IRC logs for #openttd on OFTC at 2017-05-21
            
00:00:30 <Wolf01> I do a lot of async programming which uses extensively this method, with the right braces :P
00:00:50 <Wolf01> Usually javascript
00:01:50 <frosch123> supermop_home: in the "property" section you must give a constant
00:02:16 <frosch123> then you add another "power"/cost" to the "graphics" section
00:03:47 <Wolf01> The problem is to choose the default values for the property section
00:04:09 <supermop_home> is default the unpowered case, or the powered case?
00:04:54 <Wolf01> Eh, depends on the depot from which you are purchasing the engine
00:05:12 <supermop_home> https://paste.openttdcoop.org/pwtxxsyg0
00:05:35 <supermop_home> assuming this is a diesel truck first, and an electric truck second
00:06:11 <frosch123> as long as the thing in the graphics section always returns a value, the value in the property section does not matter
00:06:16 <frosch123> it only needs to be some value
00:06:24 <frosch123> "1" would do
00:06:30 <Wolf01> Good then
00:07:46 <supermop_home> so what I have works now, only for elrd? and NRT needs to change to allow it to work on compatible roads?
00:08:20 <frosch123> yes
00:08:32 <Wolf01> Yes, only for ELRD, the problem is that you can't know other roadtypes
00:08:40 <Wolf01> At least not those from other grfs
00:09:20 <frosch123> well, you can add all the types which you know when writing the grf :)
00:09:34 <supermop_home> should I wait until there is a better way?
00:09:43 <Wolf01> Which are just ROAD, ELRD, RAIL, ELRL
00:10:43 <supermop_home> will also need a switch for raising/lowering the pantograph
00:10:43 <Wolf01> Or just guess there are HAUL, HWAY etc
00:12:34 <Wolf01> You need a function like switch(hascatenary(current_roadtype))
00:13:26 <supermop_home> hmmm
00:13:28 <Wolf01> Or just an if
00:13:33 <supermop_home> that exists?
00:13:41 <Wolf01> I don't think
00:14:15 <Wolf01> If it existed for catenary then it should exist for every other possible feature too, like third rail, rack
00:14:37 <supermop_home> although someone may (mis)use catenary for some decorative thing on roads that has nothing to do with power
00:15:16 <Wolf01> Or do some electrified road without catenary graphics but with a rail
00:15:31 <Wolf01> So your pantograph is useless there
00:17:11 <supermop_home> well presumably whoever makes a 3rd rail road would not set it as compatible with a trolley wire road
00:17:27 <supermop_home> so if we could check some table, it wouldn't be an issue
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00:24:21 <Wolf01> But you can't check the table from the grf, as you don't know anything about other types, and if you can ask the game about that then you can only get a boolean, because you can't assign different values to unknown roadtypes
00:24:43 <supermop_home> but i can't yet ask the game
00:26:29 <supermop_home> if I do enumerate every known electric road type, does my switch then have a return line for each of those?
00:26:40 <frosch123> yes
00:27:21 <Wolf01> And if you encounter an unknown roadtype it just return the default
00:29:16 <supermop_home> did andy make an e-HAUL yet?
00:29:31 <Wolf01> Not as I know
00:30:04 <supermop_home> going to check forums for the other two road sets
00:31:09 <Wolf01> There is another, really evil possibility: hardcode 15 different roadtypes and grfs just change the graphics and costs XD
00:31:27 <supermop_home> ha
00:31:32 <Wolf01> And remove canals, of course
00:31:50 <supermop_home> add 15 canaltypes, none of which are buildable
00:32:39 <supermop_home> I wonder what andy will name e-haul in the future
00:32:45 <supermop_home> wonder if i can guess it
00:33:10 <supermop_home> EHAL? EHUL?
00:33:18 <supermop_home> EHHR?
00:33:24 <Wolf01> ELHL
00:33:26 <supermop_home> EHLR
00:33:33 <supermop_home> oh that's better Wolf01
00:33:35 <frosch123> HAUL does not allow other roadvehicles
00:33:46 <frosch123> so, no point in checking for it
00:34:14 <supermop_home> frosch123 a future ELHL may allow trolley assist mining trucks
00:34:35 <Wolf01> Only because andy made it so, but if supermop wants to make his own HAUL which allows something other...
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00:35:24 <supermop_home> frosch123 aslo I could add a bunch of scooters, mopeds, and rickshaws that are compatible on both ROAD and HAUL just to mess with him
00:35:47 <Wolf01> Caterpillars on DIRT and HAUL, maybe on ROAD too just to piss off some fast bus lines
00:36:18 <supermop_home> the country roads set makes dirt and haul compatible I think
00:36:45 <Wolf01> HAUL should be able to run on DIRT, not vice versa
00:37:40 <Wolf01> As it opens the possibility to have every possible vehicle on HAUL too, since every ROAD vehicle can travel on DIRT
00:38:08 <Wolf01> I don't even know if that is possible :P
00:38:28 <frosch123> it's the other way around
00:38:31 <supermop_home> I've been thinking of making dirt not compatible with road per se
00:38:34 <frosch123> DIRT vehicles can drive everywhere
00:38:42 <frosch123> your f1 car cannot go on dirt
00:39:04 <supermop_home> frosch123maybe very slowly pushed byy hand
00:39:08 <frosch123> your 5mph DIRT bike can take the highway just fine
00:39:36 <frosch123> the other vehicles will happily slow down behind it
00:39:37 <Wolf01> HAUL: powered->DIRT, ROAD: powered->DIRT?
00:40:08 <frosch123> https://wiki.openttd.org/Frosch/NotRoadTypes#Compatibility.2FPoweredness <- it's named OFFR there
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00:41:05 <supermop_home> In my mind dirt =/ off-road
00:41:10 <nekomaster> Herpderp
00:41:26 <Wolf01> Early ROADs were dirt :P
00:41:31 <nekomaster> Drunk Question : Can you change the diesel or steam smoke sprites in NML?
00:41:39 <supermop_home> i can drive slowly on a dirt road in a regular car, but if it is really rough, I need a jeep or a tank
00:41:51 <supermop_home> nekomasterthink so
00:42:05 <nekomaster> or i could just use the diesel smoke effect
00:42:23 <nekomaster> how would I get a steam engine to use diesel smoke?
00:42:33 <Wolf01> Also I really must to bed... I must wake up early
00:42:33 <nekomaster> without changing the class?
00:42:49 <Wolf01> 'night
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00:43:09 <supermop_home> visual_effect_diesel
00:43:28 <nekomaster> This is what I have
00:43:29 <nekomaster> visual_effect_and_powered: visual_effect_and_powered(VISUAL_EFFECT_DISABLE, 0, DISABLE_WAGON_POWER); //Set from graphics file
00:43:43 <nekomaster> where would I put the diesel effect?
00:44:07 <supermop_home> visual_effect: VISUAL_EFFECT_ELECTRIC;
00:44:18 <supermop_home> is what my trolley buses use
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00:46:07 <nekomaster> i tried VISUAL_EFFECT_DIESEL instead of VISUAL_EFFECT_DISABLE and i still get steam
00:46:17 <supermop_home> hmm
00:46:29 <supermop_home> maybe trains work different
00:46:56 <supermop_home> with RVs there really isn't much else that makes them steam/diesel/whatever
00:47:24 <nekomaster> i mean the easiest way is to change the class but that will change the class the passenger cars for color too
00:47:40 <supermop_home> oh yeah RVs don't have that
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00:51:02 <nekomaster> nope, changing the class did not change the steam sprite
00:55:26 <nekomaster> For now, if anyone wants a taster of my steam engines here you go
00:55:26 <nekomaster> https://www.dropbox.com/s/fahhl6r2qy0hhhp/nars_add_on_set.tar?dl=0
00:55:48 <nekomaster> Its basically a new version of NARS ADD-ON set
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00:58:26 <nekomaster> Oh yeah, and theres a EMD Model 40 in my set already
00:59:53 <nekomaster> Heres what I have with the NARS ADD-ON SET 2CC Now
00:59:54 <nekomaster> https://www.dropbox.com/s/5f4ufet897rlhbu/derp.png?dl=0
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08:31:29 <andythenorth> well
08:34:26 <Alberth> yep
08:34:31 <Alberth> also, moin
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09:51:18 <andythenorth> Alberth: ever considered a ‘translator hint’ feature for eints? o_O
09:51:30 <andythenorth> it could be done with a comment syntax in .lng files
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10:56:32 <Alberth> lng files have no comment option afaik
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11:08:50 <Alberth> I once looked into that for adding modification history of a language string
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11:12:59 <Alberth> I never verified that down to the source reading such a file though (would be in strgen)
11:13:48 <Alberth> conceptually, comment would be wrong, it's data relevant to the string, so it's not comment, but more like meta-data of the string
11:16:34 <andythenorth> yeah
11:17:46 <peter1138> hi
11:18:33 <andythenorth> lo peter1138
11:19:03 * andythenorth bbl
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11:25:30 <peter1138> lo bob
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11:33:29 <Alberth> o/
11:40:28 <planetmaker> \o
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12:09:54 <Alberth> hi hi
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14:30:19 <frosch123> hoi
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14:54:51 <andythenorth> o/
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15:44:34 <andythenorth> no cat?
15:44:45 <andythenorth> such quiet
15:46:00 <frosch123> maybe alf was here
16:09:04 * andythenorth needs to rewrite FIRS supply mechanic
16:09:12 <andythenorth> the implementation looks a bit odd with fresh eyes
16:09:38 <andythenorth> and it’s not trivially compatible with the cargo subtype ‘supplied’ text in new FIRS
16:09:39 <andythenorth> :)
16:10:25 * andythenorth wishes he could hire it done :P
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16:52:08 <supermop_home> hmm need an editor that counts { for me
16:55:11 <FLHerne> Kate does
16:55:29 <supermop_home> gah missed another one
16:55:49 <supermop_home> this is only a 250 line grf
16:58:14 <supermop_home> hmm going to need another ELRD compatible test to switch from sparks to diesel fumes
16:59:21 <frosch123> most programmers' editors highlight {} pairs, if the cursor is at one of them
16:59:38 <supermop_home> frosch123 I am just using plain notepad
16:59:38 <frosch123> they can also autoindent stuff
16:59:48 <frosch123> on windows most peopls use notepad++
16:59:53 <supermop_home> my wife using sublime text
17:00:11 <frosch123> how elitist :p
17:00:33 <supermop_home> also - apparently i cant just put the list of roads to test for in the switch,
17:00:49 <supermop_home> need to put in the list at the top
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17:05:40 <supermop_home> i guess that was obvious to everyone else
17:16:58 <andythenorth> is NRT done yet? o_O
17:16:58 <andythenorth> the nml patch needs reviewed I guess :P
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17:42:39 <supermop_home> andythenorth no
17:42:52 <supermop_home> few more bits need work
17:44:28 <supermop_home> dual mode test grf compiles fine but wont show up in newgrf list
17:47:13 <supermop_home> changing name from 'mop generic RVs' to 'Dual mode Generic RVs' some how fixed it
17:48:50 <supermop_home> andythenorth: if trolley trucks come out in 1930, 1960, 1990 and 2020, should dual mode vehicles come out in 1980 and 2010?
17:48:58 <supermop_home> 2000 and 2030?
17:49:37 <andythenorth> I would probably line them up as 1990 and 2030
17:55:48 <supermop_home> feels regressive not having the last vehicle be all electric, as end of game should be easier to have everything wired up, but unless it is hobbled, a dual mode truck is clearly best
17:55:55 <supermop_home> so should be last
17:56:25 <supermop_home> ill just say the last one is a supercapacitor truck
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22:07:58 <supermop_home> frosch123 ok switch is being odd
22:08:30 <supermop_home> truck has 6000 hp on road and 21,000 hp on ELRD for some reason
22:11:41 <supermop_home> values in code are 600 and 2100
22:14:21 <frosch123> yes, the units in the callback are not 1:1
22:14:40 <frosch123> for roadvehicles it's 1 power = 10 hp
22:14:58 <supermop_home> ah I see
22:15:09 <frosch123> nml is only able to convert units in the "property" section. in the "graphics" section it can't tell, and you have to do it
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22:24:53 <supermop_home> quite hard for a truck to find a use for 21,000 hp in game
22:26:01 <supermop_home> can I also changethe visual_effect in the graphics section?
22:29:54 <frosch123> yes
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22:30:21 <frosch123> you can also independently select the "effect sprites" and the "effect spawn model"
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23:00:02 <supermop_home> well dual mode trucks seem to work ok
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