IRC logs for #openttd on OFTC at 2019-11-25
            
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00:28:52 <DorpsGek_III> [OpenTTD/nml] glx22 opened pull request #66: Add: allow use of switches and random switches as procedures https://git.io/JePq0
00:29:07 <glx> it's just a starting point
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02:35:59 <Eddi|zuHause> glx: is it missing the new file?
02:36:25 <Eddi|zuHause> ah no, i probably misinterpreted a thing
02:36:36 <glx> hmm ?
02:37:43 <Eddi|zuHause> how would 2 procedures get the same ID? there should be a lifetime attached to each ID from definition to last use, so they shouldn't overlap
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02:38:24 <glx> maybe a reference count issue, I'm trying to understand this part
02:39:11 <Eddi|zuHause> i don't have the right mindset to dig into it to help you right now, sorry
02:39:19 <glx> np
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12:19:59 <andythenorth> interesting post https://www.tt-forums.net/viewtopic.php?f=68&t=86377
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12:29:45 <argoneus> what vehicle set do you recommend with firs 3?
12:30:42 <andythenorth> trains or other types?
12:40:31 <argoneus> hmm, all
12:40:35 <argoneus> I like using everything
12:40:46 <argoneus> but I guess primarily trains and rv\
12:44:43 <andythenorth> I use AV9.8 for planes
12:44:57 <andythenorth> I use Road Hog for RVs, and I used to use eGRVTS
12:45:13 <andythenorth> trains Iron Horse 2, or NARS 2, or UKRS 2
12:45:24 <argoneus> thank you!
12:45:32 <andythenorth> I am biased :P
12:46:08 <argoneus> well
12:46:14 <argoneus> at least iron horse is probably always gonna be fully compatible
12:46:22 <andythenorth> ish
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14:45:12 <Sacro> no dbsetxl?
14:47:28 <peter1138> 685 after lunch, hmm.
14:49:48 <peter1138> Hmm, that's only slight more than my cycle commute in.
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16:21:20 <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures https://git.io/JePq0
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16:49:26 <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures https://git.io/JePq0
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17:47:14 <planetmaker> hm... 1.10 < 1.9 on our server website: http://servers.openttd.org/en/
17:47:54 <glx> not surprising
17:48:56 <planetmaker> @ports
17:48:56 <DorpsGek> planetmaker: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
17:50:44 <planetmaker> not surprising. But not ideal either
17:50:58 <planetmaker> (still referring to 1.10 < 1.9
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18:26:10 <LordAro> does anyone know how to update servers.ottd.org ?
18:26:20 <LordAro> it's not on the new infrastructure afaik
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18:28:21 <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures https://git.io/JePq0
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18:36:15 <Eddi|zuHause> ... that PR seems to have escalated :p
18:36:48 <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures https://git.io/JePq0
18:36:50 <glx> just a little
18:37:47 <Eddi|zuHause> probably the reason my attempts went nowhere. needed touching in too many places
18:39:33 <glx> yeah the hard part is to find where to add the small changes
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18:42:57 <glx> "Because callback results are limited to 15 bits, to access the full 32 bit result you can read variable 1C instead (e.g. by and-ing the 7E result with 0 and then adding var. 1C)." <-- maybe we'll need to update the code to transform 7E into 1C
18:43:42 <Eddi|zuHause> yeah, but that should just be the code generation part, right?
18:44:07 <glx> for now the nfo uses 7E directly in all calculation (well sometimes via temp param)
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18:44:15 <Eddi|zuHause> just follow the 7E by a 1C
18:45:09 <Eddi|zuHause> as if you were to write [var[0x7E, blah], var[1C, blah]] in the nml code
18:45:49 <Eddi|zuHause> i would imagine there are places where such things are already done, but i couldn't point out where...
18:51:57 <Eddi|zuHause> anyway, i always approached it like "i can just tuck on the 1C part at the backend, when everything else in the frontend works properly"
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19:44:27 <FLHerne> Trying to understand how the NFO-generating stuff is laid out
19:44:45 <FLHerne> Why is `write_action_value()`, say, in actionD.py?
19:45:16 <FLHerne> It /can/ create an actionD, but most of the time it creates an action6 or nothing at all
19:45:55 <FLHerne> Well, extends the action6 that's passed into it
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19:48:09 <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures https://git.io/JePq0
19:53:15 <glx> I think it does what it's expected to do
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22:01:37 <andythenorth> https://www.youtube.com/watch?v=0_Lt6gQtfyU
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22:07:52 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone opened pull request #7844: Fix: Do not refer to a function in the documentation that was removed… https://git.io/JePrL
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22:21:56 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7844: Fix: Do not refer to a function in the documentation that was removed… https://git.io/JePrW
22:27:43 <andythenorth> new modes then?
22:27:54 <andythenorth> classic, new classic, sandbox
22:30:33 <LordAro> i like the idea
22:46:09 <andythenorth> essay version: https://www.tt-forums.net/viewtopic.php?f=32&t=86324#p1227035
22:51:30 <milek7> new classic?
22:52:31 <LordAro> TTDish defaults vs better defaults, i think
22:52:34 <andythenorth> 'improved'
22:52:35 * LordAro reads
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22:52:46 <andythenorth> but there's always the risk of New Coke if we get it wrong :P
22:53:45 <andythenorth> it wouldn't be a 100% rework, my intent would only to be adjust the few things that really suck
22:53:54 <andythenorth> so more like a 10% rework :P
22:59:05 <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker merged pull request #7844: Fix: Do not refer to a function in the documentation that was removed… https://git.io/JePrL
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23:11:30 <stormcone> hi, is there an easy way to draw a string with a specific color, so ignoring the color codes it has?
23:13:40 <planetmaker> try {RAW_STRING}
23:13:52 <stormcone> i have looked at drawString which has a colour argument, which default value is TC_FROMSTRING, so i assumed if i specifying a given colour that it will use it instead the colour codes the string has, but that not the case
23:13:56 <planetmaker> but... colour codes are there for a reason... so make a new string, if you need it w/o colour
23:15:12 <planetmaker> but quite some time ago I wondered about the same you asked... and whether there shouldn't be a way to draw it w/o the defined colour(s)
23:15:23 <stormcone> i would like to implement James idea from #7843, to grey out a line
23:16:16 <stormcone> so i would't like to duplicate all of the string needed for this if must not have
23:16:40 <planetmaker> duplicating every string is like a bad idea, yes :)
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23:17:45 <stormcone> so is there any other easy mode? :)
23:18:46 <planetmaker> I'm not familiar enough with the string system... but I recon, there is... and I'd dig where you just started as well: trying to find the use cases of TC_FROMSTRING and where it's not used
23:19:53 <planetmaker> and if not: make changes so that TC_FROMSTRING is not the only option :)
23:20:24 <planetmaker> there... must be something like that. E.g. the newgrf lists etc
23:20:43 <planetmaker> all selection lists have a highlight function
23:20:58 <glx> stormcone: why not just draw a line on the string to show it's "not there" ?
23:21:39 <planetmaker> arguably greyed-out is the more conventional way
23:21:54 <glx> list don't have colors in the strings IIRC
23:22:32 <glx> the color is added via another string
23:22:43 <planetmaker> ah, yes.
23:22:52 <planetmaker> I think you're right
23:23:35 <stormcone> the industry directory window's list is not a 'list', its just a panel where the rows drawed line by line
23:24:01 <glx> I know, I rewrited it recently ;)
23:25:56 <stormcone> i know :P
23:32:12 <stormcone> planetmaker: i will look at the highlight code, maybe i find something useful :)
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23:32:42 <glx> maybe a {IGNORE_COLOR_CHANGES_AFTER_ME} would help
23:37:48 <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #66: Add: allow use of switches and random switches as procedures https://git.io/JePq0
23:38:44 <stormcone> in the newgrf window, the newgrf strings don't contains color codes, so the draw string colour argument is used to colour the string
23:39:03 <Eddi|zuHause> maybe greyed-out should be a colour remap?
23:39:17 <Eddi|zuHause> so non-black colours could be shaded?
23:39:38 <planetmaker> hm, interesting aproach. I like it
23:40:13 <stormcone> it not sounds as an easy mode, to be honest :)
23:40:14 <glx> like the crash recolor
23:40:47 <stormcone> but the string i would like to use also contains black parts, so those would'nt be greyed out i think
23:42:36 <stormcone> maybe a function that removes the colour codes would be useful, in that way i could use the drawString as it is now
23:43:21 <Eddi|zuHause> stormcone: "remove all colour" would also be possible with a remap
23:43:28 <glx> you could add a forced_color parameter to DrawString()
23:43:54 <Eddi|zuHause> basically, map all colours to the same colour
23:44:55 <stormcone> i tried to find out where the colors applied, but it looks a little bit complicated for me :(
23:45:01 <Eddi|zuHause> and it's not a new concept, we use colour remaps all over the place... company colours, tile highlights, ...
23:45:02 <glx> but indeed passing a color mapping as parameter seems good
23:46:32 <Eddi|zuHause> latest addition was iirc the black area around the map, which was previously a flat black sprite, but with more height levels we needed sloped versions of that black sprite
23:46:51 <Eddi|zuHause> so we now just paint the regular ground sprite, but apply a black remap
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23:52:03 <glx> color remap can be handled in FontState::SetColour()
23:55:21 <stormcone> i saw that the layouter uses the fontState, but the drawLayoutLine uses the FontCache and currently i don't know how they connect to each other
23:59:37 <glx> I think it's easy to block color changes in FontState