IRC logs for #openttd on OFTC at 2018-03-16
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09:47:12 <Eddi|zuHause> keep in mind with var 80+3F that the 185 ticks units is not true anymore, that could have been modified by whatever vehicle loaded the cargo before
09:49:42 <Eddi|zuHause> also, i have no clue if that variable even contains sensible values anymore, since we can have multiple cargo packets in a vehicle
09:50:26 <Eddi|zuHause> each packet has a different age
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14:47:18 <supermop_work> Eddi|zuHause: the age being modified is good by me
14:47:35 <supermop_work> i want to show the slag more orange the warmer it still is
14:48:16 <supermop_work> if it was in some kind of insulated slag wagon that kept it from aging, that works
14:48:23 <Eddi|zuHause> that should be fine... as the age modification is meant for things that preserve these kinds of properties
14:49:20 <supermop_work> arguably slag that has hardened should have a very low payment rate as you'll have to laboriously chip it out of the bucket
14:49:54 <supermop_work> but that's not up to me as a vehicle maker
14:51:12 <supermop_work> if the variable is an average of the ages, or just the highest or lowest, thats fine too as i am just looking for the visual appearance
14:52:01 <supermop_work> that generally new slag is brighter than generally older slag
14:52:35 <supermop_work> i guess could be ok for pig iron ignots too
14:54:38 <supermop_work> if you get lucky and have the steel plant or foundry right next to your blast furnace, would look nice to have the iron going over still hot
14:57:01 <supermop_work> not sure if this level of navel gazing is something andy would be into or vehemently opposed to
14:58:35 <supermop_work> if you really want to differentiate between hot metal and cold bars, you'd need a spike at the very beginning of the iron payment decay, to delineate a bonus paid for hot workable metal
14:58:59 <supermop_work> and to make the molten metal cars such as in Iron Horse make sense
15:00:03 <supermop_work> the idea being they would have a high cargo age bonus, keeping metal in the spike just long enough to get it to the foundry
15:01:29 <supermop_work> where as an ingot on a flatbed will cool off quickly and behave like normal unless you delivered very very fast
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15:56:41 <supermop_work> i wonder if i should secretly mess with iron payment rates in my grf
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17:20:15 <supermop_work> maybe someone will have an idea
17:25:51 <nielsm> I'm working on cleaning up my DOS music decoder atm, can anyone spare some time to review for code style? I also have a few questions about how to best structure the changes to baseset file parsing I had to make, right now that part is full of bad hacks...
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20:01:40 <andythenorth> supermop_work_: figured out 80+ yet?
20:16:57 <supermop_work_> it's more 'nice to have' than 'need to have'
20:17:09 <supermop_work_> but seeing as it's there i'd like to use it
20:23:23 <andythenorth> this is not the code you need but
20:23:23 <andythenorth> var[0x61, 0, 0xFFFFFFFF, 0x25]]
20:23:30 <andythenorth> oops, too many ]
20:25:28 <andythenorth> not sure where it is in nml docs
20:26:32 <andythenorth> I can't remember how 80+ works, but 3F might be var BF iirc
20:26:49 <supermop_work_> andythenorth: want to see my rambling to eddi in the logs about cargo payment for hot metal while we are on the topic?
20:26:55 <andythenorth> frosch123 or Eddi|zuHause might be able to tell you, or point out why 3F is bogus anyway
20:27:25 <supermop_work_> so ladles and torpedo cars have a function to keep iron orange
20:27:55 <Eddi|zuHause> 8+3=B, have you learned nothing in elementary school?
20:28:30 <andythenorth> and 0+F is F no?
20:29:01 <Eddi|zuHause> anyway, var 6x works slightly different to var 8x with that thing above
20:29:09 <Eddi|zuHause> because you don't need to pass a parameter
20:29:40 <supermop_work_> (idea is slight spike or step at first few days on iron payment rate, so cold iron is fine, but fresh hot or molten pays noticeably better)
20:30:07 <andythenorth> supermop_work_: the good thing about BAD FEATURES
20:30:16 <andythenorth> they cause you to learn how to do complicated things
20:30:21 <frosch123> supermop_work_: try var[0xBF,0,0xFF]
20:30:22 <Eddi|zuHause> supermop_work_: you may want to check newgrf.cpp whether var 80+3F actually returns anything sane
20:30:30 <andythenorth> which makes it easier to stick to simple things in future :P
20:31:06 <supermop_work_> frosch123: can i write stuff like that nml?
20:31:34 <andythenorth> you use it in a switch instead of the variable name
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20:31:48 <frosch123> result 1 equals 185 ticks unless the cargo aging property is involved
20:31:56 <supermop_work_> see im learning something new already
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20:35:46 <supermop_work_> need to make a color changing cube cargo to test
20:35:47 <andythenorth> I had to look for that for a while :P
20:35:53 <andythenorth> only FIRS uses 80+
20:36:02 <andythenorth> I think I used to use more, until I learnt
20:39:15 <andythenorth> so in Sam, which ship do I use for grain?
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20:41:42 <supermop_work> bad connection at work
20:41:58 <frosch123> supermop_work: you may run into the problem that the graphics only update when the vehicle moves
20:42:12 <frosch123> when waiting at signals the cargo will keep aging, but the graphics are not updated
20:42:37 <frosch123> unless you make them age slower than 32 days
20:42:59 <supermop_work> its probably ok for a sublte effect like slag cooling
20:43:35 <supermop_work> (maybe the greater airflow while moving is what cools it?)
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20:57:14 <frosch123> V has to sit with the win devs :p
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21:14:31 <supermop_work> maybe i'll just call my rv grf 'Beyond Trolleybi'
21:17:58 <frosch123> just stay away from "tolleybissimus"
21:21:52 <supermop_work> Trolleybi 2: Return of Trolleybi
21:22:16 <supermop_work> maybe Hog Eater
21:22:19 <frosch123> the catenary strieks back?
21:30:19 <supermop_work> maybe just traffic
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