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09:28:11 <andythenorth> thanks
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10:17:35 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html#cargos
10:17:41 <andythenorth> (sort by ‘colour’)
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12:45:42 <andythenorth> eh, cargo prop 14 "Color for the cargo payment list window”
12:45:51 <andythenorth> what happens if the value is 0?
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15:05:24 <supermop_home> can figure out stacking at all
15:06:03 <supermop_home> nml docs seem like they are skipping over a lot of prior knowledge I should have
15:14:10 <supermop_home> if I put "XXX_FLAG_SPRITE_STACK" in misc flags - I assumed the XXX should be ROADVEHS
15:14:21 <supermop_home> but nmlc doesnt recognize that
15:15:46 <supermop_home> andy, do you have and stacking code in nml? I only saw python stuff on sam on devzone
15:18:41 <supermop_home> also frosch's example doesn't contain the "STORE_TEMP(CB_FLAG_MORE_SPRITES | recolouring, 0x100)" line from the docs
15:19:50 <FLHerne> supermop_home: In global_constants.py, it's `ROADVEH_FLAG_SPRITE_STACK` without an S
15:20:15 <supermop_home> OH
15:20:22 <supermop_home> well hope that helps
15:20:25 <FLHerne> It's all Python, the source is the ultimate documentation :P
15:21:06 <FLHerne> Oh, it is in the docs too
15:21:10 <supermop_home> still don't really understand frosch's switch but ill see if it works cargo-cult style
15:21:20 <FLHerne> https://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Road_vehicle_properties -- ROADVEH_FLAG_SPRITE_STACK is under misc_flags
15:21:51 <frosch123> andythenorth: colour 0 is only transparent within sprites
15:21:57 <frosch123> in other places it will turn out as black
15:25:30 <frosch123> supermop_home: CB_FLAG_MORE_SPRITES is the 0x80000000 in my code
15:25:44 <frosch123> my code is from before those constants were added to nml, so it contains the raw values
15:26:17 <supermop_home> can I change that directly to CB_FLAG...etc ?
15:29:20 <frosch123> https://paste.openttdcoop.org/psetauyml <- simplified
15:29:26 <frosch123> without the recoloring stuff
15:29:58 <frosch123> replace NNN with the index of the last part
15:32:17 <frosch123> andythenorth: but it is preferred to use 1 for black
15:32:29 <frosch123> though technically it is #101010
15:33:02 <frosch123> andythenorth: that page needs a filter selection for climates btw :)
15:33:03 <andythenorth> I wondered if it was valid or accidental
15:33:11 <andythenorth> I might change the 0s to 1s
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15:45:19 <supermop_home> it says "ungrecognized identifier 'CB_FLAG_MORE_SPRITES' encountered
15:46:20 <supermop_home> https://paste.openttdcoop.org/powlnrvbz
15:47:44 <frosch123> what nml version do you have?
15:48:26 <frosch123> you need one that is newer than 2016-10-16
15:48:48 <supermop_home> unknown
15:48:48 <supermop_home> Library versions encountered:
15:48:48 <supermop_home> PLY: 3.4
15:48:48 <supermop_home> PIL: 1.1.7
15:49:10 <supermop_home> Its the one that works with NRT
15:49:19 <supermop_home> assume there is only one of those
15:49:44 <supermop_home> --version returns the above lines starting with 'unknown'
15:50:35 <frosch123> nrt nml started 2016-09-24
15:50:39 <frosch123> we never synced it :)
15:50:47 <frosch123> i'll build a new one for you
15:50:58 <supermop_home> :o
15:51:22 <frosch123> actually... andythenorth: how did you pull nml from hg -> git?
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16:07:03 <andythenorth> frosch123: I just imported using github UI
16:07:07 <andythenorth> iirc
16:07:16 <frosch123> can that also pull again?
16:07:24 <andythenorth> likely yes
16:07:35 * andythenorth tests
16:07:46 <frosch123> i didn't find anything, but maybe it's because it's your repository
16:07:51 <supermop_home> do people really need refridgerated trams
16:08:13 <frosch123> usually they just call it air conditioning
16:08:32 <andythenorth> hmm, not so much in github for this
16:08:38 <andythenorth> either have to use a hg-git bridge
16:08:41 <supermop_home> I mean for food - they can use road hog for that
16:08:52 <andythenorth> or we code review NRT stuff and move it into a branch on official nml
16:08:56 <andythenorth> :P
16:09:10 * andythenorth biab, wifi admin
16:11:12 <supermop_home> just add nrt to trunk
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17:02:50 <frosch123> andythenorth: i found some way
17:03:35 <andythenorth> ?
17:03:46 <frosch123> to transfer changesets
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17:07:35 <andythenorth> using the github UI, or something else?
17:08:18 <frosch123> i converted the complete repository again using git remote extensions
17:08:31 <frosch123> then transfered the patches with git methods, format-patch and am
17:09:14 <andythenorth> nice
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17:14:54 <frosch123> supermop_home: https://devs.openttd.org/~frosch/nml-nrt-latest-win32.zip <- try again
17:15:03 <supermop_home> coool
17:15:06 <supermop_home> thanks!
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17:21:59 <andythenorth> hmm
17:22:13 <andythenorth> could we code review the nmlc fork?
17:22:25 <andythenorth> or do we wait to see if spec evolves?
17:22:38 <frosch123> i think i already checked nml last year
17:22:49 <frosch123> but someones needs to finish the ottd part :)
17:23:16 <andythenorth> the example grfs I made are a bit ropey :P
17:23:23 <andythenorth> but not inclined to shiny them
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17:27:13 <andythenorth> what label should I use for Feldbanh / Decauville stuff?
17:27:59 <andythenorth> http://www.uhlenhooker-feldbahn.de/images/Wg.-6,-neu1.jpg
17:29:35 <frosch123> NAAN according to Eddit's https://newgrf-specs.tt-wiki.net/wiki/Standardized_Railtype_Scheme
17:29:59 <frosch123> narrow gauge, lowest speed and axle load, no electrification
17:30:30 <andythenorth> such electric version https://www.youtube.com/watch?v=dA3WjsvGowc
17:30:35 <andythenorth> but eh, not in my plan
17:30:36 <frosch123> also used in french set for Narrow gauge, unelectrified
17:30:50 <frosch123> anyway, any difference between feldbahn and narrow gauge?
17:31:37 <supermop_home> andythenorth: I use RLOW
17:31:37 <andythenorth> density
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17:32:10 <frosch123> density?
17:32:28 <supermop_home> saying narrow gauge seems redundant for tramtype unless you want to specify this is like 1 foot or 600mm and no other trams can fit on it
17:32:45 <andythenorth> two directions per tile, and no need for signals
17:32:49 <andythenorth> also station density
17:32:54 <supermop_home> different between SG and NG trams doesn't really show up in Openttd
17:33:31 <andythenorth> trams are for town and big industry
17:33:38 <frosch123> well, if it's a tram type, then as supermop says
17:33:46 <supermop_home> so unless your feldbahn is meant to be 'smaller than other tiny industrial trains' idk if you need it
17:33:55 <andythenorth> dunno what it is, but it’s an update to the HEQS trams
17:34:01 <andythenorth> maybe the label should be HEQS :P
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17:35:06 <supermop_home> if HEQS can run on my docklands tiles without me needing to add more types id' be happy
17:35:33 <andythenorth> what is RLOW then?
17:35:46 <supermop_home> low speed rail
17:36:00 <supermop_home> the shittiest tramway in unspooled
17:36:12 <supermop_home> regular is RAIL or ELRL
17:36:55 <supermop_home> don't need to call it NG because regular trains will never end up on a tramway tile
17:36:57 <supermop_home> yet
17:39:57 <andythenorth> I am not worrying about it being NG or not :)
17:40:04 <andythenorth> it’s just some kind of industrial rail
17:40:16 <andythenorth> like I called it HAUL rather than mud-road or whatever
17:40:39 <andythenorth> hmm
17:41:17 <supermop_home> ok
17:41:48 <andythenorth> I had the idea that all HAUL might be un-articulated
17:41:51 <andythenorth> and can use drive in stops
17:41:54 <andythenorth> might be stupid
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17:42:10 <supermop_home> Tonka trucks will be a tight squeeze
17:42:11 <nekomaster> well now I need help again >_>
17:42:49 <nekomaster> I need NML code to change the graphics of a Doodlebug when its refit so that it has a sprite for carring passengers, and a sprite for when its refit for goods or mail
17:43:36 <nekomaster> I tried making some code from 2cc trains code but I can't get it to work because the compiler complains about an unexpected token "switch"
17:44:15 <supermop_home> nekomaster try this, but with other spritegroups obviously:
17:44:31 <supermop_home> https://paste.openttdcoop.org/phr7gnspn
17:45:01 <supermop_home> if the switch is unexpected token you probably forgot a } or ; or something before it
17:45:27 <supermop_home> brb laundry
17:45:29 <nekomaster> thing is I checked over it
17:45:39 <andythenorth> paste
17:46:26 <nekomaster> https://paste.openttdcoop.org/pivzyf2oj
17:46:46 <nekomaster> Then I use this switch in the graphics section
17:46:48 <nekomaster> switch_RAILBUS_DIESEL_NG_DOODLEBUG_cargo_selection;
17:47:08 <supermop_home> whats on line above that in the graphics cbs
17:47:22 <supermop_home> maybe you missed a : there
17:47:24 <supermop_home> ;
17:47:32 <nekomaster> what?
17:47:41 <nekomaster> graphics cbs?
17:47:43 <Alberth> show some lines before
17:48:20 <nekomaster> https://www.dropbox.com/s/zzr4ll2pulsjhzx/RAILBUS_DIESEL_NG_DOODLEBUG%20-%20Copy.txt?dl=0
17:48:26 <nekomaster> can just check my code there
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17:50:22 <Alberth> to close "Engine-mail" thingie?
17:50:30 <Alberth> +}
17:52:28 <andythenorth> nekomaster: unclosed spriteset
17:52:33 <nekomaster> yeah
17:52:36 <nekomaster> didnt see that
17:53:05 <andythenorth> we need a more helpful linter in nml :P
17:53:36 <andythenorth> although linters sometimes mean you now have 2 problems
17:53:44 <nekomaster> hmm?
17:53:48 <nekomaster> whats a linter?
17:53:57 <andythenorth> checks code syntax
17:54:01 <nekomaster> ahh
17:54:02 <andythenorth> finds missing brackets etc
17:54:09 <andythenorth> sometimes they are unhelpfully strict
17:54:25 <andythenorth> or they aren’t updated
17:55:03 <nekomaster> so when I refit to mail with my code it shows part of the ? icon thingy
17:55:09 <nekomaster> as if theres nothing or its corrupted
17:55:18 <andythenorth> frosch123: useful, or just colour vomit? http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html
17:55:30 <nekomaster> ok never mind
17:55:43 <nekomaster> must have tried reloading the grf before the compiler was finished
17:56:01 <andythenorth> that will occasionally crash openttd ;)
17:56:05 <nekomaster> yeah
17:56:10 <nekomaster> in my case it didnt crash
17:56:21 <nekomaster> just froze for a moment and then showed a corrupted sprite
17:56:26 <nekomaster> I reloaded my GRF's and it works
17:59:19 <nekomaster> So now I have a narrow gauge doodle bug :)
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18:00:06 <nekomaster> also why does the compiler/game not sort things as I've sorted it, like my doodle bug is in the wrong spot in the steam engines section in the list
18:00:14 <nekomaster> its not listening to me!
18:12:26 <nekomaster> :|
18:13:50 <frosch123> andythenorth: it's useful for figuring out whether the colors are unique
18:14:31 <frosch123> but i never use the cargo charts, so i would not care about the colors anyway :)
18:15:27 <frosch123> steel town has many duplicate colors
18:15:38 <frosch123> hardly green
18:16:48 <nekomaster> So, any idea how to force the sorting set up I have?
18:17:04 <nekomaster> its kind of annoying things get out of order for no good reason
18:26:36 <andythenorth> frosch123: steeltown is a victim of copy-paste for the python cargo files currently :)
18:26:43 <andythenorth> nekomaster: you just need to force the sort order
18:26:49 <nekomaster> I dunno how
18:26:54 <nekomaster> i have a vehicle sort
18:27:00 <nekomaster> but the game isn't using it
18:27:17 <andythenorth> sort(FEAT_TRAINS, [id, id, id])
18:27:18 <andythenorth> or so
18:27:23 <andythenorth> at the top of your nml
18:27:27 <andythenorth> or near the top anywya
18:27:31 <nekomaster> which nml?
18:27:44 <nekomaster> and what do you do with the id?
18:27:49 <andythenorth> usually after the grf {} block
18:28:21 <nekomaster> in the header.pnml?
18:28:25 <andythenorth> https://paste.openttdcoop.org/plqkzyzqp#line-52
18:28:39 <andythenorth> example from Iron Horse
18:40:25 <nekomaster> this is going to be tedious
18:44:16 <andythenorth> templating :P
18:44:32 <nekomaster> I dont think you can template the id
18:44:37 <nekomaster> not the sorting thing
18:44:39 <andythenorth> I do :)
18:44:54 <andythenorth> unfortunately there’s a big gap between ‘coding using nml'
18:44:58 <andythenorth> and ‘templating your entire set'
18:44:59 <andythenorth> :P
18:45:22 <nekomaster> unless you have a way to automatically put all the ID's in, that'll have to be done by hand
18:45:22 <andythenorth> smaller colour vomit http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html
18:45:49 <andythenorth> you’re right, it does have to be manual
18:45:59 <andythenorth> even in Iron Horse, I set the buy menu order manually
18:47:08 <andythenorth> you might be able to use the text IDs, not the numeric ones
18:47:09 <andythenorth> not sure
18:47:11 <andythenorth> haven’t tried :)
18:47:41 <nekomaster> you mean like ITEM_STEAM_NG_280_CONSOLIDATION ?
18:47:47 <Alberth> sort on stats?
18:48:00 <andythenorth> supermop_home: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html versus http://bundles.openttdcoop.org/firs/push/v6360-1743/docs/html/economies.html
18:48:10 <andythenorth> colour chips - intrusive vomit, or a nice touch?
18:48:20 <andythenorth> and if the cargo colours are there, should I also do the map colour?
18:48:27 <andythenorth> (for industries)
18:49:02 <supermop_home> don't mind the colors
18:49:31 <supermop_home> map color maybe - I never remember what they are
18:50:22 <andythenorth> do the colours make the list harder to read?
18:50:28 <andythenorth> or is it already quite hard anyway?
18:51:10 <supermop_home> frosch123 it still doesn't recognize 'ROADVEH_FLAG_SPRITESTACK'
18:51:22 <andythenorth> what if I lined them up in a table?
18:51:23 <andythenorth> hmm
18:54:42 <frosch123> supermop_home: it has an underscore SPRITE_STACK
18:55:04 <supermop_home> :(
18:55:06 <supermop_home> oops
18:57:22 <frosch123> andythenorth: the problem is the sorting
18:57:31 <frosch123> the list is alphabetical
18:57:42 <frosch123> but what is the point of looking up a color?
18:57:53 <andythenorth> In economies page? None
18:58:03 <andythenorth> I was thinking to use a table to make them follow a grid
18:58:05 <frosch123> you could plot them in a HUE disc possibly, to tell the distance
18:58:11 <frosch123> but otherwise there is no point in the colors
18:58:37 <frosch123> it there any schema in the colors, or are they just random?
18:58:53 <andythenorth> derived from original TTD
18:58:58 <andythenorth> then ‘looks like the cargo'
18:59:01 <andythenorth> then ‘fill the gaps'
18:59:26 <andythenorth> I am 50% this page is a case of ‘just because you can doesn’t mean you should’
18:59:32 <andythenorth> i.e. colours are just noise
18:59:40 <frosch123> probably
18:59:58 <frosch123> colors have a purpose in yeti iirc
19:00:04 <frosch123> since they reflect the cargo chains
19:00:11 <frosch123> but that does not work in firs
19:00:14 <andythenorth> yeah, this implies something of that sort
19:00:19 <andythenorth> but it’s not reality
19:01:23 * andythenorth removes it
19:13:00 <andythenorth> coloured bars? http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/cargos.html
19:13:01 <andythenorth> bad?
19:13:40 <andythenorth> also I should probably make all cargo colours unique, globally
19:18:10 <andythenorth> eh, what I should do is use the cargo icons
19:18:16 <andythenorth> in the html docs
19:22:39 * andythenorth removes the coloured bars :P
19:26:38 <supermop_home> apparently 3000 hp is too much?
19:26:56 <supermop_home> I got an error - action 0 property too large
19:38:56 <nekomaster> wtf?
19:38:57 <nekomaster> no
19:39:04 <nekomaster> 65535 HP is the largest you can go
19:39:13 <nekomaster> at least for a rail vehicle
19:43:37 <andythenorth> depends if you are setting the unit or not, iiirc
19:43:46 <andythenorth> there’s a few places where you might have to divide
19:43:50 * andythenorth would have to check
19:45:27 <frosch123> maximum power for rv via property is 2550 hp
19:45:44 <frosch123> perhaps you can get more by putting it into the graphics section
19:46:02 <nekomaster> also the vehicle sorting still isn't working
19:51:03 <andythenorth> turn it off and on again? o_O
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19:54:16 <Snail> yo andythenorth
19:54:21 <andythenorth> hi
19:56:30 <Snail> I’m looking at your new cargoes (again)
19:56:41 <Snail> BEANs… what kind of beans did you have in mind?
19:56:51 <Snail> red beans? green beans?… :p
20:00:36 <andythenorth> ha
20:00:39 <andythenorth> I had that question
20:00:40 <Snail> I need to find a way to make them look good in my wagons
20:01:05 <andythenorth> I added some hint text last week ;) http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/cargos.html#beans
20:02:39 <andythenorth> feedback is welcome on the hint text, it’s hard to do well
20:03:18 <andythenorth> vehicle authors can / should do what they want, this is just guidance :)
20:04:37 <Snail> ok… only tropic though?
20:05:04 <andythenorth> only tropic basic currently
20:05:09 <andythenorth> who knows what 2018 might bring :)
20:05:43 <Snail> haha
20:05:54 <Snail> ok, so I’ll add support for that
20:06:04 <Snail> I might add 2 subtypes (fava beans, haricots verts)
20:07:23 <andythenorth> nice touch
20:07:34 <andythenorth> I researched a bit, there are a _lot_ of beans :P
20:18:51 <Snail> does anyone know what track labels the Japanese trackset uses?
20:18:54 <Snail> and Termite?
20:21:10 <frosch123> the japanese ones are on the wiki
20:29:25 <Snail> can’t find them on either http://dev.openttdcoop.org/projects/jptrains or http://www.as-st.com/ttd/japan/index.html
20:29:46 <frosch123> https://newgrf-specs.tt-wiki.net/wiki/RailtypeLabels
20:30:35 <Snail> thanks frosch123
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21:20:50 <andythenorth> the Termite labels can be found by digging through the code http://dev.openttdcoop.org/projects/termite/repository/show/src
21:20:57 <andythenorth> sorry, no convenient docs for them :P
21:21:38 <andythenorth> I am 99% certain it only reuses existing labels
21:22:52 <Snail> andythenorth: can you remember which ones?
21:23:01 <frosch123> http://bundles.openttdcoop.org/termite/push/LATEST/termite.nml <- ctrl+f for "label" there
21:23:01 <Snail> NGRL and ELRL… or NAAN, NAAE etc?
21:23:31 <frosch123> SAA3, NAAN, NAAE
21:23:34 <frosch123> only 3
21:23:51 <Snail> right
21:23:57 <Snail> so it should be compatible with my set
21:23:58 <andythenorth> I have no idea what it all means :)
21:24:03 <frosch123> there are a ton of "compatible" labels though
21:48:47 <Snail> andythenorth: other question
21:48:52 <andythenorth> yup
21:49:18 <Snail> you classified JAVA as Piece Goods
21:49:33 <Snail> so no raw coffee beans in open wagons? (covered by tarps)
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21:50:19 <andythenorth> depends on how you’re treating open wagons :)
21:50:39 <andythenorth> in my sets, open wagons are universal, refit everything except pax and mail
21:51:03 <andythenorth> but for the short answer, real-life coffee beans travel in sacks, so piece
21:51:45 <nekomaster> Gondolas and open wagons can be used for bulk and piece goods
21:51:53 <nekomaster> depends on what and how much you put in
21:52:19 <nekomaster> I imagine that you can easily put crates, wood chips, logs, steel coils, coal chunks/powder, etc
21:53:27 <nekomaster> @Snail, if your talking about Narrow gauge stuff, NuTracks and Termite both work for Narrow Gauge with the NGRL and ELNG labels
21:53:35 <andythenorth> it’s a vehicle set renaissance right now, eh?
21:53:36 <andythenorth> :)
21:53:52 <nekomaster> I use NGRL for the narrow gauge trains in NARS Add-on Set 2cc
21:54:04 <nekomaster> I wonder if there are any electric narrow gauge stuff in North america
21:54:15 <nekomaster> Industrial, Subway, metro, tourist line, logging, etc
21:54:20 <Snail> nekomaster: I think NuTracks works with the “NAAN” etc. scheme
21:54:27 <nekomaster> it still works with NGRL
21:54:32 <Snail> so it works with both?
21:54:34 <nekomaster> yup
21:55:03 <nekomaster> Just have to force Nutracks to load Narrow Gauge and High Speed Narrow Gauge because its detection seems to be a bit off, but NG Stuff will appear where it should
21:55:17 <Snail> yes, NuTracks is compatible with my set
21:55:24 <Snail> the problem was the Japanese set
21:55:30 <Snail> and I haven’t tried Termite yet
21:55:45 <andythenorth> I am going to fold Termite into Iron Horse at some point
21:55:52 <Snail> only issue with NuTracks is 3rd-rail NG vehicles
21:55:57 <andythenorth> I can’t be arsed with separate railtype and train grf
21:55:58 <Snail> coz I don’t think it supports NAA3
21:56:00 <nekomaster> Yeah
21:56:09 * andythenorth will have to pay the fine
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21:56:51 <nekomaster> I kind of prefer to have the ability to load my own rail type grf or have the train set with parameters to disable its own railtypes if I so wish
21:57:29 <andythenorth> I will include a parameter
21:57:42 <andythenorth> but if you disable it, you’ll miss trains
21:57:45 * andythenorth [shrug]
21:57:49 <Snail> nekomaster: I agree, but the problem arises when a trackset uses labels that are not compatible with a trainset
21:58:08 <nekomaster> Well thats why people should maybe use existing lables
21:58:14 <Snail> for example I can’t use the Japanese tracks with French trains, because the former adopt the NGRL way
21:58:20 <Snail> yep
21:58:23 <nekomaster> or a proper table should be made like how theres one for the cargos
21:58:53 <Snail> there is one but it’s incomplete —> https://newgrf-specs.tt-wiki.net/wiki/RailtypeLabels
22:02:20 <andythenorth> and what’s out there is already out there :P
22:02:28 <nekomaster> yeah
22:02:44 <nekomaster> I just hope thigns dont get too tcrazy with RATT's
22:02:57 <nekomaster> last thing we need is 100 lables for HIGHWAY
22:02:59 <nekomaster> HGWY
22:03:03 <nekomaster> HIWY
22:03:12 <nekomaster> HWAY
22:03:41 <supermop_home> add a motorway
22:03:48 <Snail> problem is, everyone wants to make their own standards :D
22:03:51 <supermop_home> incompatible with highway
22:04:13 <supermop_home> I thought about adding bus guideway
22:04:13 <nekomaster> I imagine that there should be some standardisation
22:04:25 <supermop_home> in real life I hate BRT though
22:04:32 <supermop_home> I also hate buses
22:04:42 <supermop_home> but here I am week after week making a bus set
22:05:09 <nekomaster> If I where going to do a road type set, id probably use these
22:05:09 <nekomaster> GRVL, STON, ASPH, INTR, HWAY, AUTO
22:05:26 <supermop_home> you need ROAD
22:05:29 <nekomaster> oh yeah
22:05:35 <supermop_home> else towns wont have anything
22:06:15 <nekomaster> Would it be possible to set what road type towns spawn with?
22:06:25 <supermop_home> not yet
22:06:30 <nekomaster> because in starting in 1980 in north america feels weird having stone pavement
22:06:32 <supermop_home> wolf was working on that
22:06:34 <nekomaster> Ahh
22:06:38 <nekomaster> Hmm
22:06:51 <nekomaster> What about just switching around some code for what is ROAD
22:07:12 <nekomaster> like it can be changed to act like stone paved roads or asphalt/city roads
22:07:36 <nekomaster> either way
22:07:50 <nekomaster> If someone like me doesnt like it I can always just rebuild the roads
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22:08:48 <Wolf01> o/
22:08:57 <nekomaster> ey, speak of the devil
22:09:23 <Wolf01> I'm back from a 2 days lego meeting
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22:09:31 <nekomaster> heh
22:09:36 <Wolf01> Back with more lego too
22:09:38 <Wolf01> XD
22:09:39 <nekomaster> Nice
22:09:44 <Wolf01> Purchased the Saturn V
22:09:47 <nekomaster> hey, got any train lego stuff?
22:09:48 <nekomaster> ooh
22:10:01 <nekomaster> I wonder if someone could actually make a functional rocket with lego
22:10:15 <Wolf01> Trains are too expensive both money and space wise
22:10:30 <Wolf01> But there were a lot of trains
22:10:45 <supermop_home> "i bought a Saturn V because a train was too expensive"
22:11:12 <Wolf01> XD
22:11:40 <supermop_home> nekomaster: in unspooled ROAD is stone paved with like a 60kmh speedlimit
22:11:45 <nekomaster> yeah
22:11:47 <nekomaster> I konw
22:11:50 <nekomaster> I have tried it
22:11:58 <supermop_home> you make make road whatever you want
22:12:01 <nekomaster> I wish I coudl have RATT and JGR or Spring Patch pack
22:12:12 <supermop_home> just so long as ROAD is in game somehow
22:12:15 <nekomaster> but not like RATT is even in the stables or nightlies yet
22:12:37 <supermop_home> you could even make ROAD a chairlift that no vehicles can drive on
22:12:44 <nekomaster> heh
22:12:53 <nekomaster> hmm
22:13:08 <nekomaster> what stupid things could we do with RATT?
22:13:22 <nekomaster> A super road? Designed for super high speed vehicles
22:13:57 <supermop_home> well I actually am planning on doing chairlifts, gondola etc, but the catenary code isn't quite flexible enough
22:13:59 <Wolf01> <nekomaster> what stupid things could we do with RATT? <- the same stupid things one can already do with railtypes
22:14:04 <nekomaster> lol
22:14:13 <supermop_home> you can't draw poles in center of tile
22:14:31 <Wolf01> We should address that
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22:14:36 <nekomaster> Can't even force offsets or move the sprite?
22:15:00 <supermop_home> you can have 'rear' poles that RVs are drawn over
22:15:09 <andythenorth> center catenary might not be a bad move
22:15:15 <andythenorth> but what about in cross-roads?
22:15:18 <supermop_home> and 'front' poles that draw over RVs
22:15:28 <nekomaster> Cross roads might have to have no pole in the middle
22:15:46 <supermop_home> but not yet a center pole that has some more sophisticated draw order
22:16:26 <supermop_home> when i think foobar was first drawing tramtracks a long time ago he wanted center poles, but couldn't make it work
22:16:31 <andythenorth> Wolf01: can do that
22:16:46 <andythenorth> just need to move the pole behind the first layer of vehicles
22:16:55 <andythenorth> ‘easy’ :P
22:17:09 <supermop_home> nekomaster: the center poles would likely be at the center of tile edge in most cases
22:17:13 <nekomaster> but what about the other direction
22:17:46 <nekomaster> stuff behind the poles
22:17:51 <supermop_home> you can also draw junction catenary to not have any poles
22:18:42 <supermop_home> another thing road catenary misses - you can't have the poles spaced out every 2-3 tiles like on train tracks
22:19:06 <nekomaster> hmm
22:19:18 <nekomaster> would it be possible to have a road type with a grass median?
22:19:23 <nekomaster> a small one that is
22:19:35 <andythenorth> it could be drawn on
22:19:40 <andythenorth> as long as it has no z-height
22:20:00 <andythenorth> or leave a gap, and let ground tile show
22:20:08 <nekomaster> Hmm, too bad we couldn't have some benifit to haveing certain types of road
22:20:30 <nekomaster> like how in Cities skylines, tree lined or grass lined roads reduce noise and polution and makes people happier
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22:36:25 <supermop_home> andythenorth: if you can have a center catenary pylon, you can draw a tall median or hedge as a pylon
22:36:53 <supermop_home> ok finally got this to compile
22:41:45 <andythenorth> fixed all cargo colours :) http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html
22:42:05 <supermop_home> my test tram thinks its a trolley bus
22:42:11 <andythenorth> (sort the table by colour for nice effect)
22:42:12 <nekomaster> lol
22:43:19 <supermop_home> odd
22:43:35 <supermop_home> I put road_type: my mistake
22:43:46 <supermop_home> but I set the type as ELRL
22:44:04 <supermop_home> yet it knows to run on ELRD compatible roads only
22:44:19 <supermop_home> nothing that says ELRL = ELRD in my code
22:44:33 <nekomaster> @andythenorth yeah, that sorting thing isn't working
22:44:36 <supermop_home> I wonder if this could be useful
22:44:44 <nekomaster> https://paste.openttdcoop.org/plqkzyzqp#line-52
22:44:57 <nekomaster> things still aren't listening to me
22:45:14 <andythenorth> nekomaster: paste your code
22:45:36 <nekomaster> https://www.dropbox.com/s/borz3sz0gt87ihg/header.pnml?dl=0
22:46:08 <andythenorth> nekomaster: does it compile ok?
22:46:13 <nekomaster> yes
22:46:21 <nekomaster> it compiles with no warnings
22:46:37 <andythenorth> your IDs are all in numerical order
22:46:51 <andythenorth> that will give you same order as without the sort property ;)
22:46:52 <nekomaster> yes, but things aren't staying in that order
22:47:08 <nekomaster> I want things to be in numerical order and things are not
22:47:20 <andythenorth> what’s your buy menu sort set to?
22:47:22 <nekomaster> my narrow gauge passenger cars are all the way at the bottom of the freight wagon section
22:47:26 <nekomaster> Classic sort
22:47:58 <supermop_home> ugh too many trucks
22:48:49 <andythenorth> hmm
22:48:52 <supermop_home> 8 types of truck body * 5 generations of trucks * 2 styles of truck (rigid and semi)
22:49:11 <nekomaster> I have it set up in a certain way and somethings end up getting shoved to the bottom
22:49:27 <supermop_home> wish could just assemble cab + trailer like a train
22:49:27 <andythenorth> do all the vehicles have numeric IDs set?
22:49:32 <nekomaster> yes
22:49:45 <andythenorth> supermop_home: nah, I started a patch for that, but it’s bad
22:49:50 <andythenorth> nekomaster: I am stumped tbh :P
22:49:58 <andythenorth> there will be a reason, but can’t see it
22:50:05 <supermop_home> then I could have 1-2 tractors per generation rather than 8
22:50:13 <nekomaster> I could just link you to my project folder so you can look over the major files
22:50:28 <andythenorth> supermop_home don’t worry about the tractors, it’s 8 body styles
22:50:28 <nekomaster> https://www.dropbox.com/sh/mfrv5nwjnq1qmin/AAAnsH1kZv6wrzbBjuneaL0_a?dl=0
22:50:39 <andythenorth> you actually have fewer vehicles this way
22:50:53 <andythenorth> nekomaster: I would look, but bedtime here
22:50:58 <nekomaster> ahh
22:51:08 <nekomaster> i mean its not a game breaking thing but I want things to look clean
22:51:28 <nekomaster> this code eventually might be used to make a new NARS set of my own
22:52:25 <supermop_home> oops my 4th gen dual mode tanker semi forgot to allow a trailer to attach
22:52:51 <supermop_home> for an impressive capacity of 0L of chemicals
22:53:07 <supermop_home> maybe the driver can carry a jug in the cab
22:53:23 <andythenorth> gas :P
22:53:24 <Snail> andythenorth: how would you suggest to color “coke”?
22:53:24 <supermop_home> andythenorth before you go
22:53:27 <Snail> same as coal?
22:53:33 <andythenorth> Snail: like coal pretty much
22:53:57 <supermop_home> delivering vehicles: on flatbeds or a tractor pulling 3 tractors like they do here
22:54:10 <supermop_home> Snail I use same color as coal
22:54:15 <andythenorth> seems I just reused coal for coke in CHIPS
22:54:29 <andythenorth> supermop_home: dunno, vehicles is stupid
22:54:30 <supermop_home> yep
22:54:41 <andythenorth> vehicles are in daft units
22:54:52 <supermop_home> not uncommon to see trucks delivered that way here
22:55:21 <andythenorth> “Production: 8 vehicles”
22:55:42 <andythenorth> but the capacity of wagons is still 30 vehicles
22:55:52 <andythenorth> there’s no adjustment for unit size
22:56:03 <supermop_home> make it not piece goods
22:56:07 <andythenorth> vehicles should be just weighted in tonnes
22:56:19 <andythenorth> measured / weighted /s
22:56:28 <supermop_home> pourable bulk cars
22:56:49 <supermop_home> i'll take 40,000 liters of fiat punto please
22:57:00 <Wolf01> XD
22:57:05 <andythenorth> ‘x tonnes of vehicles’ looks stupid at the factory
22:57:17 <andythenorth> but the alternative is a PITA for vehicle grfs
22:57:41 <supermop_home> screw em
22:58:16 <supermop_home> ugh I start random games to test each compile of grf
22:58:36 <supermop_home> and think "ok need to check that the sprite stack works on that box truck"
22:58:37 <Wolf01> I think I'll throw myself on the bed
22:58:49 <nekomaster> unless theres something major, I just make a TEST SAVE that i keep reloading the GRF's in
22:58:59 <supermop_home> then spend 10 minutes trying to decide the nicest looking goods route to built to test it
22:59:04 <nekomaster> but I will make a new game if I think that something might be going on
22:59:42 <nekomaster> I pretty much just make two loops where one is flat land and the other goes up a steep mountain to test the traction and power
22:59:43 <andythenorth> ‘crates of vehicles’? :P
22:59:48 <supermop_home> then I identify the problems but by then I want to keep playing instead of fixing them and re-compiling
22:59:52 <nekomaster> Bags of vehicles?
22:59:59 <supermop_home> andythenorth: if the crate is big enough
23:00:08 <nekomaster> Perhaps 40 Units of Vehicles would be better?
23:00:35 <andythenorth> nice idea
23:00:45 <andythenorth> but I think units is too nothing
23:00:53 * andythenorth tries tonnes
23:00:57 <Wolf01> I can't understand why I'm looking at this from the pow of the starcraft dropship
23:01:04 <nekomaster> Thats how they package things sometimes
23:01:15 <nekomaster> Like for example, I'll see that a box has 7 units of bleach
23:01:19 <nekomaster> 7 jugs
23:02:59 <Wolf01> Like on elevators, you have "max 750kg", sometimes "max 750kg / 9 people"
23:03:06 <andythenorth> 21 axles of vehicles
23:03:22 <andythenorth> that’s how railroad vehicles are measured sometimes :P
23:03:30 <nekomaster> 9001 bushels of vehicles
23:03:45 <Wolf01> Measure vehicles in components
23:04:13 <nekomaster> then again, tonnes of vehicles kind of works for stuff because most cars are around or over 1 tonne
23:04:22 <nekomaster> like a 1780 kg muscle car
23:04:30 <nekomaster> or a 960 kg Lotus
23:05:30 <andythenorth> 300hp of vehicles
23:05:55 <nekomaster> 300 cubic meters of vehicles
23:06:24 <andythenorth> nice idea
23:06:32 <supermop_home> hmm nope, the dual mode trucks pantographs don't switch to lowered when on non-electric road
23:06:33 <nekomaster> like they're a gas
23:07:33 <andythenorth> bed
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23:24:31 <supermop_home> wait huh the switch does work for the panto
23:24:39 <supermop_home> but not for the sparks
23:24:57 <supermop_home> it's still emitting diesel smoke under wires
23:32:22 <Wolf01> Maybe the type is cached in game
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23:54:57 <FLHerne> It works for UKRS2's cl73
23:55:10 <FLHerne> (on rail)
23:55:15 <supermop_home> hmm
23:55:51 <Wolf01> But RATT is experimental, it might not be fully supported