IRC logs for #openttd on OFTC at 2019-05-03
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00:14:20 <michi_cc> Damn Americanisms... :p
00:14:41 <glx> IIRC a website "release" is required
00:19:17 <_dp_> wtf, how do I start server with gamescript?
00:19:30 <_dp_> I select gamescript, start server and there is no gamescript :(
00:19:49 <_dp_> what's even worse it was working somehow today %)
00:19:53 <glx> it should be in cfg, like AI
00:20:26 <_dp_> shouldn't it work just from the menus?
00:37:07 <peter1138> for(local i = 0; i < 32; ++i){
00:39:32 <peter1138> Some script that hardcoded 32 as the number of cargo types...
00:42:26 <Samu> round 15 approacing its end
00:43:39 <_dp_> I've no idea what's going on but if I start new game it has gamescript but if I startr server it doesn't
00:46:55 <_dp_> oh, I found the culprit, it was network.reload_cfg
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02:01:26 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl opened pull request #7560: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**13 https://git.io/fjZjH
02:03:11 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
02:03:36 <glx> I think I properly handled the NRT merge
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05:31:45 <DorpsGek_II> [OpenTTD/OpenTTD] tbasten opened issue #7562: Feature Request: Add drag functionality to land purchase tool https://git.io/fjnvn
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08:37:31 <peter1138> andythenorth, another useful SYL contribution...
08:38:12 <peter1138> andythenorth, telling other people not to bug JGR! lolz
08:38:30 <andythenorth> it's not that I'm never an asshole
08:38:36 <andythenorth> it's just that I know when I am
08:46:43 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7560: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**13 https://git.io/fjnfu
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09:50:04 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7544: Fix #7481: Don't modify oil rig stations during removal https://git.io/fjs5R
09:52:42 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7562: Feature Request: Add drag functionality to land purchase tool https://git.io/fjnJ3
09:54:12 <DorpsGek_II> [OpenTTD/OpenTTD] tbasten commented on issue #7562: Feature Request: Add drag functionality to land purchase tool https://git.io/fjnJG
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10:22:45 <andythenorth> 3 company colours? o_O
10:28:11 <peter1138> But I can maybe carry on working on RGB colours if that's desired.
10:29:49 <peter1138> Weird how station coverage display isn't quite working how I designed it :p
10:58:01 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #7560: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**13 https://git.io/fjnUt
11:00:50 <_dp_> actually, afaict full client id has undefined size :/
11:03:20 <_dp_> so for all c++ standard cares it can be 8 bits and crash everything
11:04:42 <_dp_> also it's not just client id, a lot of openttd code assumes enums to be 4 bytes
11:07:04 <Eddi|zuHause> isn't that what assert_compile should handle?
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11:17:16 <peter1138> Okay so maybe I should resurrect my client-id-wrapping patch.
11:19:12 <peter1138> But even so, 16 bits is better than 13 bits.
11:19:24 <_dp_> can we just do a quick fix for 1.9.2 and proper stuff later?
11:23:49 <_dp_> idk what your patch does but to me it seems 8 bits of id is enough as 32 are only needed while connecting which is only between server and that specific client so probably doesn't need id at all
11:25:01 <Eddi|zuHause> a "connection ID" separate from "client ID"?
11:25:27 <_dp_> Eddi|zuHause, yeah, or it may not need id at all
11:25:45 <_dp_> Eddi|zuHause, it doesn't seem like anything needs to reference it by that id
11:25:57 <Eddi|zuHause> i don't know enough about the internals to judge that
11:26:17 <_dp_> I didn't dig too deep either
11:26:44 <_dp_> imo it's 1.10-type fix anyway to proper deal with it
11:27:04 <_dp_> just because it'll change some underlying stuff and will need more testing
11:29:29 <peter1138> Well, I'd rather tha quick fix was with 16 bits than 13 bits.
11:30:02 <peter1138> Or just wait til 1.10 :p
11:30:15 <peter1138> Everybody plays JGRPP these days anyway, apparently.
11:30:17 <_dp_> ok, how should I do it, just add another commit to pr or finally learn all git-amend-whatever thing? xD
11:30:40 <peter1138> git amend is super easy, I don't know what you'd need to learn.
11:31:17 <_dp_> idk either, just never done it before
11:31:19 <peter1138> Just add "--amend" and ... it will amend the last commit.
11:31:42 <_dp_> mostly using mercurial so this whole history rewriting is kinda new to me xD
11:31:46 <peter1138> If it's not the last commit, then you just make a new commit and then use fixup with rebase.
11:31:51 <peter1138> mercurial was shit though.
11:36:32 * LordAro covers planetmaker's ears
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11:38:32 <Eddi|zuHause> don't bother coming in here before year 5000000
11:38:47 <peter1138> Anyway 8 bit client ID means you can't have 255 connections.
11:39:29 <peter1138> There's a few reserved values.
11:40:07 <Artea> I need a maker to my planet
11:40:15 <_dp_> oh, I'm sure noone will care if that becomes 253 :p
11:41:45 <Artea> I need a standalone console :(
11:42:26 * _dp_ has about 20 tabs of console open
11:42:46 <Artea> webadmin for ottd please
11:48:50 <Artea> he is making more money than me right now
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12:22:41 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl updated pull request #7560: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**13 https://git.io/fjZjH
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13:19:37 <andythenorth> how many carolies?
13:23:17 <Artea> Dragon Ball Super is on
13:34:58 * Artea on elGuitar Tom - Shawn's Got the Shotgun
13:38:51 <Artea> this DooM Concert is so awesome
13:53:52 <peter1138> I've not lunched yet.
13:54:27 <peter1138> Mine is ~ 170 carolies though, cos I added brie.
13:55:38 <peter1138> Mmm, that's pretty mature brie...
13:56:51 * Artea on EGT - Nobody Told Me About iD
13:58:19 <peter1138> I think it was à consummer avant mid-April.
14:04:33 <peter1138> Well, tracker-style visualisation, anyway.
14:05:25 <peter1138> And now my caek has gone.
14:06:52 <peter1138> 500 carolies after lunch. I should have more.
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14:24:45 <andythenorth> I had mostly salad
14:24:51 <andythenorth> but also halloumi
14:25:02 <andythenorth> fix climate change
14:41:16 <peter1138> Oh not again andythenorth
14:48:13 <Artea> that helmet in Brutal DooM is awesome
15:35:42 <Samu> Rythorn Airline AI has won for the first time!
15:54:59 * Artea on OTTD - Harp harmony 'n humor
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16:44:08 <spnda> So uh, has the docker issue on linux been fixed yet?
16:54:38 <LordAro> if you rebase your PR, it should build
16:56:36 <spnda> just rebase and then simply push?
16:58:52 <DorpsGek_II> [OpenTTD/OpenTTD] spnda updated pull request #7550: Add: Screenshot window (& simplify the about/help DropDown) https://git.io/fjGP1
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18:37:38 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #7296: Can't type non-latin symbols from keyboard in game on linux https://git.io/fjnmj
18:39:43 <nielsm> oh right, maybe the newgrf version ("revision number") should be bumped in master because of NRT?
18:40:40 <andythenorth> and also we should bump bananas when we do a release
18:46:48 <Eddi|zuHause> hm... is there an alternative console key? because the current one happens to be on a dead key, and that doesn't seem to work
18:48:16 <Eddi|zuHause> doesn't work either
18:48:37 <glx> on windows I think it works, but I can't really test
18:49:15 <Eddi|zuHause> maybe i just use a different keyboard layout...
18:49:22 <andythenorth> so is nforenum maintained?
18:49:25 <nielsm> glx: it's probably a good idea to get rid of that grow function yes
18:49:49 <Eddi|zuHause> andythenorth: you mean more or less than nmlc?
18:49:51 <nielsm> (and get less raw pointers)
18:49:57 <LordAro> andythenorth: i'm not entirely sure anyone knows how to bump bananas
18:50:06 <andythenorth> Eddi|zuHause: no I mean specifically, instead of nml's vague situation
18:50:29 <andythenorth> I thought nforenum had been officially dropped
18:50:34 <LordAro> glx: i like it (grow removal)
18:50:57 <Eddi|zuHause> andythenorth: i really don't think the situation is any different.
18:51:04 <nielsm> glx, typo in midifile.cpp:131, "info" should be "into"
18:51:46 <glx> I copy pasted the above function ;)
18:52:25 <LordAro> glx: block->data.end()-1 could be .back()
18:52:38 <DorpsGek_II> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7296: Can't type non-latin symbols from keyboard in game on linux https://git.io/fjnYn
18:52:52 <glx> ah yes, that seems better
18:55:04 <peter1138> andythenorth, my issue is you going around telling everyone it's unmaintained just becuase it HASN'T NEEDED TO BE CHANGED
18:55:23 <andythenorth> yeah I'm NOT ARGUING ABOUT THAT
18:55:29 <andythenorth> I was about to adjust my post
18:56:06 <andythenorth> more accurately, the former maintainers are not here, and/or have said they will not maintain it
18:56:32 <glx> it's in grfcodec repo anyway
18:57:36 <andythenorth> oh lordaro has commits there :)
18:59:09 <Eddi|zuHause> 18:33 <Eddi|zuHause> you need state machines for transition tiles
18:59:10 <Eddi|zuHause> 18:33 <Eddi|zuHause> i.e. it will never(TM) happen
18:59:30 <Eddi|zuHause> apparently nothing changed in two years :p
18:59:53 <peter1138> It's always "you need a state machine" rather than "hey guys I've MADE this state machine that WORKS"
19:01:00 <andythenorth> should I search for 'eddi' and 'state machine' :)
19:01:06 <andythenorth> we all have our thing :P
19:01:47 <Eddi|zuHause> is that better than "eddi" and "is/are overrated"?
19:03:24 <andythenorth> top result seems to be unrelated :P Eddi|zuHause
19:03:57 <andythenorth> it's like a bizarre car crash, watching front end web devs learn about state
19:04:21 <Eddi|zuHause> i don't think your search method is particularly optimized :p
19:04:33 <andythenorth> "Eddi|zuHause state machine webster"
19:04:45 <andythenorth> could probably do better
19:04:56 <Eddi|zuHause> more like "site:webster.openttdcoop.org"
19:06:07 <andythenorth> "<frosch123> Eddi|zuHause: how about ripping out the state machine of airports instead :p"
19:06:25 <spnda> I can't seem to find the code where a roadveh (bus) gets told to stop at a station, can anyone help me out?
19:07:15 <andythenorth> 164 results for state machine and eddi :P
19:07:22 <glx> should be somewhere around orders handling
19:08:19 <spnda> Ah yes, that seems to be what I am searching for, order_cmd.cpp
19:08:33 <peter1138> Eh, vehicle tick handler will do the actual stopping.
19:08:52 <spnda> Well it's more about orders for what I am searching about
19:08:54 <Eddi|zuHause> andythenorth: the words "eddi" and "state machine" appear 97 times in the same line in my log
19:08:58 <spnda> Not the actual way of how it stops
19:10:08 <Eddi|zuHause> [15. April 2010] [16:43:57] <Eddi|zuHause> ... anyway, it's basically SimCity 4-style "puzzle tiles" with newgrf-airport-style state machines for vehicle movement
19:11:28 <Eddi|zuHause> apparently nothing changed in 9 years
19:12:42 <spnda> Are there any methods to get the destination of a cargo, or all destinations of all cargos at a station?
19:18:34 <Eddi|zuHause> what kind of "method" are you looking for?
19:18:59 <Eddi|zuHause> in the gui, you can click on the little "+" icon
19:20:32 <Eddi|zuHause> but those numbers are only simulated, based on probability, only the neyt hop numbers are actually known to the station/cargo at any moment
19:21:31 <spnda> What enum value, I guess, do I pass to Vehicle->type?
19:22:28 <spnda> Eddi|zuHause, well yeah, a method which lists all stations all of the passengers/cargo at a station want to go to
19:22:42 <spnda> If that doesn't exist I guess I'll have to do it myself
19:23:20 <glx> it should exist in gui, but maybe without an explicit function
19:24:05 <Corns> feature request: voluntary company merging in multiplayer
19:24:46 <Corns> is it just a matter of exposing the command request?
19:25:31 <Eddi|zuHause> Corns: might open up some abuse potential
19:26:07 <Corns> oh like, the company deliberately inducing heavy expenses before merge
19:26:10 <spnda> ok to make it easy, can I check if a station has a specific cargo at the station?
19:26:37 <Eddi|zuHause> spnda: check from where?
19:27:05 <Eddi|zuHause> needs more context
19:27:46 <spnda> Like uh, I have a StationID, and I want to check if the station with that ID has cargo, passengers, waiting at exactly that station at that moment
19:28:31 <Eddi|zuHause> spnda: maybe you want to look at the station list window for reference
19:29:17 <glx> StationViewWindow::BuildCargoList() may do something like that
19:30:15 <spnda> glx, that doesn't take a StationID though
19:31:35 <Eddi|zuHause> spnda: there might exist a "Station::FromID(id)" function
19:34:17 <glx> basically BuildCargoList() parses st->goods[i].cargo where st is a station
19:35:11 <spnda> Oh I was looking at the wrong BuildCargoList
19:35:46 <glx> well one BuildCargoList calls the other one :)
19:39:08 <spnda> so I could just do st->goods, where st is my StationID, and would it return the amount?
19:39:44 <Corns> Eddi|zuHause oh i see, abuse via starting new companies and merging them into a main company
19:39:55 <Corns> in order to get free infrastructure/funds
19:40:40 <peter1138> Time restrict it, and... do accounting properly :p
19:40:59 <Corns> maybe they could require - yeah, an age or company value requirement
19:41:55 <Corns> modifiable in game settings (per save so that multiplayer server owners can control it)
19:43:06 <glx> spnda: no, st is a Station, not a StationID, but you can get a Station from the StationID
19:44:39 <spnda> What's that functions name called
19:44:43 <Corns> bleh i'm gonna shelve that idea for now and go back to pathfinding
19:48:12 <glx> Station::Get(stationID) should give you the station from the id
19:52:07 <glx> then you'll have st->goods[cargo_type].cargo with the cargo packets of cargo waiting in this station
19:53:20 <spnda> I'm doing station->goods[0].cargo.AvailableCount;
19:53:52 <spnda> Actually I have to replace that 0 with the cargo_type...
19:54:42 * peter1138 mumbles something about assuming cargo types :/
19:54:49 <spnda> What's the difference between CT_PASSENGERS and CC_PASSENGERS?
19:55:16 <glx> peter1138: in the enum it is ;)
19:55:29 <peter1138> Cargo type vs cargo classes.
19:55:31 <glx> but of course can be redefined by newgrf
19:55:59 <glx> a cargo type can be of some cargo class
19:56:18 <glx> like a tourist cargo can have passenger class
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20:12:21 <spnda> Is there some kind of indicator for a Station that it has been server before so that it will load up cargo from the sorrounding areas?
20:15:21 <nielsm> station->goods[cargonum].HasVehicleEverTriedLoading()
20:15:35 <nielsm> I just looked in station_base.h for things that looked relevant
20:21:00 <spnda> didn't see that method, thanks
20:47:34 <spnda> ohhhhh none of those methods are actual methods of GoodsEntry...
20:48:32 <spnda> but of StationCargoList... so it should work... huh
20:57:29 <spnda> does it maybe not return 0 when there is no cargo?
21:07:13 <andythenorth> so NRT newgrf docs....copy the railtype page and edit it?
21:08:32 <nielsm> if it's not as much work as starting over
21:08:58 <nielsm> it might be safer to copy the structure but rewrite all the content
21:09:13 <nielsm> otoh it's a wiki so little mistakes can be fixed easily
21:11:28 <andythenorth> I don't want to be faffing around over word choices :)
21:11:41 <glx> spnda: using CC_PASSENGERS is wrong here
21:12:19 <glx> and total is avail + reserved
21:13:27 <glx> so I guess it returns true before the amount check
21:14:06 <glx> unless a vehicle tried loading
21:15:39 <peter1138> src/lang/korean.txt:3691: FATAL: Command '<empty>' can't have a gender
21:18:41 <glx> validation fail in eints I guess
21:19:32 <glx> -STR_REPLACE_REPLACING_WHEN_OLD :낡으면 {ENGINE}(으)로 교체
21:19:33 <glx> +STR_REPLACE_REPLACING_WHEN_OLD :낡으면 {ENGINE}{G "으" ""}로 교체
21:22:34 <spnda> glx, the bus had tried to load a few times
21:22:50 <spnda> but it still returned true
21:23:36 <glx> put a breakpoint in the function to check what happens then
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21:27:24 <peter1138> Mmm, single malt whisky
21:32:59 <glx> should we fix korean.txt or should we expect the translators will do it ?
21:33:36 <nielsm> don't assume the translators will see build errors
21:36:38 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7564: Fix 6f33cfd05: incorrect {G} usage in korean translation https://git.io/fjn3z
21:36:53 <glx> that's something eints should be able to check
21:37:51 <nielsm> at the very least eints should probably try to run the real strgen on each file before it commits
21:38:05 <nielsm> and hold back languages that fail
21:39:27 <frosch123> i think i fixed that same issue years ago in wt3 :p
21:39:38 <spnda> How do I go to the next order?
21:40:11 <nielsm> spnda: you mean make a vehicle skip current order?
21:40:29 <nielsm> for that you should probably trigger the "skip order" command
21:41:18 <spnda> I can only find CMD_SKIP_TO_ORDER, is that it?
21:43:27 <spnda> SkipToNextRealOrderIndex()?
21:43:28 <glx> hehe for {G} the looked arg is the following arg, but for {P} it's the previous arg
21:44:17 <andythenorth> frosch123: madness :)
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21:46:58 <frosch123> nielsm: i still like the idea that only the terminal adds to the catchment area
21:47:03 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7564: Fix 6f33cfd05: incorrect {G} usage in korean translation https://git.io/fjn31
21:47:04 <frosch123> is that also included in your version?
21:47:32 <nielsm> frosch123: no, I hadn't considered anything like that
21:47:35 <nielsm> but it sounds reasonable
21:47:49 <nielsm> especially now we have shaped catchments
21:48:47 <nielsm> hmm idea for feature name: ART (Airports with Rules and Tiles)
21:48:52 <frosch123> oh, i even wanted a bus/truck-stop like split between pax and cargo terminal
21:49:24 <frosch123> nielsm: some other dude did some interactive minigame where you could build airports in 2d, to test vehile movement
21:49:44 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7564: Fix 6f33cfd05: incorrect {G} usage in korean translation https://git.io/fjn3z
21:51:01 <frosch123> yeah, i would have guessed 2010
21:51:13 <frosch123> but apparently it was quite close to my attempt
21:51:25 <frosch123> well, "attempt" is exaggerating :p
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21:52:03 <frosch123> essentially i made it to learn ottd gui code
21:52:34 <peter1138> Let me guess, it just needs a state machine...
21:53:01 <frosch123> state machines don't solve problems
21:53:04 <frosch123> they create problems
21:54:31 * andythenorth is a state machine
21:57:30 <nielsm> so how long until aircraft are moving around on it? :)
21:57:37 <nielsm> and do you need any help?
21:57:59 <glx> let's do the state machine in xml then :)
21:58:59 <andythenorth> invent our own yaml-ish
21:59:23 <nielsm> AML, airport markup language
22:00:52 <andythenorth> what's the problem with airports? :)
22:01:14 <frosch123> they are flat an huge
22:01:28 <frosch123> you need sloped taxiways on interesting maps
22:01:56 <frosch123> also, fixed layouts are boring
22:02:07 <nielsm> can real aircraft even traverse slopes of any significance during taxiing?
22:03:11 <nielsm> (I don't know if the forces on the wheels would be different from those during takeoff/landing, and if they'd be able to control speed in a safe way)
22:03:16 <frosch123> don't they use the same engines for taxiing as the yuse for flying?
22:04:02 <nielsm> yeah the wheels don't have motors, they just push around with the air engines
22:04:43 <nielsm> also need taxiway bridges!
22:04:47 <andythenorth> lots of airports are on slopes, but not steep
22:05:04 <frosch123> aircraft have way stronger acceleration than cars, so they should be fine on slopes
22:06:19 <andythenorth> you don't want to be landing downslope, obvs
22:06:59 <andythenorth> too easy to do a roll-off
22:07:54 <glx> anyway landing gears can handle the landing so a slope is nothing
22:09:35 <andythenorth> the runway peaks in the middle, with a 27m drop to one side, and 15m to the other
22:09:35 <glx> and there's also push/pull tractors that can attach to front wheel
22:09:54 <spnda> Why does this not make the vehicle go to the next order? DoCommandP(v->tile, v->index, (v->cur_implicit_order_index + 1) % v->GetNumOrders(), CMD_SKIP_TO_ORDER);
22:12:12 * spnda likes the gif that comes up if I click next
22:12:32 <glx> what wrong could happen anyway ;)
22:16:14 <V453000> I finished drawing my first ipad train today :)
22:16:32 <V453000> pixel pushing might still find a place in my life after all
22:25:05 <spnda> I can't get my DoCommandP to work..sad
22:28:55 <nielsm> what is your order skip in response to
22:29:10 <nielsm> player doing something, or automatic based on some condition?
22:29:29 <nielsm> because DoCommandP is only for directly player-triggered actions (typically clicking the gui)
22:29:39 <spnda> well this is a condition
22:29:54 <nielsm> ther should be another DoCommand
22:30:14 <nielsm> which does not preflight the command and such
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22:34:42 <spnda> So how do I get the VehicleID from Vehicle?
22:35:12 <nielsm> works for almost anything
22:35:20 <nielsm> thing->index to get its id
22:35:30 <spnda> Why is DoCommand overloading then
22:35:38 <spnda> DoCommand(v->tile, v->index, (v->cur_implicit_order_index + 1), CMD_SKIP_TO_ORDER);
22:35:51 <spnda> 'no overload function takes 4 arguments'
22:37:40 <nielsm> you're missing an argument before the command itself
22:37:46 <nielsm> CommandCost DoCommand(TileIndex tile, uint32 p1, uint32 p2, DoCommandFlag flags, uint32 cmd, const char *text = nullptr);
22:43:33 <spnda> nielsm, this doesn't do anything either: DoCommand(v->tile, v->index, (v->cur_implicit_order_index + 1), DC_EXEC, CMD_SKIP_TO_ORDER);
22:44:02 <nielsm> you lost the modulo order count at some point
22:54:45 <nielsm> the trains look very tiny in the first
22:55:22 <V453000> yeah, one of the reasons they don't exist anymore :P
22:57:01 <spnda> Uh I am back my IRC client just hung up or so
22:57:26 <spnda> So uh I've proven now it works as expected, just the skip order command still doesn't actually skip the command
22:58:07 <V453000> utilizing layers is on the menu, but not for this one yet
22:58:40 <spnda> oh might be because I didn't add the %, I added & lol
23:04:14 <andythenorth> I use layers for rear lights
23:04:30 <andythenorth> could use recolour sprite, but eh
23:04:51 <V453000> I do use those in rainbow slugs
23:04:54 <V453000> and I'll use them in wagons too
23:05:29 <V453000> your tendency to add shittons of different cargoes makes me want to create a future-proof maintainable system for cargo wagons
23:05:42 <V453000> so they will split into layers so that recolouring cargoes is feasible
23:05:58 <V453000> while keeping CC stripes etc of course :)
23:08:40 *** arikover has joined #openttd
23:12:59 <spnda> DoCommand(v->tile, v->index, ((v->cur_implicit_order_index + 1) % v->GetNumOrders()), DC_EXEC, CMD_SKIP_TO_ORDER);
23:13:09 <spnda> why the hell is the vehicle not getting the orders skipped
23:18:43 <Wolf01> V453000, I would like to gift F to a friend, if I buy it on steam, he could redeem the drm free version too or I must buy it on the site?
23:29:57 <glx> only steam key from steam
23:40:14 <spnda> Is there another way to skip the current order other than DoCommand or DoCommandP? Both don't work for me
23:41:42 <glx> you can put a breakpoint in CmdSkipToOrder() to trace it
23:44:27 <glx> oh and the command must be executed as the owner of the vehicle, else it will fail
23:45:09 <andythenorth> V453000: pls draw rest of horse trains, thx bai
23:47:19 <spnda> I started OpenTTD with the VS Debugger thing.... It's just a white screen and it's been loading forever now
23:52:06 <spnda> glx, I have the trace of the CmdSkipToOrder function, what do I do with that
23:53:04 <glx> with a breakpoint at start of the function you can go step by step and see where it returns
23:58:43 <spnda> Just would be nice if the VS Debugger actually worked
continue to next day ⏵