IRC logs for #openttd on OFTC at 2017-02-27
            
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00:17:03 <Samu> i think i got it!
00:17:04 <Samu> bool loading_unloading = this->current_order.GetType() == OT_LOADING && IsStandardRoadStopTile(this->tile);
00:17:28 <Samu> if (!loading_unloading) this->profit_this_year -= cost.GetCost();
00:17:34 <Samu> if (!loading_unloading) SubtractMoneyFromCompanyFract(this->owner, cost);
00:19:18 <Samu> better rename the bool
00:20:10 <Samu> pause_running_cost
00:22:33 <Samu> gonna see if it makes a real difference in a real game
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00:23:23 <Samu> hey ST2, I did it :)
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01:13:41 <Samu> in a ai game with 5,000 road vehicles, running costs went from -£4,959,499 to -£3,559,173
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02:06:28 <Wolf01> 'night
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06:37:07 <supermop> well that was odd
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09:34:55 <Alberth> moin
09:40:08 <V453000> yo
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09:46:54 <Alberth> hi hi, V
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11:59:45 <Samu> hi
12:00:40 <Samu> check it out http://imgur.com/jVgadgY
12:01:41 <Samu> year 1948, on the left with the running costs pausing while loading/unloading, on the right with default 1.6.1
12:02:22 <Samu> don't look at year 1947, only a few months were counted in that
12:08:49 <Samu> about 13%, 14% less running costs
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12:14:39 <crem> Not that large difference.
12:20:36 <Samu> it's something
12:21:02 <Samu> should benefit close distances much more than long distances
12:26:49 <peter1138> but it's wrong
12:26:53 <Samu> i guess for busses, the costs would be about the double
12:27:12 <Samu> they have to unload, then load, they stay a bit longer
12:27:21 <peter1138> it was always by design that running costs continue
12:27:39 <peter1138> newgrfs can control it as well
12:28:29 <Samu> i only did this to non-drive through road stops
12:28:41 <Samu> standard road stops
12:29:08 <Samu> bool pause_running_cost = this->current_order.GetType() == OT_LOADING && IsStandardRoadStopTile(this->tile);
12:29:31 <Samu> if (!pause_running_cost) { this->profit_this_year -= cost.GetCost(); SubtractMoneyFromCompanyFract(this->owner, cost);
12:29:37 <Samu> }
12:31:39 <Samu> i tested NARS newgrf
12:31:49 <Samu> it does something strange in the vehicle details
12:32:12 <Samu> the running cost per year is changed
12:32:34 <Alberth> your code is wrong, openttd is not the place to solve these problems, a NewGRF must do it instead
12:32:38 <Samu> changes when it's loading/unloading train
12:32:55 <Samu> :(
12:33:39 <Alberth> a NewGRF author is in control how those costs work, so you cannot override that behavior
12:34:46 <Samu> i dunno how to make a newgrf, or maybe I know, but I'm not in the mood
12:34:59 <Samu> i made a few, simple newgrfs before
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12:36:35 <Alberth> I am just saying that what you can technically do is not necessarily a good solution, or a viable solution
12:37:06 <Alberth> due to rules or agreements elsewhere made
12:39:40 <Samu> can I keep the running cost per year in the vehicle details with a newgrf, while still achieving the same behaviour of pausing running costs?
12:40:53 <Samu> if it's -£500/yr and the vehicle is loading, i'd still want it to display -£500/yr instead of £0/yr
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12:47:23 <Alberth> that sounds wrong
12:47:46 <Alberth> if the vehicle loads for a whole year, you didn't pay 500 pound
12:52:52 <Samu> it is misleading
12:53:18 <Samu> i guess it's never the correct value
12:55:28 <Samu> if the vehicle is stopped in the depot, it still says -£500/yr
12:57:01 <Samu> if I stop the vehicle manually, it still says the same
12:57:05 <Samu> you see what i mean
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13:01:01 <Wolf01> o/
13:02:18 <crem> \o
13:06:44 <Alberth> I do, Samu. I think the best you can do is show the current cost, which is also what openttd does
13:06:47 <Alberth> o/
13:07:13 <Wolf01> Still trying to break grfs?
13:10:42 <Alberth> bbl
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13:14:15 <Samu> uh, openttd doesn't always show the current cost
13:14:49 <Samu> the real running cost of a stopped vehicle in the depot is £0
13:15:15 <Samu> if it's stopped the entire year, it's still £0
13:15:27 <Samu> and yet it displays -£500/yr
13:48:07 <Samu> hmm, should the engines still be off when the vehicle is "Leaving" a station but is blocked by another road vehicle entering the station?
13:49:24 <Wolf01> Do you turn off the engine while waiting behind another vehicle?
13:50:03 <Samu> i don't know, i don't drive
13:50:37 <Samu> in the game is says "leaving" but it has yet to move or play the engine sound
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13:51:11 <Samu> i think the engine is off
13:52:09 <peter1138> still requires maintenance
13:52:49 <peter1138> nah that's depot costs
13:52:53 <peter1138> whatever the reasoning was :p
13:55:57 <Wolf01> The drive through roadstops loading system should be reviewed, with 2 vehicles the one which is loading should always be the first one in line, if you are merging 2 lines on the same roadstop then you are doing it wrong :P
14:01:45 <Samu> OT_LEAVESTATION
14:01:47 <Samu> got it
14:03:01 <Samu> this->current_order.GetType() == (OT_LOADING || OT_LEAVESTATION) - is this good coding?
14:03:18 <Samu> whatever, gonna tyry
14:03:20 <Samu> try
14:03:40 <Samu> warning C4805: '==': unsafe mix of type 'OrderType' and type 'bool' in operation
14:03:42 <Samu> nop
14:06:02 <Samu> bool pause_running_cost = this->current_order.GetType() == OT_LOADING || this->current_order.GetType() == OT_LEAVESTATION && IsStandardRoadStopTile(this->tile);
14:06:05 <Samu> better, but longer
14:06:50 <Wolf01> Is there a OrderTypeByte or something?
14:07:57 <Samu> there is OrderType
14:08:05 <Samu> enum OrderType
14:08:47 <Wolf01> Below that, there's some other definition?
14:09:35 <Samu> enum OrderType { OT_BEGIN = 0, OT_NOTHING = 0, OT_GOTO_STATION = 1, OT_GOTO_DEPOT = 2, OT_LOADING = 3, OT_LEAVESTATION = 4, OT_DUMMY = 5, OT_GOTO_WAYPOINT = 6, OT_CONDITIONAL = 7, OT_IMPLICIT = 8, OT_END };
14:10:14 <Wolf01> BTW, I would do this "this->current_order.GetType() && (OT_LOADING | OT_LEAVESTATION) > 0", but I don't know if it's really correct
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14:13:00 <Wolf01> Also, I asked for this "typedef SimpleTinyEnumT<OrderType, byte> OrderTypeByte;"
14:13:20 <Wolf01> Which is 2 lines below
14:13:34 <Samu> oh, sorry, :(
14:15:37 <Samu> testing the same savegame, now with OT_LEAVING as well
14:15:45 <Wolf01> Btw, it might need some bitshifting as they aren't flags
14:15:56 <Samu> running cost savings should increase
14:16:01 <Samu> let's see...
14:19:58 <Samu> it was http://imgur.com/jVgadgY with only OT_LOADING
14:20:30 <Samu> from -£15,200 to -£13,160, to -£13,124 with OT_LEAVESTATION
14:20:59 <Samu> barelly a difference, because my road vehicles are actually not waiting much in the stations
14:23:11 <Samu> might need a heavily congestioned savegame, an AI perhaps
14:33:56 <Samu> nice, it works, i just had to simulate a vehicle blocking another from exiting the station
14:34:19 <Samu> this might happen more often when breakdowns are enabled
15:11:33 <Samu> tested a RoadAI savegame
15:12:11 <Samu> 5000 road vehicles, running costs went from -£4,959,499 to -£3,533,194
15:13:22 <Samu> about 28% less
15:13:47 <Wolf01> Still think that is the AI which should be fixed
15:14:01 <Samu> roadai only using buses
15:14:15 <Wolf01> So I do
15:19:03 <Samu> hmm, buffing buses wasn't exactly what I had in mind...
15:20:24 <Samu> my idea was more of a short distance buff for road vehicles
15:20:55 <Samu> buses actually fit this criteria quite nicely :(
15:21:01 <Samu> oh well
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15:35:53 <supermop__> yo
15:37:09 <supermop__> ok i've drawn up trolleybus wires
15:37:31 <supermop__> as intended they make a huge mess at X junctions
15:39:02 <Alberth> intended mess :)
15:40:22 <supermop__> now just need to code them
15:40:51 <supermop__> should it be a wire only grf? or part of a road set?
15:43:35 <Alberth> one grf for each vehicle :)
15:44:01 <Alberth> nah, just throw it all together, imho
15:44:21 <Alberth> you can always just disable the vehicles of it :)
15:46:03 <supermop__> ah i mean as part of a set of roadtypes
15:47:14 <supermop__> but yeah
15:48:04 <supermop__> i wonder, is there or will there be a way to block a certain roadtype from having a certain tramtype, or vis versa?
15:49:36 <supermop__> eg no tram on highway, no dirt road on higher speed light rail etc
15:53:12 <Wolf01> Yes
15:53:28 <Alberth> there is this "powerdness" concept, that decides when a vehicle has power, not sure if that extends between trams and roads
15:53:58 <Wolf01> I think he means to not being able to build a tramway over a highway
15:54:19 <Alberth> not so much tram/road combinations are forbidden, more that some combinations are utterly useless :)
15:54:53 <supermop__> yes, what Wolf01 is saying
15:55:27 <Alberth> don't remember discussions about this aspect, but that doesn't mean much
15:56:22 <supermop__> also, currently trolleywire just seems to be front and back, whereas i vaguely recall that train catenary has the wire itself/ and the supports
15:56:41 <Wolf01> It's a huge compatibility-shit, but in future it should be done
15:56:55 <Alberth> also not sure what the point is of forbidding it; sure it'll look weird, but if that bothers you, don't do it?
15:57:22 <supermop__> in the future i might be interested in differentiating the support pylons a bit -
15:57:23 <Wolf01> Could say the same of disabling level crossings
15:57:32 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=75968
15:57:39 <Samu> just posted
15:58:16 <supermop__> i drew my wires as the kind you see in older towns, where a hanger wire is strung across the street and holds the conducting wire
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15:59:00 <supermop__> as opposed to the sort of high tension with strut in the ogfx/foobar's trollewire
16:00:11 <supermop__> it might be nice to have light rail, and modern trolley trucks have that more catenary type look, whereas mining roads and old streetcar lines have the hung wire
16:00:49 <supermop__> problem is, what if i build modern light rail over old fashioned trolley bus street
16:01:28 <supermop__> there is no way to change the trolleybus wire to be more modern - so maybe better to disallow and avoid mess of pixels
16:07:21 <supermop__> it's academic at the moment as i have not drawn any 'fancier' wires yet
16:07:50 <supermop__> but thinking about it led me to ponder other cases, like the tram on a highway
16:08:43 <supermop__> or - what if i abuse tram to make a gondola. you could of course build roads under a cable path, but maybe it looks bad in some cases
16:13:21 <supermop__> if i have a grf that defines a new catenary for ELRD and ELRL, any other new roadtypes defined by a later grf in the list will not use the new wires, right?
16:19:48 <supermop__> anyone know of a gpl set with nice looking tram tracks i can steal?
16:27:28 <Samu> i have another idea, which I had years ago
16:27:37 <Samu> maybe now I can code it
16:27:41 <Samu> nerf trains
16:27:52 <Samu> by increasing running costs based on the number of wagons
16:28:25 <Samu> or perhaps based on train size
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16:29:43 <Wolf01> It's already done through power, more wagons, more power required to move them, not enough HP? The train won't reach full speed (maybe even half of that) and you pay the same for a slower train
16:30:18 <UntouchedWagons> Hi there, what environment do you guys use to compile openttd?
16:32:09 <UntouchedWagons> I've tried to compile openttd on anything that'll work and it's driving me up the wall
16:37:02 <LordAro> UntouchedWagons: what have you tried?
16:37:18 <UntouchedWagons> I've tried cygwin32, cygwin64, mingw32, mingw64 and visual studio
16:37:48 <UntouchedWagons> the first four all fail to compile because the compiler can't find various networking related data structures. Visual studio fails with over 600 errors
16:38:14 <LordAro> have you read http://wiki.openttd.org/Compiling ?
16:38:21 <UntouchedWagons> yes
16:38:40 <LordAro> hmm
16:39:04 <LordAro> i probably can't help much more then, given i'm currently lacking any windows programming environment
16:39:16 <LordAro> it *does* work though, i assure you
16:39:24 <LordAro> although it's definitely not the easiest to set up
16:41:12 <UntouchedWagons> compiling on windows has never struck me as remotely easy
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16:41:35 <LordAro> well, that too
16:41:36 <LordAro> :)
16:45:42 <UntouchedWagons> I think this is how alcohol abuse starts
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16:49:55 <UntouchedWagons> The compile errors if anyone compiles openttd for windows: https://gist.github.com/UntouchedWagons/120104dda924d4fc67cce120257840e0
16:52:43 <Samu> i use windows 10
16:53:08 <Samu> microsoft visual studio 2015
16:53:15 <Samu> update 3
16:54:36 <Samu> it compiles fine for me, but sometimes visual studio is dumb
16:55:22 <LordAro> UntouchedWagons: that's very curious set of error messages
16:55:32 <LordAro> looks like some sort of defines are being set when they shouldn't be
16:55:57 <LordAro> i don't know enough of the details though, you'd be best waiting for frosch or similar to appear
16:56:10 <supermop__> trolleywire grf name: "Spool" or "Unspoolled"?
16:56:17 <Samu> when visual studio is acting stupid, i sometimes resort to starting everything all over, delete entire folders, etc..., from scratch
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16:56:59 <Samu> visual studio caches many crap, and sometimes this cache is wrong, outdated or whatever...
16:57:15 <Samu> if i start over from scratc,, i usually succeed
16:58:35 <UntouchedWagons> In the tutorial on the wiki for VS2015, it says to put the headers/libraries for openttd-useful before the default ones which I've done, but I still get the C4430 error
16:58:43 <UntouchedWagons> among other numerous errors
16:59:10 <Alberth> it seems you're missing a network library
16:59:21 <Wolf01> The default ones must be replaced, it won't work with those
17:00:05 <Alberth> or rather, an include file, but it picks up a different file with the same name, or you'd get "missing include file"
17:01:00 <UntouchedWagons> I don't think I follow Wolf01
17:01:13 <UntouchedWagons> I'll check for any network libraries in the cygwin repos
17:03:34 <UntouchedWagons> when I run "./configure --with-lzo2=/usr/lib/liblzo2.dll.a", it does say "checking network... found" so I don't know what's going on
17:04:11 <Wolf01> Or the best you can do is to make a .user file where you load the openttd-useful, so you can share it between project without editing the project files
17:04:28 <Alberth> it does find something network, or #include of the network file would fail
17:04:50 <Alberth> instead, it fails to know stuff that is supposed to be defined in that included file
17:05:25 <Alberth> that means, it considers a file to be a network-related file, which is not actually a network file
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17:06:09 <Wolf01> https://paste.openttdcoop.org/ps8ymayxf <-
17:06:25 <Wolf01> Replace the ENV vars I used with the actual paths
17:07:13 <Wolf01> $(VC_LibraryPath_x86);$(WindowsSDK_LibraryPath_x86);$(NETFXKitsDir)Lib\um\x86 <- these always break things
17:07:29 <Samu> Money Train::GetRunningCost() const - MUAHhahahahah
17:07:33 <Samu> time to nerf
17:08:05 <Wolf01> I used to get rid of them and magically the build succeeded
17:08:08 <UntouchedWagons> so what where would I put this file?
17:08:46 <Wolf01> Name it vs140.vcxproj.user and put it in the project folder
17:08:57 <UntouchedWagons> oh okay. I'll try that
17:09:00 <Wolf01> VS automatically loads it
17:09:29 <UntouchedWagons> I'd still open the sln file right?
17:09:38 <Wolf01> Yes
17:09:52 <UntouchedWagons> all right, I'll give it another go
17:10:10 <Wolf01> Oh, also you need to use openttd-useful 6.1 iirc
17:10:49 <Wolf01> Or it was 5.1 -> 6.0
17:10:54 <UntouchedWagons> I'll need a link to that, https://www.openttd.org/en/download-openttd-useful/6.1 404's
17:11:09 <UntouchedWagons> I've got 6.0 already
17:11:50 <Wolf01> Then it should be ok
17:12:08 <Wolf01> 5.1 doesn't work with VS14
17:12:21 <Samu> multi-headed, multi-engine, consist
17:13:00 <Samu> i need to familiarize with these terms
17:13:29 <Samu> "Get the next real (non-articulated part) vehicle in the consist."
17:13:56 <Wolf01> (]-[]-[]-[]-[) - multi-headed
17:14:14 <Wolf01> (]-(]-[]-[] - multi-engine
17:14:54 <Alberth> who needs 2.5D ghraphics if lines of ASCII art suffices :)
17:15:10 <Wolf01> /¯¯¯¯||¯¯¯¯||¯¯¯¯||¯¯¯¯||¯¯¯¯\
17:16:16 <Samu> i wonder what exactly a "vehicle" is in train language
17:16:33 <Samu> are there articulated wagons?
17:16:41 <UntouchedWagons> yeah there's articulared wagons
17:16:55 <UntouchedWagons> those flatbed cars that hold the shipping containers share boggies
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17:17:24 <Samu> i need a newgrf with an articulated wagon, for testing
17:17:29 <Wolf01> Vehicle is almost anything not tied to the map
17:17:58 <Wolf01> Trains, buses, ships, shadows, sparks, smoke...
17:20:41 <Wolf01> An articulated wagon/engine is composed by multiple vehicles
17:21:27 <Wolf01> So "Get the next real (non-articulated part) vehicle in the consist." means the next wagon/engine, not the next vehicle (which could be the other half of the engine)
17:25:19 <UntouchedWagons> all right I'm gonna try compiling openttd with that .user file
17:26:20 <UntouchedWagons> 655 errors...
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17:28:20 <Alberth> error count has not much meaning, most errors are caused by earlier ones
17:31:27 <Samu> if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
17:31:33 <Samu> so, wagons have INVALID_PRICE
17:31:57 <UntouchedWagons> No I don't
17:32:06 <Samu> INVALID_PRICE aka 0
17:32:10 <Samu> must nerf
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17:40:44 <UntouchedWagons> so yeah Wolf01 that file didn't work
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18:04:56 <supermop__> can i just set ELRD and ELRL catenary without setting all the other properties for the roadtype
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18:12:40 <frosch123> hoi
18:13:11 <frosch123> @seen andythenorth
18:13:11 <DorpsGek> frosch123: andythenorth was last seen in #openttd 19 hours, 9 minutes, and 0 seconds ago: <andythenorth> also bed
18:13:20 <frosch123> i guess the sharks got him
18:13:58 <UntouchedWagons> RIP
18:15:53 <frosch123> i wonder whether or*dge will ban everyone who posted in the change-username topic :)
18:17:10 <supermop__> hi frosch123
18:25:25 <Alberth> hola
18:26:00 <V453000> slugsharks for sure
18:27:26 <Alberth> or pythonsharks
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18:30:16 <V453000> or those
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18:37:38 <Samu> calculating train vehicle lenght is hard
18:37:50 <Samu> it must have been done before, have to find
18:41:24 <Samu> CeilDiv(u->gcache.cached_total_length * 10, TILE_SIZE)
18:41:29 <Samu> let's try
18:45:21 <Samu> hmm nop
18:45:22 <Samu> cached_veh_length
18:49:43 <Samu> hmm so, a train of size 0,5, is actually size 5
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18:49:51 <Samu> 1,0 is 10
18:49:55 <Samu> ok, got it
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19:12:41 <Samu> how do i calculate the lenght of a multi-headed train?
19:12:54 <Samu> or are both parts always the same lenght?
19:13:22 <Samu> if one is 5, the other is also 5?
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19:23:42 <Samu> nop
19:27:36 <supermop__> if i define a new catenary for ELRD in one grf, and then load another grf that defines a roadtype that uses default catenary, there is no way to make that subsequent roadtype use the special catenary i defined?
19:28:40 <frosch123> yup
19:28:55 <frosch123> there is only one global catenary
19:29:03 <frosch123> and then catenary per road/tram type
19:30:05 <Samu> so, a single headed engine can be articulated
19:30:19 <Samu> this is a mess for me :(
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19:30:34 <UntouchedWagons> try compiling openttd and you'll see what a mess is
19:31:05 <Samu> :)
19:31:10 <ST2> I use VS 2013 and compiles like a charm
19:31:34 <ST2> some warnings, but expected, due the applied changes
19:31:34 <Samu> are there multi-headed engines that are not articulated?
19:31:56 <Samu> isn't it inherently articulated if it's multi-headed?
19:32:18 <UntouchedWagons> I've tried 5 different build environments and I can't get it to compile
19:33:18 <Samu> multi-articulated-headed engines
19:35:36 <Samu> this is harder than i initially thought
19:37:50 <Samu> cached_veh_length is not the lenght of the vehicle, but the lenght of the articulated part of this vehicle
19:38:14 <Samu> if there are 2 parts, i only get the lenght of 1
19:38:24 <Samu> what can I do?
19:39:44 <peter1138> it's definitely already calculated
19:40:33 <Samu> hmm then im doing this wrong
19:40:51 <supermop__> can i just replace the global cat?
19:41:08 <Samu> uint16 veh_len = CeilDiv(v->gcache.cached_total_length * 10, TILE_SIZE);
19:41:14 <Samu> uint16 unc_len = CeilDiv(v->gcache.cached_veh_length * 10, TILE_SIZE);
19:41:22 <frosch123> you can via action5
19:41:30 <Samu> i got a single headed articulated train from NARS
19:41:49 <Samu> veh_len is 7
19:41:53 <Samu> unc_len is 3
19:42:20 <frosch123> but there is only one newgrf that wins :)
19:42:49 <frosch123> the catenary is also shared for road and tram
19:42:58 <Samu> unc_len is 4, actually, my bad
19:45:49 <DorpsGek> TrueBrain: Commit by translators :: r27761 /trunk/src/lang (4 files) (2017-02-27 19:45:37 +0100 )
19:45:50 <DorpsGek> TrueBrain: -Update from Eints:
19:45:51 <DorpsGek> TrueBrain: croatian: 3 changes by VoyagerOne
19:45:52 <DorpsGek> TrueBrain: italian: 5 changes by lorenzodv
19:45:53 <DorpsGek> TrueBrain: english (us): 4 changes by Supercheese
19:45:54 <DorpsGek> TrueBrain: (...)
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19:47:37 <Samu> i'm trying to come up with a way to get a sum_len of parts of the train that do not have running costs attached to them
19:47:52 <Samu> like, some wagons
19:48:42 <supermop__> you guys have an idea for a standard label for dirt roards or highways yet?
19:49:12 <frosch123> "DIRT" would be obvious :p
19:49:36 <frosch123> i recall "HWAY" from somewhere
19:49:54 <supermop__> cobblestone?
19:50:07 <frosch123> CBST?
19:51:40 <Samu> DIRO
19:51:53 <Samu> or DRTR
19:52:05 <Samu> DIRT
19:58:20 <supermop__> i wonder what andy want's his trolley assist mining trucks to drive on
19:58:34 <supermop__> ELDR?
19:59:06 <supermop__> some kind of electric HAUL?
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20:06:49 <Wolf01> You could leave RD RL parts of, as they are already split, DIRT and HWAY are good
20:07:31 <supermop__> need more letters for ELDIRT and ELHWAY
20:07:51 <Wolf01> ELDT and ELHW
20:11:41 <supermop__> ok i might put together a grf with dirt, cobble streets, asphalt roads, and highways/ all with and without wires
20:12:18 <frosch123> railtypes usually shorten electrified to just "E"
20:12:51 <Wolf01> Then let's keep the same syntax
20:13:37 <Wolf01> More than half of the slots :D
20:13:43 <Wolf01> 8/15
20:14:26 <Wolf01> 10 if you count the hardcoded ones
20:14:41 <supermop__> Wolf01: this is just to show people a variety of types
20:14:51 <Wolf01> Then use all of them
20:15:10 <supermop__> cobblestone kind of worthless though
20:15:16 <Wolf01> Wetroads
20:16:14 <supermop__> because either cobble or asphalt will be built by towns, not both
20:18:44 <UntouchedWagons> I'm gonna try disabling networking because this is stupid. I've spent 10 hours trying to get this game to compile
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20:19:49 <Wolf01> Ho! Here you are
20:20:24 <UntouchedWagons> and compilation still failed
20:20:37 <andythenorth> so it seems I didn’t break FIRS <-> eints
20:20:51 <Wolf01> Did you try with clean trunk or with a patch?
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20:20:58 <UntouchedWagons> patch pack
20:21:08 <Wolf01> Better try with clean trunk first
20:21:10 <UntouchedWagons> it's failing on the music stuff now
20:22:37 <UntouchedWagons> Okay I'll try that
20:25:57 <UntouchedWagons> it fails to compile if networking is enabled for the same reason
20:26:11 <UntouchedWagons> >error: ‘SetNonBlocking’ declared as an ‘inline’ variable
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20:26:46 <Wolf01> IMHO it collides with windows' libraries
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20:29:30 <Samu> try clean solution
20:29:32 <Wolf01> And andythenorth -> https://youtu.be/wpovZzPpf3o , also I must go now, bye
20:29:34 <Samu> then rebuild all
20:29:46 <UntouchedWagons> I'm using cygwin again at the moment
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20:30:10 <Samu> Build > Clean Solution, then Build > Rebuild All
20:30:30 <UntouchedWagons> all right I'll try visual studio again
20:30:41 <frosch123> andythenorth: https://dev.openttdcoop.org/projects/iron-horse/repository/entry/.devzone/translations/langdir <- you need that for firs
20:30:59 <frosch123> eints is inactive for firs currently
20:31:24 <LordAro> p
20:31:40 <LordAro> hmm.
20:32:02 <UntouchedWagons> Visual studio still fails to compile with 635 errors
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20:36:18 <UntouchedWagons> I'm gonna try rebooting
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20:38:56 <UntouchedWagons> No, rebooting didn't do anything
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20:46:37 <glx> UntouchedWagons: VS version and OTTD useful version ?
20:47:15 <UntouchedWagons> visual studio community 2015 update 3, useful 6.0
20:50:41 <andythenorth> frosch123: interestingly, .devzone/translations/langdir exists for me locally
20:50:47 <andythenorth> but not in the repo
20:50:57 <andythenorth> and hg does not see the file
20:51:34 <frosch123> .hgignore?
20:51:34 <andythenorth> file is untracked by hg
20:52:02 <andythenorth> translations/ is in .hgignore
20:52:04 <andythenorth> dunno why
20:52:14 <andythenorth> glob syntax will match that in a subpath?
20:53:02 <andythenorth> anyway, fixed and pushed
20:54:23 <Samu> question again: are there multi-headed articulated engines?
20:54:44 <andythenorth> no
20:54:46 <andythenorth> not possible
20:54:51 <Samu> or maybe i'm asking the wrong question
20:54:57 <Samu> there's so many terms
20:55:08 <glx> UntouchedWagons: same version here and it builds fine
20:55:09 <andythenorth> it’s a valid question
20:55:36 <Samu> is_multiheaded
20:55:41 <Samu> is_rear_dualheaded
20:55:45 <Samu> is_articulated_part
20:55:50 <Samu> what is the difference
20:56:44 <UntouchedWagons> it's like visual studio can't see useful's header files or something dumb like that
20:57:00 <UntouchedWagons> can I see your project properties for openttd?
20:58:07 <glx> you must tell VS where useful headers and libs are
20:59:12 <Samu> my include directories : D:\OpenTTD\OpenTTD essentials\shared\include;$(IncludePath)
20:59:29 <andythenorth> dual_headed = engine at front and rear
20:59:31 <Samu> for configuration debug x64
20:59:37 <Samu> platform x64
20:59:58 <Samu> my library directories: D:\OpenTTD\OpenTTD essentials\win64\library;$(LibraryPath)
21:00:28 <glx> and it's better to set them in a custom property page
21:01:02 <UntouchedWagons> http://i.imgur.com/uyDDsgL.png
21:01:08 <Samu> i made a copy paste of trunk\projects instead
21:01:26 <Samu> i use trunk\projects Cópia
21:01:33 <Samu> and leave the original one untouched
21:01:54 <Samu> can't be arsed to create a custom user thingy thing
21:02:07 <Samu> dont even know how it works
21:02:46 <glx> seems correct UntouchedWagons
21:04:44 <UntouchedWagons> well it's still not working after trying for 10 hours
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21:07:53 <Samu> try Tools > Import and Export Settings, then Reset all settings
21:08:48 <UntouchedWagons> done
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21:09:59 <UntouchedWagons> still fails to compile
21:10:12 <glx> what's the first error ?
21:10:35 <UntouchedWagons> Severity Code Description Project File Line Suppression State
21:10:35 <UntouchedWagons> Error C2061 syntax error: identifier 'ssize_t' (compiling source file ..\src\airport.cpp) openttd c:\users\jordan\documents\projects\openttd-patches\src\3rdparty\cpp-btree\btree.h 889
21:11:06 <UntouchedWagons> dunno where that first line came from
21:11:15 <michi_cc> Not from trunk.
21:12:16 <michi_cc> Whatever patch or patch pack that is, it seems somewhat broken.
21:12:39 <UntouchedWagons> It's the jgrpp pack
21:12:56 <UntouchedWagons> I'll try with the openttd 1.6.1 code
21:13:03 <glx> first try to compile clean trunk without any patch
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21:14:41 <frosch123> andythenorth: is 2048 strings enough for firs?
21:14:56 <UntouchedWagons> okay 1.6.1 code seems to be compiling
21:15:15 <frosch123> raising the DCxx limit from 256 to 2048 seems to be a piece of cake
21:17:54 <andythenorth> frosch123: 640K is probably enough for anyone, tbh
21:18:17 <UntouchedWagons> lol
21:19:09 <frosch123> i already had fun reading ttdp source today :)
21:19:55 <andythenorth> apparently gates never said 640k was enough
21:19:57 <andythenorth> but eh, quotes
21:20:29 <andythenorth> DCxx strings used: 233/256
21:20:56 <andythenorth> unless we add random station names and go nuts with them, 2048 should be more than enough
21:21:02 <V453000> WOT?
21:21:11 <andythenorth> nuts nuts nuts
21:21:13 <V453000> one doesn't simply go nuts
21:21:20 <V453000> I don't have a highlight on nuts btw
21:21:22 <andythenorth> ha
21:21:28 <UntouchedWagons> Okay it's done compiling. Why is openttd.exe not put in the bin folder?
21:21:29 <andythenorth> what do you have highlights on?
21:21:35 <V453000> just my nick
21:21:36 <andythenorth> that I could plausibly use in normal conversation
21:21:39 <andythenorth> oh
21:21:40 <andythenorth> boring
21:21:45 <V453000> haha
21:21:49 * andythenorth used to have highlights, but deleted most of them
21:22:11 <frosch123> i used to get highlighted by earth-quak-e, but i fixed the rules
21:23:08 <andythenorth> ha
21:23:17 <andythenorth> 2048 is plenty
21:23:29 <andythenorth> FIRS is definitely not ‘done’, but I think I can see ‘done’ from here
21:23:58 <andythenorth> it has 6 economies, I plan to have about 9
21:24:27 <andythenorth> then I just spend a year animating all industries, then drop the mic
21:24:46 <andythenorth> there’s no need to change industry spec ever, except to plant fields
21:25:00 <andythenorth> probably be done around v5 or v6
21:25:06 <andythenorth> maybe I should stop at V453000
21:25:10 <UntouchedWagons> oh are you the firs dev andy?
21:25:16 <V453000> xd
21:25:16 <andythenorth> am I? o_O
21:25:33 <andythenorth> I wasn’t the only one, there used to be more
21:25:34 <UntouchedWagons> I wasn't really paying attention to your conversation tbh
21:25:47 <andythenorth> but somehow my style causes contributors to…find other things to do :P
21:25:48 <Alberth> he's also makefile dev
21:26:21 <andythenorth> :|
21:26:23 <frosch123> and devlolper
21:26:48 <Alberth> and pony collector
21:27:05 <andythenorth> but not newgrf wiki maintainer
21:27:24 <Alberth> :)
21:27:33 <andythenorth> can’t log in
21:27:44 <andythenorth> even after creating entirely new accounts, using a different browser
21:27:47 <andythenorth> maybe I’m banned :D
21:28:03 <Alberth> IP address is considered dangerous :)
21:28:19 <frosch123> andythenorth: do not forget to request nick changes for your unused accounts
21:28:39 <V453000> xd
21:28:52 <andythenorth> the more I look like a sock puppet, the more likely I am to get unbanned? o_O
21:29:59 <frosch123> V453000: some douchebag registered to forums just to request a nickchange (nick change post 3 minutes after registration)
21:30:04 <frosch123> i bet it was thar worly guy
21:30:13 <ST2> who's not affraid of Wiki when the head admins are pompuosly called "Bureaucrat" - imo it's the fear of the term :P
21:30:32 <V453000> wtf
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21:46:25 <Wolf01> So it seem I came back early
21:51:02 <supermop_> WELCOME BACK WOLF
21:51:13 <Wolf01> No need to scream :P
21:51:56 <supermop_> autocad just makes me very enthusiastic in IRC at times
21:53:05 <supermop_> is there any use for stone paved roads in game
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21:54:14 <frosch123> isnt't that just a more modern version of cobblestone?
21:54:21 <supermop_> spent like 2 weeks in history class when i lived in england in middle school on british road paving developments in the early industrial period
21:58:11 <andythenorth> ah the diagrams
21:58:14 <andythenorth> mud road
21:58:19 <andythenorth> roman road, with camber
21:58:23 <andythenorth> telford roads
21:58:37 <andythenorth> if you change school, like I did, you get to do that twice
21:58:43 <andythenorth> also canals, at least twice
21:59:09 <andythenorth> and the romans, twice. under-floor heating such
22:02:31 <supermop_> haha yes
22:03:04 <supermop_> all the variations of composition of rocks in cross section
22:03:30 <supermop_> roads to move armies around scottland
22:04:23 <supermop_> all of the improvements to looms
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22:09:05 <supermop_> so i've drawn all the trolleywire sprites, i've got a perfectly functioning bit of code for defining different road types, and i've got good looking GPL compliant graphics i can lift from ARRS,
22:09:48 <supermop_> but i cant bring myself to make a grf because i cant decide what types of shittier roads i want to define
22:10:12 <Alberth> throw a die
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22:10:34 <__ln__> https://i.redd.it/6tlxn28tdciy.jpg
22:10:35 <frosch123> supermop_: make them date dependent
22:10:57 <supermop_> supermop_: towns can't really make use of that yet though, right?
22:11:28 * frosch123 is confused
22:12:01 <supermop_> __ln__: looks dangerous
22:12:18 <supermop_> frosch123: towns can only build ROAD so far
22:12:46 <supermop_> so is ROAD stone paved streets, or asphalt roads?
22:13:13 <frosch123> both, depending on town zone?
22:15:04 <supermop_> we don't want any asphalt in the 1600s or so
22:15:15 <frosch123> noone plays in 1600
22:15:36 <supermop_> but it would also be odd to have stone outside of city center in 2000
22:15:54 <supermop_> and i want to avoid the save and reload to switch thing
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22:16:15 <frosch123> it can convert on the fly
22:16:25 <frosch123> unless you mind the instant switch
22:17:01 <supermop_> it can?
22:17:36 <frosch123> yes, 1969-12-31 cobble stone -> 1970-01-01 asphalt, no problem
22:17:50 <frosch123> may look weird though :)
22:18:07 <supermop_> then on january 1 at 00:00 all stones turn to asphalt?
22:18:56 <frosch123> it may also glitch a little bit since ottd does not redraw everything immediately
22:19:08 <Samu> a multi-headed vehicle is actually 2 vehicles, right?
22:19:18 <frosch123> so it will convert while scrolling :)
22:19:31 <frosch123> or when stuff moves on it
22:19:46 <supermop_> road doesn't know when it was built, right?
22:19:54 <frosch123> nope
22:19:58 <supermop_> ok
22:20:43 <supermop_> what if i just make ROAD asphalt from 0 CE, and hope that NRT in the future allows towns to build other types than only ROAD
22:21:14 <Wolf01> <frosch123> unless you mind the instant switch <- imho we need to introduce some automatic roadworks
22:21:21 <frosch123> i rate that one of the least likely things
22:21:43 <frosch123> there is just no good criterion for towns to decide which type to build
22:24:10 <supermop_> add a value of desirability, town build road with highest value thats available?
22:24:19 <Wolf01> And something like the factory fields?
22:27:29 <Samu> how many heads can a vehicle actually have?
22:27:34 <Samu> 2?
22:27:49 <supermop_> or just town build the latest defined available roadtype that is flagged as buildable by toown
22:28:01 <Samu> "multiheaded" term is a bit ambiguous
22:30:06 <Wolf01> I would make town pick randomly for available flagged roadtypes, and make them available only at certain dates, so you can even have 2 towns with a different roadtype
22:30:27 <Wolf01> s/for/from
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22:34:41 <Wolf01> https://paste.openttdcoop.org/p53gm1est something like this
22:35:12 <andythenorth> underwater tunnels eh? o_O
22:35:17 <andythenorth> https://www.tt-forums.net/viewtopic.php?f=32&t=75969
22:36:12 <Wolf01> With the sealevel patch it should be possible
22:36:34 <andythenorth> there was chunnel patch also
22:36:55 <andythenorth> bedtime also
22:36:56 <andythenorth> bye
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22:39:08 <frosch123> Wolf01: there is also another option for tunnels
22:39:24 <frosch123> there are two ways to build bridges: with ramp or flat
22:39:38 <frosch123> but there is only one way to build tunnels (essentially flat only)
22:40:12 <frosch123> we could add a tunnelentry with a downhill stope into the tunnel
22:40:27 <frosch123> which may not require a real height level below it
22:41:01 <frosch123> anyway, night
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22:43:53 <__ln__> http://www.spacex.com/news/2017/02/27/spacex-send-privately-crewed-dragon-spacecraft-beyond-moon-next-year
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22:54:42 <UntouchedWagons> I need a company name
23:05:29 <Wolf01> Transporter McTransportface
23:10:29 <Maarten> :D
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23:29:54 <supermop_> Wolf01: those seem interesting
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23:44:04 <supermop_> is powered list the types that can drive on this road, or the roads that vehicles of this type can drive on?
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23:45:30 <Wolf01> Lol, I'll never understand that well
23:46:42 <Wolf01> I think is the latter
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23:50:29 <Wolf01> http://metro.co.uk/2017/02/27/man-sets-sail-using-ipad-for-navigation-crashes-into-ferry-when-wifi-disappears-6476018/ lol
23:52:37 <Samu> how do I compute the lenght of an articulated vehicle?
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23:52:44 <Samu> length*
23:52:46 <supermop_> HMM dirt rail?
23:53:07 <Samu> the game doesn't do it correctly, or I'm missing something
23:53:36 <Wolf01> Isn't it just the classic tramway on grass?
23:54:04 <Samu> there is this: static uint GetLengthOfArticulatedVehicle(const Train *v)
23:54:11 <Samu> but it's only for the GUI
23:54:18 <Samu> not exactly what I need
23:55:10 <Eddi|zuHause> i get the image of some hastily placed rails in swamp areas which can only be passed at walk speed
23:55:32 <Eddi|zuHause> because they're not exactly what you would call... straight
23:55:35 <Wolf01> Pointless, there are no swamps on OTTD
23:56:43 <Eddi|zuHause> random first search result https://www.youtube.com/watch?v=DBxVU6hhKwY
23:57:19 <Wolf01> https://www.youtube.com/watch?v=9tDUl5VJNf8 the first one
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23:59:16 <Eddi|zuHause> yes, that was probably the one i had in my head at first