IRC logs for #openttd on OFTC at 2016-07-07
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00:25:43 <Wolf01> <supermop> V453000: sell it to be shipped on a custom slug shaped usb drive <- 10/10 would buy
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10:51:26 <V453000> dear customer, your shipment has been shipped, please send us 100000$ for the slug USBs you requested
10:55:18 <Wolf01> shipped to which address? :D
10:56:36 <Wolf01> \o/ purchased the baseset in the usb-slug for the entire world
10:57:22 <Wolf01> now, bigger containers
10:57:57 <Wolf01> a 3x3 crate would be really useful
10:58:17 <V453000> it's not like the wagon is already a gigantic hack
10:58:36 <Wolf01> mmmh, good point, I could use wagons
10:59:04 <Wolf01> or the car... cars everywhere
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11:01:42 <V453000> it's not like using bots is already trivial
11:01:57 <V453000> simplifying crafing by putting large chests everywhere is even worse
11:03:52 <Wolf01> I use a lot of storage for iron/copper plates
11:04:28 <V453000> well normal chests already have absurd capacity
11:04:41 <V453000> or you can of course have bigger chest arrays if you need to go even moar absurd :)
11:04:53 <peter1138> why do those bases have mouths?
11:05:27 <V453000> they crush/pulverize some ores
11:05:39 <Wolf01> I do with chests array, a row of chests, a row of inserters, another row of chests and so on
11:05:55 <Wolf01> but I think it's better with wagons
11:06:12 <V453000> wagons have way less capacity
11:06:20 <V453000> even individually, not mentioning per tile
11:07:04 <Wolf01> and place 65535 of them
11:09:15 <Wolf01> electric engines! steam engines! and real diesel engines running on [crude|heavy|light]oil
11:12:43 <Wolf01> why not? more thing to produce, isn't the base idea of the game to produce things?
11:13:17 <Wolf01> also you add more researches
11:13:30 <Wolf01> because you start with a boiler on wheels
11:14:27 <Wolf01> and you need more time to get a fast and powerful engine
11:15:09 <V453000> well, also think about video memory
11:15:25 <V453000> locomotive is like 10% of the game's requirements
11:15:40 <V453000> 256 rotations and basically 8x2 entity
11:16:03 <V453000> but even if that wasn't the case, I don't consider it a priority
11:16:30 <Wolf01> aren't 640Kb enough for everybody?
11:18:15 <Wolf01> we have 8GB video cards now, also the boiler engine could be 3x2 and just allow to carry one wagon
11:18:37 <V453000> "we" do, but many people don't
11:18:52 <V453000> and limits to amount of wagons carried is bad restriction
11:19:01 <V453000> yes the engine can be weak to reasonably haul only 1
11:19:14 <Wolf01> put 2 engines and haul 2
11:19:38 <Wolf01> or 1.5 per engine, so 2 engines allow 3
11:20:25 <Wolf01> I was already thinking about it
11:21:01 <Wolf01> but I really don't know if is possible to power an engine from the electric poles
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12:38:07 <Samu> 10 years till 2051, aka 2 days
12:50:17 <argoneus> how's everyone doing?
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12:58:45 <Wolf01> meh, trying to build one last thing before the exposition of this weekend, I'm running out of ideas
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16:20:54 <Eddi|zuHause> build a space elevator
16:21:29 <Wolf01> I built a 4D simulator
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18:04:36 <Alberth> hmm, your sums get more complicated
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18:51:12 <NGC3982> Is there a way for me to start the dedicated server with a specific autosave?
18:51:40 <NGC3982> I want to protect the server from accidental reboots
18:52:10 <NGC3982> It's not hard to reload the server, but i do not know how to reload the <last saved state> of a specific server.
18:52:30 <NGC3982> With that said, i usually start my servers with individual screens running -c option and <ttdX.cfg>
18:59:56 <frosch123> you can pass a savegame via -g
19:00:06 <frosch123> but you need some shellscript to discover which one is the latest
19:02:31 <NGC3982> Can i choose the save-file name with openttd itself?
19:03:14 <NGC3982> If each instance of openttd autosaved to game1.autosave that would make my day. :-p
19:03:26 <Alberth> 'test' command can compare file time stamps
19:03:55 <Alberth> ls -1t *.sav | head -1 ?
19:08:39 <Taede> NGC3982, have a look at ofs-scripts
19:08:51 <Taede> they are meant to be used by soap, but will also function standalone
19:09:05 <Taede> ofs-start is set to start openttd using the latest autosave
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19:15:01 <NGC3982> I was just about to try out Soap (Suds) again.
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19:56:11 <NGC3982> Taede: I managed to get suds working with four different clients (four supybots doing four servers with each using a different admin port). Text from the servers end up on IRC, but text on IRC does not end up on the servers.
19:56:19 <NGC3982> Something tells me this is an issue i have experienced earlier.
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20:15:08 <NGC3982> That one solved itself.
20:15:15 <NGC3982> Next issue is to autostart the servers..
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20:26:02 <frosch123> earlier i was looking at heqs source while looking for an example
20:26:09 <frosch123> then i discovered that it is written in nfo
20:27:43 <Eddi|zuHause> i suppose it never was ported like FIRS
20:28:06 <frosch123> oh right, first was also nfo once
20:28:48 <frosch123> i barely remember the pre-nml times :)
20:30:32 <andythenorth> FIRS was auto converted :)
20:30:37 <andythenorth> yexo wrote some magic
20:30:47 <andythenorth> then some other people split the result into templates
20:32:13 * andythenorth wonders how many loading states are needed
20:38:04 <Eddi|zuHause> i'd say 3, but split the "not quite full" one over several, so the "full" one only shows when it's actually full
20:39:12 <Eddi|zuHause> so like: 1, 2, 2, 2, 3
20:41:03 <Eddi|zuHause> so 1 shows 0-16% loaded, 2 shows 17-83% loaded and 3 shows 84-100% loaded
20:43:05 <andythenorth> but because I’m automating it now, I could add more :P
20:43:38 <Eddi|zuHause> more not really necessary
20:43:52 <andythenorth> there s a weird case with coils
20:44:09 <andythenorth> I can draw 50% of a stack of logs, but not 50% of a crate :P
20:44:51 <Eddi|zuHause> well, have two crates for "full"
20:45:59 <frosch123> maybe we need to split the "capacity" property into two:: max_capacity_station, max_capacity_low_bridge
20:46:08 <andythenorth> also, either my switch is wrong
20:46:25 <andythenorth> or vehicles in articulated RV consist load all cargo at once
20:47:57 <andythenorth> var[0x61, 0, 0x0000FFFF, 0xBC]*100/var[0x61, 0, 0x0000FFFF, 0xBA]
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20:48:06 <andythenorth> I suspect that’s reading the lead vehicle’s cargo
20:52:30 * andythenorth tries to figure out from the spec what it’s doing :P
20:53:43 <frosch123> it reads the vehicle cargo yes,
20:54:02 <frosch123> however "which vehicle" is set earlier into register 10F or something
20:57:45 <andythenorth> does nml magic that for me?
20:57:49 <andythenorth> I can’t see a register being set
20:58:31 <frosch123> no, your code must have some STORE_TEMP
20:58:56 <andythenorth> or it’s broken :P
20:59:54 <frosch123> well, there days the registers are reset to zero before each callback
21:00:33 <frosch123> earlier they were left unchanged between callback, which broke random grfs when other grfs were present
21:01:03 <frosch123> s/earlier/in the past/
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21:07:51 <andythenorth> only one STORE_TEMP in road hog codebase
21:07:55 <andythenorth> and not the right one :P
21:08:03 <andythenorth> so that switch is looking at bad data?
21:08:38 <andythenorth> it’s copied from Iron Horse which has the crazy 3-part pseudo vehicle thing
21:08:46 <frosch123> but it actually defaults to "same vehicle"
21:09:00 <andythenorth> I’m not sure I even need it
21:09:12 <andythenorth> all I want is ‘cargo loaded’ and ‘cargo capacity’
21:10:42 <frosch123> you can get that easier with "cargo_count * 100 / cargo_capacity"
21:11:21 <Eddi|zuHause> that's probably a line i gave you from CETS
21:11:43 <frosch123> Eddi|zuHause: from oberhümer? :p
21:12:10 <andythenorth> afaik, it works in IH
21:12:17 <andythenorth> but I might stuff the register appropriately there
21:15:29 <Eddi|zuHause> the line in CETS reads: slice_var = "[STORE_TEMP(%d, 0x10F), var[0x61, 0, 0x0000FFFF, %s]*100/var[0x61, 0, 0x0000FFFF, %s]]"%(veh_slice, "0xBC", "0xBA")
21:15:46 <Eddi|zuHause> so it includes the STORE_TEMP
21:17:31 <andythenorth> yes, Iron Horse has that too
21:18:23 <andythenorth> ah, but still, all units of an articulated RV load cargo simultaneously
21:18:33 <Eddi|zuHause> if you don't need the 3-part vehicles, you can leave all that stuff out, and use the action2 loading stages
21:19:16 <frosch123> andythenorth: you only need the 10F/61 thing, if some parts have zero capacity
21:19:42 <frosch123> or maybe if you need to sync the graphics of multiple parts
21:19:52 <andythenorth> neither apply to RH
21:23:49 <andythenorth> ho, I could probably make vehicles load sequentially in newgrf :P
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21:28:45 <frosch123> less work than drawing more loading stage sprites?
21:30:40 <andythenorth> I could patch openttd? o_O
21:31:17 <frosch123> ottd already loads from front to back
21:31:28 <frosch123> unless there is enough cargo to load vehicles in parallel
21:32:28 <frosch123> andythenorth: you can also move the threshold for the loading stage
21:32:47 <frosch123> first vehicle: 20% = full. second vehicle: 40% = full, ...
21:33:04 <andythenorth> I moved the thresholds already, 1%-99% = loading
21:33:14 <andythenorth> I _could_ adjust that
21:37:48 <andythenorth> so first vehicle 0-50% loading
21:37:58 <andythenorth> second vehicle 50%-99%
21:40:45 <Eddi|zuHause> you could just put all the capacity in the front vehicle, then use var 61
21:43:16 <andythenorth> ach, that reminds me, articulated trucks already move capacity around :P
21:43:36 * andythenorth does not fix sequential loading, will have odd results for articulated trucks
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21:46:46 <Leanden> Is there a callback in NML where you can change capacity based on which cargo is chosen for refit?
21:47:02 <andythenorth> Leanden: I just pasted the answer in forums thread
21:47:14 <andythenorth> it shows classes, but you could change to labels, bit more work
21:49:01 <Leanden> what do i replace the bitmask with to call by a particular label?
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21:51:53 <Leanden> "it shows classes, but you could change to labels,"
21:52:12 <andythenorth> yeah, I’m looking if I have an example of that
21:52:26 <andythenorth> classes are probably safer actually
21:53:17 <Leanden> im going to do it by labels because im a cool guys :D
21:53:27 <andythenorth> you might have to split into multiple switches
21:54:21 <andythenorth> ok you shouldn’t need a bitmask for labels
21:55:27 <andythenorth> then just check the label directly
21:55:30 <andythenorth> and return the amount
21:55:41 <andythenorth> ‘watch out for tourists'
21:59:10 <Eddi|zuHause> Leanden: thing about cargo labels is you will never catch every label, since people make new ones all the time
22:01:12 <Leanden> this is for a very particular train that has only ever carried Wood
22:01:39 <Leanden> but i wanted to be able to refit it to either carry wood or carry no cargo at all.
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22:05:25 <andythenorth> Leanden: let it carry engineering supplies ;)
22:05:26 <Eddi|zuHause> you're better off having two refit subtypes for wood there: Wood (20t) and Wood (0t), instead of the other cargos
22:05:42 <Eddi|zuHause> you're only going to confuse AIs with 0 capacity vehicles
22:10:34 <Leanden> they are disabled for AIs anyway. eye candy trains.
22:22:00 <andythenorth> silly single-piece cargos :P
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