IRC logs for #openttd on OFTC at 2019-06-15
⏴ go to previous day
00:25:56 *** Thedarkb has joined #openttd
01:28:45 *** snail_UES_ has joined #openttd
01:49:17 *** chomwitt has joined #openttd
02:20:44 *** ChanServ sets mode: +v tokai
03:14:47 *** Gustavo6046 has joined #openttd
03:27:12 *** Thedarkb has joined #openttd
06:01:53 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7613: Generating too many news messages at once crashes the game. https://git.io/fj2dR
06:26:03 <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #7625: Road infrastructure counts are not updated properly, free money exploit with infrastructure maintenance https://git.io/fj2da
07:02:31 *** Progman has joined #openttd
08:41:01 *** andythenorth has joined #openttd
09:46:51 *** andythenorth has joined #openttd
11:02:55 <andythenorth> livestock feldbahn?
11:12:51 <nielsm> I have a feeling livestock would usually just be herded the distances feldbahn would typically run over
11:17:51 <Wolf01> So I found why sometimes I seem to eat keystrokes. I should not connect mouse and keyboard to the same hub
11:18:21 <nielsm> USB should not be doing that
11:20:54 <andythenorth> the 'feldbahn' I'm doing is really all-purpose industrial trains
11:21:03 <andythenorth> it's just shorter to write 'feldbahn' :D
11:36:30 <Eddi|zuHause> andythenorth, nielsm: i think for gameplay reasons it should transport any cargo
11:37:02 <andythenorth> so I had an idea
11:37:11 <andythenorth> now that we have 64 cargos in a game
11:37:18 <andythenorth> instead of using GEAR for refits
11:37:33 <andythenorth> there could be more cargos for refits, so that auto-replace works
11:38:01 <andythenorth> allowing different vehicle types using cargo refit
11:38:04 <Eddi|zuHause> autorefit doesn't work if you have more than one cargo in a consist
11:38:11 <andythenorth> there's always a thing eh?
11:39:08 <Eddi|zuHause> andythenorth: i'm sure there's more reasons why that's a bad idea
11:39:41 <andythenorth> there are going to be quite a lot of feldbahn trains then :P
11:39:52 <andythenorth> due to needing different lengths
11:41:00 <Eddi|zuHause> i think that's the smallest problem
12:27:53 *** Thedarkb has joined #openttd
12:29:01 *** frosch123 has joined #openttd
12:39:35 *** andythenorth has joined #openttd
13:26:51 <peter1138> Hmm, is it lunch time? I had breakfast at ~ 6:30...
13:27:56 *** D-HUND is now known as debdog
13:54:17 <nielsm> the authors of both the "real-time patch" and "stations extend across tunnels/bridges" threads on the forum come across as very arrogant to me... I can't even stand reading their posts :s
13:55:05 <peter1138> I wrote bridges-over-stations (which is the same thing) about 10 years ago.
13:55:31 <peter1138> Eddi|zuHause, I... don't understand a word of that.
14:27:16 *** Thedarkb has joined #openttd
14:36:37 <Eddi|zuHause> peter1138: how dare you! :p
15:12:17 *** gnu_jj_ has joined #openttd
15:16:02 *** gelignite has joined #openttd
15:35:13 *** gnu_jj_ has joined #openttd
15:56:53 *** Thedarkb has joined #openttd
16:07:30 <Eddi|zuHause> i like that xkcd still puts a suggestive blue "click here" in the picture... but i need to set up a filter for this massive promo picture that has no relevance to me
16:08:12 *** arikover has joined #openttd
16:09:13 <dwfreed> Eddi|zuHause: use the mobile site, m.xkcd.com; it's better anyway, because you don't have to hover over the picture for the alt text
16:09:49 <dwfreed> but at least it's on the bottom there
16:20:11 *** gnu_jj__ has joined #openttd
16:41:07 *** Progman has joined #openttd
17:17:35 *** andythenorth has joined #openttd
17:36:50 *** snail_UES_ has joined #openttd
17:38:50 *** andythenorth has joined #openttd
17:39:17 *** andythenorth has joined #openttd
17:39:52 <andythenorth> oof, I had to use my backup drive
17:40:08 <andythenorth> that's rare, most things are on cloud services with history :P
18:31:37 *** sla_ro|master has joined #openttd
19:27:35 *** andythenorth has joined #openttd
19:28:17 <andythenorth> the downside of cloud services with history is....
19:28:27 <andythenorth> when the 'undelete' button looks similar to 'delete permanently'
19:34:56 <dwfreed> smash them over the head
19:35:13 <dwfreed> this is why I have text button labels on in gmail
19:35:24 <dwfreed> because I don't want to try to figure out wtf the icons mean
19:37:09 <andythenorth> ok so all livestock vehicles are named stuff like
19:37:53 <andythenorth> it's a weak joke, but eh
19:46:22 *** Thedarkb has joined #openttd
20:22:02 *** Thedarkb has joined #openttd
21:56:41 <Eddi|zuHause> sometimes you should do only strong jokes or no jokes.
22:00:45 *** Thedarkb has joined #openttd
22:09:35 *** snail_UES_ has joined #openttd
22:10:46 <snail_UES_> could we make a vehicle know which railtype it is on, when it’s in a depot?
22:13:22 <Eddi|zuHause> snail_UES_: does pr #7000 help with that?
22:13:51 <snail_UES_> Eddi|zuHause: what do you mean?
22:16:55 <Eddi|zuHause> if you could try that out and give some feedback on whether it solves your issues or needs more stuff, that would be great?
22:20:43 <snail_UES_> sounds pretty interesting
22:21:03 <snail_UES_> so far, however, there isn’t any way for a railtype to “communicate
22:21:17 <snail_UES_> “ its powered status… apart from the presence of a catenary
22:21:40 <snail_UES_> and there are powered tracks with no catenary at all (3rd rail is an example of that)
22:22:02 <snail_UES_> also, I’ll need max axle weight, which seems not covered by this
22:23:11 <nielsm> 3rd rail, 4th rail, catenary are imo all different types of poweredness, you wouldn't want a train with pantographs up running on a line with only 3rd rail
22:23:39 <nielsm> in other words, "is powered" is not an interesting property for a railtype
22:23:59 <nielsm> the engine just needs a railtype compatible with whichever base type it needs
22:24:34 <snail_UES_> my initial point was to be able to “do something” if a vehicle is in a depot with a specific railtype
22:24:54 <Eddi|zuHause> snail_UES_: you can already read the powered flag. the additional stuff in #7000 is e.g. for having hybrid vehicles
22:25:13 <snail_UES_> yes, but does it work if a vehicle is in a depot?
22:25:36 <snail_UES_> but it wouldn’t work with different axle weights, would it?
22:25:52 <snail_UES_> right.. so it wouldn’t solve my problem
22:26:30 <Eddi|zuHause> with #7000 you could maybe check that
22:26:39 <snail_UES_> I’d like my vehicles to figure out which depot they’re being built in. “Heavy” and “light” unpowered tracks are compatible, but a “heavy” vehicle will run at a crippled max speed on “light” tracks
22:26:52 <snail_UES_> I’d like to be able to visually display that when you’re builing a train in a depot
22:27:04 <Eddi|zuHause> oh, it definitely won't work during purchase
22:27:19 <snail_UES_> how about during consist building in a depot?
22:27:45 <Eddi|zuHause> you have no way of saving that, i think
22:28:23 <Eddi|zuHause> i probably talked about that in #7000, but didn't implement it
22:28:24 <snail_UES_> well, again, if a vehicle knew what kind of depot it’s sitting in, this would work
22:28:56 <Eddi|zuHause> how would it remember that once it left the depot?
22:29:15 <snail_UES_> once it leaves the depot, it can check the current railtype. It’s already happening now
22:29:37 <snail_UES_> say I’m building a “heavy” train on a “light” track
22:29:51 <snail_UES_> I’m buying the vehicles and creating my consist in the depot, everything looks fine
22:30:00 <Eddi|zuHause> maybe i didn't understand your idea right...
22:30:07 <snail_UES_> then I start the train and notice it’s going at a crawling speed
22:30:14 <snail_UES_> because the track is too light
22:30:47 <snail_UES_> ideally, if I build a “heavy” train in a “light” depot, there should be an icon on top of the train (for example) that warns me about that
22:31:14 <snail_UES_> and I can only achieve this if the train can check what kind of depot it’s sitting in
22:31:32 <Eddi|zuHause> i don't see why that wouldn't work already
22:31:50 <snail_UES_> because I think the “veh_railtype” (in m4nfo) only works outside of a depot
22:32:37 <Eddi|zuHause> main problem with the existing variables is that you need to know the exact railtypes
22:32:53 <Eddi|zuHause> it's not future proof with different railtype sets
22:33:29 <snail_UES_> Eddi|zuHause: that is not the problem
22:33:36 <snail_UES_> I’m already handling them all within my set
22:34:12 <snail_UES_> I already built a function that sets the max speed of each consist, as a result of the combination between engine type and rail type
22:34:58 <snail_UES_> the issue is that sometimes I carelessly build a consist with a heavier axle weight than the tracks can handle
22:35:12 <snail_UES_> and it’d be nice for the player to visually see that in the depot, as he’s building the consist
22:35:37 <snail_UES_> rather than noticing that once the train is already moving
22:36:16 <Eddi|zuHause> i still don't see why that wouldn't work in the depot
22:37:52 <frosch123> the track_type is not available in the purchase view, because we did not know what to return in the "available vehicles" list, which has no depot
22:38:43 <Eddi|zuHause> yeah, but "purchase list" is not the samea as "in depot"
22:38:47 <frosch123> but maybe you can fake that by returning the native track type of the vehicle itself
22:39:31 <frosch123> Eddi|zuHause: i recharged the batteries to my crystal ball
22:40:51 <Eddi|zuHause> [15.06.19 22:27] <Eddi|zuHause> oh, it definitely won't work during purchase
22:40:52 <Eddi|zuHause> [15.06.19 22:27] <snail_UES_> how about during consist building in a depot?
22:40:58 <Eddi|zuHause> i thought i already covered that
22:52:13 <snail_UES_> I’ll do more tests…
22:54:38 <Eddi|zuHause> anyway, the changes in #7000 are mostly about not having to list all current and future potential railtypes that the game might have
22:55:58 <Eddi|zuHause> (that nml doesn't know about procedure calls doesn't really help with that approach, also)
23:03:55 *** andythenorth is now known as Guest5206
23:03:56 *** andythenorth has joined #openttd
23:04:10 <andythenorth> I need names for 16 livestock feldbahn trains
23:04:13 <andythenorth> 16 seems a lot eh
23:04:32 <andythenorth> how about....using cargo subtype to set electric / diesel / steam engine?
23:04:49 <snail_UES_> andythenorth: how so?
23:05:25 <andythenorth> use a railtype that works on all, then set subtype in cargo refit
23:05:30 <andythenorth> then use that to set power, effects
23:05:34 <andythenorth> it's a terrible idea
23:06:14 <andythenorth> this is for trams, not actual trains btw
23:06:36 <andythenorth> 16 livestock trams, 16 hopper trams, 16 tanker trams etc etc
23:07:15 <andythenorth> could we somehow make subtypes work with auto-replace?
23:09:34 <Eddi|zuHause> <andythenorth> how about....using cargo subtype to set electric / diesel / steam engine? <-- i'm not sure if you've had worse ideas
23:09:57 <andythenorth> I could look in my irc logs
23:09:58 <Eddi|zuHause> andythenorth: subtypes work with autoreplace, so long as you keep the same name and order
23:10:02 <andythenorth> I've gone pretty low
23:12:10 <Eddi|zuHause> so, i've probably destroyed my system, let's reboot
23:14:07 <snail_UES_> ah Eddi just left...
23:14:29 <snail_UES_> I did some tests, indeed I can change graphics in a depot according to the railtype. I was doing something weird on my end
23:14:38 <snail_UES_> but now I have a follow-up question...
23:15:01 <snail_UES_> it seems I can’t change a sprite recoloring according to where it’s displayed? such as in depot, in GUI, in viewport… ?
23:15:12 <snail_UES_> does it mean I’m forced to use sprite stacking?
23:16:34 *** andythenorth has left #openttd
23:17:36 *** Eddi|zuHause has joined #openttd
23:19:27 <frosch123> the old recolouring callback is cached and affects everything
23:19:41 <frosch123> the sprite stack recoloring is always associated to specific sprites
23:28:18 <snail_UES_> that’s why I thought I couldn’t change graphics in a depot. I was actually using recoloring
23:28:21 <snail_UES_> I’ll change my code
continue to next day ⏵