IRC logs for #openttd on OFTC at 2018-10-07
            
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00:42:21 <Eddi|zuHause> i'm not sure if i learned anything about that here... https://github.com/jarro2783/cxxopts/pull/134/commits/dadc911e44c69b1e34926586271e495749a6cfd6
00:44:42 <LordAro> mm, that's a bit different
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02:02:28 <Samu> just figured out how to use proc stuff
02:02:53 <Samu> ok cyas
02:02:56 <Samu> good night
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05:37:12 <Fahrradkette> greetings everybody. I'd like to download a NewGRFS from inside Openttd but the progressbar stays at 0 bytes. "ss -4 -p" reports 2 open tcp connections belonging to openttd (a http and one going to port 3978) What would be my next steps to debug that issue?
05:37:42 <Fahrradkette> OpenTTD 1.8.0 running on debian 10 (buster)
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05:57:54 <Fahrradkette> here is the pastebin of it: https://pastebin.com/ATh0ji43
05:59:04 <Fahrradkette> ok, scrap it. It eventually downloaded it:)
05:59:53 <Fahrradkette> (note to myself, after writing the issue, check if it still persists)
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08:39:22 <andythenorth> moin
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09:18:36 <Wolf01> Moin
09:20:52 * andythenorth regrets pantographs
09:27:04 <Wolf01> https://steamcommunity.com/games/598960/announcements/detail/1680297696737027975 woooo
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09:27:26 <Wolf01> I should start a new game
09:28:10 <andythenorth> "2 new cargo types: Sand and Steel."
09:28:48 <Wolf01> It's early access... not every cargo is implemented
09:29:28 <andythenorth> like FIRS :P
09:29:36 <Wolf01> Too bad you have a mac
09:30:28 <Wolf01> It's really to try, it's a mix between OTTD and railroad tycoon
09:31:09 <andythenorth> any tanks?
09:31:20 <Wolf01> Tank wagons, yes :P
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10:29:54 <andythenorth> hmm
10:32:45 <andythenorth> oof
10:32:52 <andythenorth> it's esoteric
10:33:26 <andythenorth> but right now, a spritegroup with 'powered by railtype / unpowered by railtype' would be handy :P
10:40:03 <andythenorth> probably just use vehicle_is_powered eh?
10:40:20 <andythenorth> hmm doesn't do what I need though
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10:41:58 <andythenorth> Eddi|zuHause: does this fail with railtypes that aren't ELRL, but are compatible? https://dev.openttdcoop.org/projects/iron-horse/repository/entry/src/vehicles/shoebox.py#L8
10:42:10 <andythenorth> I'll paste the output from it too
10:42:45 <andythenorth> https://paste.openttdcoop.org/po6klicuv/8y96km/raw
10:43:00 <andythenorth> the last switch is the most relevant, the others just handle visual effects
10:43:49 <andythenorth> ELNG is one case that springs to mind :P
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11:19:41 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fxsBr
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12:03:59 <nielsm> also working on a self-review of the industry cargoes patch atm, nearly done
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12:14:56 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fxsRM
12:15:24 <Eddi|zuHause> andy (who is not here): yeah, that will fail on any non-standard trackset (like NuTracks)
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14:07:50 <Samu> byte diag_dir_byte = axis == AXIS_X ? 1 << DIAGDIR_SE | 1 << DIAGDIR_NW : 1 << DIAGDIR_NE | 1 << DIAGDIR_SW;
14:07:58 <Samu> who can help me with variable name?
14:08:19 <Samu> there are a max of 4 diagdirs I want to check
14:08:38 <Samu> for this example, I want to check 2
14:08:47 <Samu> 1 << DIAGDIR_SE | 1 << DIAGDIR_NW
14:08:56 <Samu> what do u call this
14:09:31 <Samu> diag_dir_byte? diag_dir_bits? diag_dirs?
14:09:52 <nielsm> okay the 1<< parts, strip those out for now
14:10:03 <nielsm> or hm
14:10:09 <nielsm> you're building the mask, right?
14:10:12 <Samu> yes
14:10:13 <nielsm> so not byte but mask
14:10:21 <Samu> diag_dir_mask
14:10:32 <nielsm> and add some damn parentheses
14:10:39 <nielsm> I'm not at all sure what order to read that in
14:11:26 <Samu> byte diag_dir_mask = (axis == AXIS_X) ? (1 << DIAGDIR_SE | 1 << DIAGDIR_NW) : (1 << DIAGDIR_NE | 1 << DIAGDIR_SW);
14:11:28 <Samu> this?
14:11:39 <nielsm> I think there might also be a macro that does the flag-to-mask conversion (i.e. the 1<<flag thing)
14:12:00 <nielsm> not even flag, bitindex
14:13:40 <Samu> then I "unpack" the diag dirs on the other function
14:14:01 <Samu> for (DiagDirection diag_dir = DIAGDIR_BEGIN; diag_dir != DIAGDIR_END; diag_dir++) { if (diag_dir_mask & 1 << diag_dir) {
14:14:44 <Samu> do stuff; }
14:15:14 <nielsm> ewww why
14:15:35 <nielsm> right now it looks like you're doing bitfiddling for the sake of trying to look smart by doing bitfiddling
14:15:56 <Samu> it's just so that I don't call it multiple times
14:16:22 <nielsm> well have you measured whether it's actually faster?
14:16:27 <nielsm> what's wrong with doing multiple calls?
14:18:37 <Samu> https://paste.openttdcoop.org/puadexwa4
14:19:09 <Samu> lines 53-70 are removed
14:19:52 <Samu> have yet to rename diag_dir_byte to diag_dir_mask in some parts
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14:23:01 <Samu> I'm gonna use EnsureNoShipFromDiagDirByte in more parts
14:23:07 <Samu> not just ship depot
14:25:09 <Samu> ship depot, dock, lock, industry placement, and probably in some other peculiar cases where stuff can be partially built on water
14:25:55 <andythenorth> nielsm: reviewing your own PR :)
14:25:57 <andythenorth> nice :)
14:26:38 <nielsm> it's long since I wrote the code already, so don't have the newlywed rose-tinted glasses any longer :P
14:27:12 <Eddi|zuHause> [07.10.18 12:15] <Eddi|zuHause> andy (who is not here): yeah, that will fail on any non-standard trackset (like NuTracks)
14:27:15 <Samu> like building in a coastal tile with part land, part water
14:27:22 <Eddi|zuHause> (and i gtg)
14:30:25 <Eddi|zuHause> also, todays odd-time-signature-earworm: https://www.youtube.com/watch?v=FuELLd3Ec4U
14:32:33 <andythenorth> Eddi|zuHause: is there any solution? :P
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15:11:39 <andythenorth> quak
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15:22:08 * andythenorth confused by railtypes
15:22:16 <andythenorth> what does 'powered' mean in the context of a railtype?
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15:25:02 <andythenorth> or to describe my problem: how do I drop the pantograph if the engine is not on a railtype that supplies electricity?
15:26:10 <frosch123> there is a variable "powered on current track"
15:27:05 <andythenorth> that will work for cases where the HP is then 0
15:27:08 <frosch123> actually, first question: (A) is your engine pure-electric and you use it in a consist with other engines? or (B) your engine is dual-powered and drives on both?
15:27:15 <andythenorth> I have both A and B
15:27:18 <andythenorth> I solve B first :P
15:27:29 <andythenorth> wondering if I can just measure the HP :P
15:27:48 <frosch123> (B) means your engine is non-electric and you use the variable to query the current rail type and supply a custom list of which you want to have the pantograph up
15:28:02 <andythenorth> ok
15:28:11 <andythenorth> so to do (B) properly, I need to know all railtype grfs?
15:28:16 <frosch123> yep :p
15:28:29 <andythenorth> this is not a new problem, I already have a 'broken' power calculation
15:28:32 <andythenorth> due to only checking ELRL
15:28:35 <frosch123> at least i do not know any trick to work around that
15:29:12 <andythenorth> well
15:29:16 <andythenorth> I only use termite :P
15:29:20 <andythenorth> oof
15:29:46 <andythenorth> I wonder if I can make it less worse for other people though
15:30:23 <andythenorth> these are my power and visual effects switches https://paste.openttdcoop.org/po6klicuv/8y96km/raw
15:30:42 <andythenorth> eddi tells me that's a problem for e.g. nutracks
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15:39:05 <Samu> if (v->z_pos > *((ShipTrackChecker *)data)->z) return NULL;
15:39:17 <Samu> weird code
15:42:20 <Samu> does not build
15:42:39 <Samu> Severity Code Description Project File Line Suppression State Error (active) operand of '*' must be a pointer openttd d:\OpenTTD\OpenTTD GitHub\OpenTTD\src\vehicle.cpp 603
15:42:50 <Samu> if (v->z_pos > *((ShipTrackChecker *)data)->z) return NULL;
15:42:52 <Samu> where
15:44:19 <Samu> if (v->z_pos > (ShipTrackChecker *)data->z) return NULL; - Expression must have pointer-to-class type
15:44:24 <Samu> still fail
15:49:14 <andythenorth> Eddi|zuHause: players who want accurate pantographs for multi-unit consists of twin-pantograph engines
15:49:19 <andythenorth> might have to use depot flip :P
15:52:23 <LordAro> Samu: visual studio provides everything you need to be able to solve this
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15:55:59 <Samu> there was trackoverlap code already in the game, just noticed now
15:56:02 <Samu> but it's for trains
15:57:27 <Samu> ship tracks are very much like rail tracks
15:57:39 <Samu> perhaps i can re-use it without modifications
16:00:01 <Samu> EnsureNoTrainOnTrackBits vs EnsureNoShipFromDiagDirMask
16:00:22 <Samu> slightly different approach
16:01:20 <Samu> train function checks against the trackbits directly
16:03:37 <Samu> my function first unpacks diagdirs to check where a ship is coming from, walks to that tile, and only then it checks for ships against the trackbits
16:04:18 <Samu> each diagdir, makes it walk to a different tile
16:04:58 <Samu> so it will be checking a maximum of 4 tiles, all in 1 function
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16:07:37 <Samu> not sure where exactly i could make use of the overlap functions
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16:10:46 <Samu> maybe I don't have to use them
16:13:16 <Samu> EnsureNoTrainOnTrackProc vs EnsureNoShipOnTrackProc
16:13:23 <Samu> very similar
16:13:30 <Samu> and yet, different
16:20:29 <Samu> think I'm gonna abolish struct ShipTrackChecker
16:20:54 <Samu> height check not needed
16:21:49 <Samu> a ship in a bridge or tunnel is in a wormhole track thing
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16:29:02 <Samu> happy coincidence or not, ship depots are 2-tile wide, tunnels are a minimum of 2-tile wide. All I need to certify is 1-tile neightbour away
16:29:34 <Samu> locks are 3-tile wide
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16:36:23 <Samu> aqueducts, i meant
16:36:43 <Samu> there are no water tunnels
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16:45:25 <Samu> https://paste.openttdcoop.org/p5mqfcanm
16:45:33 <Samu> is this human readable/good code?
16:45:39 <Samu> the description makes sense?
16:47:12 <Samu> i'm unsure about * symbols
16:47:19 <Samu> pointers or whatnot
16:51:02 <andythenorth> hmm
16:54:49 <frosch123> https://dev.openttdcoop.org/issues/8586 <- does anyone want to help with that?
16:54:55 <frosch123> it won't run on its own
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17:05:47 <andythenorth> hmm
17:05:50 <andythenorth> what's needed
17:05:53 <andythenorth> ?
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17:25:13 <frosch123> someone who talks snail through setting up a hg or git repository, and commit/push/pull translations
17:25:22 <frosch123> + setting up ssh-key
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17:37:00 <andythenorth> snail_UES_: o/
17:37:35 <snail_UES_> hi andythenorth
17:38:35 <snail_UES_> sorry I was away from my computer… what will I have to set up for translations to work?
17:38:40 <snail_UES_> is this explained anywhere?
17:40:22 <frosch123> https://dev.openttdcoop.org/projects/home/wiki/Ssh <- there is that
17:40:35 <frosch123> no idea how up-to-date it is
17:41:04 <frosch123> also, someone needs to recommend you whether to use hg or git :)
17:41:36 <andythenorth> not me :P
17:43:41 <snail_UES_> ok I’ll have a look into that...
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18:18:16 <Samu> who can review this bit? https://paste.openttdcoop.org/pwhdeamuj
18:18:43 <Samu> want to know if it is clear enough
18:22:21 <Samu> my englisho
18:30:35 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 commented on issue #6922: Replace ICU ParagraphLayout with something else? https://git.io/fxs6q
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18:32:15 <andythenorth> ^ :D
18:45:11 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 commented on pull request #6924: Change: Increase custom town max number limit to 20000 https://git.io/fxs6D
18:45:12 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 closed pull request #6924: Change: Increase custom town max number limit to 20000 https://git.io/fxs6y
18:50:06 <LordAro> harsh
18:50:10 <LordAro> but fair
18:55:36 <frosch123> bigger maps is one of the worst features ever added
18:56:06 <frosch123> people are just too stupid to understand scales
18:56:45 <Samu> oh, but autogenerating towns can go up to 13k
18:56:49 <Samu> t.t
18:58:21 <nielsm> if you play on a gigantic map at least utilize the size to transport things long distances
18:58:43 <nielsm> feature density shouldn't be the same on a large map as on a small map
18:59:08 <Samu> I mean the preset number of towns set to high
18:59:46 <Samu> it will attempt to generate 11k-13k towns in a 4k map
18:59:59 <Samu> feels odd that i can't put a custom number higher than 5k then
19:03:01 <Samu> https://imgur.com/l96JvHH 1.8.0 generating 13k towns, via high preset
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19:05:30 <andythenorth> big maps are stupid
19:05:41 <andythenorth> v2: max 1024^2
19:06:09 <andythenorth> "also new in v2: significantly reduced memory footprint*"
19:06:46 <andythenorth> "also new in v2: faster map generation (average, across all games started)"
19:07:31 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 commented on pull request #6930: Fix: Displaying issue with the message about airplanes heading to airports with short runways https://git.io/fxsPJ
19:07:32 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 closed pull request #6930: Fix: Displaying issue with the message about airplanes heading to airports with short runways https://git.io/fxsPU
19:09:14 <Samu> frosh is angry :|
19:09:47 <LordAro> Samu: rule 0 of code reviews: they criticise the code, not the person
19:10:32 <LordAro> he's right, that PR does nothing
19:10:36 <andythenorth> "critique the thing"
19:11:01 <andythenorth> that PR is a definition of tautology
19:11:09 <Samu> strange, i swear it was working
19:11:13 <Samu> gonna retest
19:11:34 <LordAro> (if you can fix it, amend that branch & reopen it, rather than creating a new PR)
19:17:52 <Samu> it is working
19:18:54 <Samu> it is working the way it is posted
19:19:00 <LordAro> does it also work without your patch?
19:19:08 <Samu> gonna test
19:19:11 <LordAro> because your patch shouldn't change anything
19:19:30 <LordAro> it literally does if (foo == a) foo = a;
19:19:57 <Samu> yes, if the previous message was already that
19:20:01 <Samu> then display it again
19:20:27 <LordAro> that's not what that code does
19:20:47 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 requested changes for pull request #6932: Change: Gradually slow down aircraft speed on breakdown https://git.io/fxsPV
19:24:43 <Samu> testing
19:27:32 <Samu> why it is working now? :(
19:27:47 <LordAro> ha
19:28:23 <Samu> makes me feel bad
19:30:29 <Samu> well, my bad
19:31:19 <LordAro> it happens
19:33:14 <Samu> somehow I made it not work previously, maybe i had other code in the way
19:33:38 <Samu> oh well, sorry about that pr
19:35:35 <andythenorth> learning innit :)
19:37:35 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 commented on pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency https://git.io/fxsXJ
19:37:58 <frosch123> ^^ other opinion on that? i disagree with all three changes
19:40:32 <Samu> frosch123: it is supposedly a fix for this https://github.com/OpenTTD/OpenTTD/issues/6233
19:40:52 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency https://git.io/fxsXn
19:40:53 <Samu> have to toy with base costs to expose the issues
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19:43:27 <Samu> there is no cost for clearing river because there is also no cost for clearing water on the other tiles
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19:51:53 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fxsXy
19:54:26 <Samu> when building a ship depot on water, it doesn't account the cost for clearing water either
19:54:32 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fxs1e
19:54:46 <LordAro> hmm, adding a comment to a review comment is going to be a bit noisy
19:55:40 <Samu> I guess you want me to reply there
19:55:46 <LordAro> ideally, yes
19:57:29 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fxs1m
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20:24:30 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency https://git.io/fxsDq
20:24:41 <Samu> :(
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20:36:06 <jk> hi i joined server 1 as spectator and got instantly banned, i didn't join the server for months and was never banned before, can someone explain what happened?
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20:36:45 <LordAro> nope
20:36:51 <LordAro> this is not the reddit server channel
20:37:00 <nielsm> did you see if anyone else was actively playing on the server at the time?
20:37:00 <LordAro> you want #/r/openttd
20:37:07 <nielsm> if it was a manual ban or an automatic one
20:37:10 <ST2> [19:29:44] <Server1> *** JK has joined
20:37:10 <ST2> [19:29:45] <Server1> *** JK was trying to connect from a VPN or proxy in DE, which is not allowed.
20:37:10 <ST2> [19:29:46] <Server1> *** JK has left the game (kicked by server)
20:37:30 <ST2> that one, but as LordAro said, type /join #/r/openttd
20:37:49 <jk> ah, thanks, I'll ask there
20:39:49 <LordAro> ST2: you tried :p
20:40:11 <ST2> he joined there :)
20:44:35 <Samu> trying to understand https://github.com/OpenTTD/OpenTTD/pull/6932#discussion_r223221144
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21:07:14 <Samu> if (v->cur_speed != speed_limit) hard_limit = false;
21:07:19 <Samu> something like this you want?
21:07:42 <Samu> the vehicle could be below or above the limit
21:07:54 <Samu> erm, the current speed
21:16:29 <Samu> ah, i guess i got it
21:16:44 <Samu> there are aircraft that move slower than the breakdown speed
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22:25:25 <Eddi|zuHause> <andythenorth> I solve B first :P <-- that's a problem, because A would actually be solvable :p
22:29:19 <Eddi|zuHause> to solve B properly, we need additional railtype introspection variables, as in "given railtypes X and Y, is X powered/compatible/equivalent to Y?"
22:30:55 <Samu> actually, I don't get what you're asking here https://github.com/OpenTTD/OpenTTD/pull/6932#discussion_r223221144
22:31:00 <Samu> i tried
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22:31:22 <Eddi|zuHause> alternatively, B could be solved with allowing two parts of an articulated vehicle to have different railtype
22:33:41 <Samu> hard_limit should only be set to false, if the new speed limit is the actual speed limit. If the speed limit was already smaller than SPEED_LIMIT_BROKEN, then it continues to be a hard limit.
22:34:11 <Samu> my brain :(
22:34:19 <Samu> couldn't decipher this
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22:44:08 <Samu> the hard_limit is already false
22:44:21 <Samu> for all these limits
22:44:23 <Samu> SPEED_LIMIT_TAXI
22:44:28 <Samu> SPEED_LIMIT_APPROACH
22:44:36 <Samu> SPEED_LIMIT_HOLD
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22:53:50 <andythenorth> Eddi|zuHause: I wondered about articulated vehicles hacks
22:53:54 <andythenorth> probably unwise :P
22:54:50 <Eddi|zuHause> well, currently that does not work
22:54:59 <Eddi|zuHause> the railtype of the articulated part is ignored, afaik
22:55:46 <andythenorth> I fundamentally can't see how B can be solved
22:55:55 <andythenorth> powered is bool
22:56:14 <andythenorth> but I have non-boolean power values for the engine
22:56:20 <Samu> If the speed limit was already smaller than SPEED_LIMIT_BROKEN, then it continues to be a hard limit.
22:56:41 <andythenorth> I wondered if we could expose powered_railtype_list somehow from the railtype
22:56:44 <andythenorth> but it doesn't help
22:57:05 <Eddi|zuHause> with the current "powered" variable, X and Y (from above) are fixed to "current railtype" and "original railtype of the vehicle"
22:57:45 <andythenorth> so it would be a switch of 'equivalent to ELRL' and 'equivalent to RAIL'
22:57:46 <andythenorth> ?
22:58:14 <Samu> the only times the speed limit is smaller than SPEED_LIMIT_BROKEN is SPEED_LIMIT_APPROACH and SPEED_LIMIT_TAXI
22:58:16 <Eddi|zuHause> no, "equivalent" is something different, not really relevant here
22:58:28 <Samu> and for these, hard_limit is already false
22:58:31 <andythenorth> hmm
22:58:42 <Samu> me setting it to false wouldn't change a thing
22:58:52 <Samu> LordAro: halp
23:00:36 <andythenorth> Eddi|zuHause: in conclusion, it can't be done?
23:00:44 <andythenorth> except by maintaining a manual list of known railtypes
23:01:21 <Eddi|zuHause> i want "equivalent" to be something like that: if my RTT has the following:
23:01:24 <Eddi|zuHause> tracktype_classesAN : [SAAN, RAIL],
23:01:25 <Eddi|zuHause> tracktype_classesBN : [SABN, RAIL],
23:02:01 <Eddi|zuHause> i want to as (e.g. in an actionD) "is tracktype_classesAN equivalent to tracktype_classesBN" [as in, do both of these map to RAIL]
23:02:14 <Eddi|zuHause> *ask
23:02:43 <Eddi|zuHause> that way, i could skip some vehicle definitions
23:03:11 <Eddi|zuHause> if there is no track GRF loaded that distinguishes classes
23:03:19 <andythenorth> right
23:03:30 <andythenorth> somewhere railtypes isn't quite right
23:03:33 <andythenorth> but that bird has flown
23:03:55 <Eddi|zuHause> it's ok, but this kind of variable is missing
23:04:10 <andythenorth> hmm
23:04:23 <andythenorth> maybe we should just have let authors define how many volts the railtype supplies :P
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23:05:17 <andythenorth> it's up to the vehicle how that is used :P
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23:12:28 <andythenorth> so conclusion: variable power depending on railtype is a bad idea
23:12:36 <andythenorth> not just a BAD FEATURE, but actually unwise
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23:33:36 <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #6934: Unable to delete a level crossing whose rail is yours but whose road is owned by another company https://git.io/fxsdx
23:58:36 <Eddi|zuHause> this james guy never heard of the bulldoze button?
23:59:59 <Eddi|zuHause> maybe bulldoze should try to delete everything you own, and only throw an error if nothing could be destroyed at all?