide one set of sprites or the other. Check OpenGFX source
10:35:42 <Supercheese> signals_on_traffic_side var I guess
10:35:54 <planetmaker> That. And traffic_side
10:36:38 <planetmaker> https://hg.openttdcoop.org/opengfx/files/df199395d6e3a8d0ccc8459254447a05d874eaca/sprites/extra/extra-signals.pnml
10:37:20 <planetmaker> the if clause in line 124 is what does the trick
10:37:45 <planetmaker> if is the equivalent of actionD whereas switch the equivalent of (var)action2
10:38:14 <planetmaker> actionD? action7/9? Some combination thereof :)
10:40:46 <planetmaker> signalsontrafficside (flag 0x3B)
10:41:10 <Pikka> hmm
10:41:37 <planetmaker> var2 0x06 or global var 0x86 (traffic side)
10:41:52 <Pikka> can't find it in the newgrf specs. :) But OpenTTD now allows explicitly setting the signal side, so it seems like "signalsontrafficside" and "trafficside" don't cover all cases...?
10:42:29 <planetmaker> not? You can use those two to get every, don't you?
10:43:24 <Pikka> afaia it used to be that the only way you could have right-hand signals would be to set right-hand traffic and signals on traffic side. but if players can now set right-hand signals directly, there's no way for the newgrf to test for that?
10:43:49 <planetmaker> hm... dunno. Got an idea when that was changed roughly?
10:44:09 <Pikka> I don't know, I just saw it while looking for the switch in a recent-ish nightly
10:48:49 <Pikka> 2012-05-02 frosch (svn r24194) -Change: Rename the 'signal_side' setting to 'train_signal_side', and add a third option while doing so.
10:48:54 <planetmaker> flag 0x1B is train_signal_side
10:49:01 <Pikka> :) thanks
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10:54:56 <planetmaker> So that means that 0x1B gives whether the signal is on the (rail) traffic side. So yes, you still need to query both settings, but you can get each :)
10:55:23 <planetmaker> hm... or?
10:56:01 <Pokka> hmmm. :)
10:56:14 <Pokka> I'll come back to this later, anyway. I've made a note of 1b.
10:56:25 <planetmaker> OpenTTD has a new setting. But the NewGRFs don't. That's how I see it. Thus they have to query both to get it right
10:58:12 <planetmaker> 0x1B still returns whether the signal is on the driving side
10:59:40 <planetmaker> and var 0x86 returns whether driving side is on the right (0x86 == 1 --> rhs)
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11:31:05 <planetmaker> https://paste.openttdcoop.org/pzajgk808 <-- that's how I read the current code, Pokka
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12:06:51 <_nowhere_> hi, I just registered with the central user management thingy, and can login there; but login with the bugtracker does not work (Unknown username/password combination)
12:07:35 <planetmaker> when and where exactly did you register? Which username?
12:07:42 <_nowhere_> ah, I see why
12:07:51 <_nowhere_> “maxlength='30'”
12:07:56 <_nowhere_> for password
12:08:36 <_nowhere_> I just registered at http://www.openttd.org/en/account/, account name 'canaaerus'
12:08:45 <_nowhere_> passwordlength 156
12:08:53 <_nowhere_> no problem with the central management
12:09:35 <_nowhere_> lol
12:09:36 <planetmaker> does the truncated password work? Probably not
12:09:52 <_nowhere_> I changed the login-field to allow any password length
12:09:59 <_nowhere_> then login worked ^^
12:10:23 <planetmaker> ...
12:10:29 <planetmaker> :)
12:10:47 <_nowhere_> still it would be nice if a consistent policy was enforced
12:10:52 <planetmaker> agreed
12:11:19 <planetmaker> open a bug - in the website's bug tracking category. Same bug tracker, but different project. Can be selected i nthe upper left
12:11:32 <_nowhere_> alright
12:18:23 <planetmaker> ty :)
12:19:02 <_nowhere_> ok, done :-)
12:24:14 <_nowhere_> another question: I was investigating issue https://bugs.openttd.org/task/6335?project=1 ; is there a way to know which revisions can be compiled? I have cloned trunk.git and intended to do a git-bisect, but lots of revisions don't seem to compile
12:25:59 <planetmaker> every revision should compile except very few - where compilation is fixed immediately after
12:26:20 <planetmaker> we have a continuous integration and if our commits don't compile we get notified
12:30:32 <planetmaker> so in my experience maybe 1% doesn't compile
12:30:38 <planetmaker> if not less
12:48:18 <_nowhere_> "(svn r27079) -Fix: Compilation with freetype2 version 2.5.4 and newer (AMDmi3)"
12:48:34 <_nowhere_> that is the issue, why I can't compile anything earlier
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12:55:30 <planetmaker> well :) It doesn't mean the versions don't compile or didn't compile
12:56:14 <planetmaker> but they might need older libs, too :)
12:56:43 <_nowhere_> hehe
13:01:34 <planetmaker> well, that fix was 5 days after the release of that library version. Not a bad time span, I think :)
13:01:54 <_nowhere_> thats true ^^
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13:38:48 <_nowhere_> thats true ^^
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14:55:45 <_nowhere_> planetmaker: I put by findings in the bugtracker
15:03:11 <planetmaker> perfect
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16:00:57 <Varoufakill> Hi guys
16:01:45 <Varoufakill> i'm trying to assign a proper hotkey to the Autoroad tool, but the game always reset my file every time i launch the game.
16:01:58 <Varoufakill> Is that possible to properly change this hotkey?
16:10:59 <Varoufakill> i think this hotkey should permanently be assigned, it's a real pain to make truck networks on this game.
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16:22:10 <andythenorth> should be shift-A
16:22:13 <andythenorth> permanently
16:22:21 <andythenorth> I couldn’t get it to work for a very long time
16:22:24 <andythenorth> wouldn’t persist
16:22:26 <andythenorth> then it did
16:22:34 <andythenorth> sorry, no better help than that :(
16:23:06 <_nowhere_> I always use 3, although you need to be careful to keep the road construction panel open, it works ok for me
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16:23:42 <andythenorth> lo Alberth
16:23:48 <Alberth> moin
16:32:25 <Varoufakill> yes nowhere, i use 3 too... But the 'A' shortcut is a good way to open the rail construction panel. So if autoroad had a dedicated key, you could open the road construction panel with it, and construct a bridge with 'b' within two hotkeys, no need for mouse, it's much quicker imo
16:33:25 <Varoufakill> and i agree with andy, shift+A could be a nice option for such a shortcut
16:36:05 <_nowhere_> good idea, i put it in hotkeys.cfg, it works!
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16:36:15 <_nowhere_> autoroad = 3,GLOBAL+SHIFT+A
16:38:08 <_nowhere_> works in 1.5.0 and trunk
16:38:13 <Varoufakill> you're right, it's working with shift+A
16:38:36 <Varoufakill> Strange, i tested with various keys, and shift+A seems to work
16:38:54 <_nowhere_> ctrl-a works as well
16:39:48 <Varoufakill> i tried to change the 'Z' key because i hate this hotkey, and replace it for autoroad, didn't work
16:40:10 <_nowhere_> maybe your z key is actually a y key ^^
16:40:37 <Varoufakill> nop
16:41:06 <Varoufakill> it's the same key on the game and on the .cfg
16:41:24 <_nowhere_> I just know that in the wiki they say something about US keyboard layout
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16:42:16 <Varoufakill> yup, but i use an AZERTY keyboard and the hotkeys are the same as in US keyboard
16:44:16 <Varoufakill> anyway, thanks for testing :)
16:46:02 <Varoufakill> That's strange that in Simutrans community, most people speek german. German people hate openttd ? :o
16:46:29 <_nowhere_> german people don't need to speak german all the time
16:47:28 <Varoufakill> True, german people aren't that bad in english, but still, there are not much german players on OTTD compare to Simutrans
16:47:56 <Varoufakill> based on the flags of the lobby
16:51:05 <Varoufakill> bye guys, have a nice day
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16:57:29 <andythenorth> and yet the game is mostly made by germans :D
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16:57:43 <andythenorth> or mostly talked about being made by germans :P
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19:24:16 <Alberth> o/
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19:26:42 <frosch123> hoi
19:27:13 <Zuu> Helol
19:27:18 <Zuu> Helo*
19:27:21 <Zuu> Hello*
19:28:19 <frosch123> i wonder whether "wget -r" follows any order
19:30:01 <Zuu> On GS side is CmdIndustryGSEvent a mechanism to set production which could be abused for messiging, or is it a messiging call from start that could be used for production changes as well? https://paste.openttdcoop.org/p4irntufd
19:31:10 <frosch123> message is uint32
19:31:24 <frosch123> and noone says that the grf would change production
19:31:40 <frosch123> so, we cannot call it SetIndustryBaseProduction
19:31:43 <Zuu> So it is more the later function signature then?
19:31:47 <Alberth> 'any order' is always followed :)
19:31:55 <Zuu> (SendIndustryMessage)
19:32:14 <Alberth> but perhaps it uses whatever the http server sends
19:32:16 <frosch123> yes, it's just some uint32 that is send
19:33:03 <Zuu> That uint32 has no meaning at all other than if agreed or a convention is made?
19:33:11 <frosch123> i don't get your @return
19:33:29 <frosch123> yes, it's up to the newgrf and gs to make a convention
19:33:29 <Zuu> The return is a copy-paste error.
19:33:33 <Alberth> animamion typo
19:33:49 <frosch123> likely we need some action14 to allow the newgrf to tell which conventions it understands
19:33:55 <frosch123> but, well, not for a test version :)
19:34:49 <Alberth> what if the industry newgrf doesn't do production cb?
19:36:23 <frosch123> well, we may want a different callback
19:36:40 <Alberth> I am not convinced messaging should be piggy-backed onto production change, for testing, it's ok, for 'final' implemrntation, something nice would be needed
19:36:55 <Alberth> s/mrn/men/
19:37:14 <frosch123> yes, i checked what return vaules a newgrf would need
19:37:20 <frosch123> and they are either production or animation related
19:37:42 <frosch123> technically you don't need the production change callback at all
19:38:01 <frosch123> newgrfs have other methods to change production
19:38:18 <frosch123> the production callback is just some weird thing to make it behave like legacy industries
19:38:27 <frosch123> anyway, all is experimental :)
19:38:28 <Alberth> ah, ok
19:38:41 <Alberth> yep, let's see what happens :)
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20:03:48 <Zuu> Is Random() here where were I should pass the uint32 message?
20:03:49 <Zuu> uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
20:08:44 <Zuu> Eg, does this look good?
20:08:45 <Zuu> GetIndustryCallback(CBID_INDUSTRY_PRODUCTION_CHANGE, 0, message, i, i->type, i->location.tile);
20:09:13 <Eddi|zuHause> what are you trying to do?
20:09:31 <Zuu> Sending data to var 10 I think.
20:10:11 <frosch123> no, you want to replace the "0"
20:10:17 <frosch123> i.e. the currently unused value :)
20:11:53 <Eddi|zuHause> yeah. that's what i was about to say
20:18:12 <Zuu> Okay, this is completely untested, but does compile :-) http://devs.openttd.org/~zuu/newgrf_gs_prod_change/01.patch
20:18:54 <Zuu> The area command is also not implemented.
20:19:07 <Zuu> And annimation callback is not called.
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20:20:09 <frosch123> Industry *i = ::Industry::Get(i_id); <- GetIfValid, otherwise it never returns NULL
20:20:46 <frosch123> + SendIndustryMessageFromGS(i, p2); <- need "if (flags & DC_EXEC)", or it will be done multiple times
20:22:49 <frosch123> now we need a andy for a newgrf and a gs :p
20:23:14 <Zuu> I'll make a MessengerGS :-)
20:23:32 <frosch123> put signs next to industry? :p
20:23:36 <frosch123> send number to newgrf
20:23:58 <Zuu> Actually, it could be called IMessengerGS wher I is for industry :-)
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20:27:52 <Wolf01> hi o/
20:33:32 <Alberth> hihi
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20:53:49 <Wolf01> o/
21:01:30 <andythenorth> o/
21:04:41 <Zuu> Hello
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21:17:00 <andythenorth> lo Zuu
21:17:11 <andythenorth> how’s GS -> industry cb? o_O
21:17:58 <Zuu> http://devs.openttd.org/~zuu/newgrf_gs_prod_change/01.patch
21:18:12 <Zuu> Currently trying to get my test GS to work. :-)
21:18:50 <Zuu> Trying to make it so it doesn't crash if you fail to type a number. :-)
21:21:05 <Zuu> First tried to determine if a string was a number, but that was too fiddly in Squirrel. So now I use an exception instead which make it look like the script crashed in the debug log. But this is just a test GS so I don't care too much.
21:25:31 <andythenorth> :)
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21:34:00 <Zuu> Okay. You now find the patch and a GS at this URL:
21:34:01 <Zuu> http://devs.openttd.org/~zuu/newgrf_gs_prod_change/
21:34:54 <Zuu> If it works, it will call the production change callback with the number you put in the sign ontop of an industry.
21:36:43 <Zuu> The animation callback is not yet called.
21:37:36 <Zuu> Whatever you return when the GS call you will be discarded.
21:38:43 <Zuu> Eg. OpenTTD will not use it to change production.
21:39:56 * andythenorth needs to fix hg checkout :P
21:40:04 <Zuu> I just made a new one :-)
21:47:21 <andythenorth> maybe I can git checkout
21:47:43 <Zuu> That would work too. It is just a single patch to apply.
21:52:53 <andythenorth> so are the branches separate git repos? o_O
21:52:59 <andythenorth> http://git.openttd.org
21:53:41 <Zuu> I would clone http://git.openttd.org/trunk.git
21:53:54 <Zuu> I guess so. It is the same in the hg mirror.
21:57:30 <andythenorth> yeah that works
22:07:58 <andythenorth> ho
22:08:39 <andythenorth> “Game Load Failed Broken Savegame - Too many NewGRF entity mappings”
22:08:39 <andythenorth> :)
22:08:46 <andythenorth> not seen that before
22:09:06 <andythenorth> this a clean trunk git checkout
22:16:07 <Zuu> That happened when you tried to load a game right?
22:16:37 <Zuu> Because to use the GS, you need to make a new game. But if it is a bug, then good to mention it.
22:18:20 <andythenorth> happened when loading a game from last trunk checkout I had
22:18:27 <andythenorth> didn’t patch yet
22:18:40 <frosch123> is the git mirror broken or something? :p
22:18:52 <frosch123> you would get that error if you run a binary with the old industry limit
22:19:49 <andythenorth> let me check my rev
22:20:52 <Zuu> My rev is r27327 (using hg checkout from yesterday)
22:21:07 <andythenorth> r27327
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22:22:23 <andythenorth> Date: Thu Jul 9 17:45:08 2015 +0000
22:24:57 <Zuu> I could load a random save game from my disk without getting that error. But could be that I don't use as much NewGRFs as you.
22:29:32 <andythenorth> I have a FIRS branch using new industry limit
22:30:51 <andythenorth> hmm
22:30:59 <andythenorth> FIRS works fine on a new game
22:31:00 <andythenorth> dunno
22:31:13 <andythenorth> possibly a heisenbug
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22:40:26 * andythenorth -> bed
22:40:31 <andythenorth> :)
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