IRC logs for #openttd on OFTC at 2020-01-22
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08:11:39 <DorpsGek_III_> [OpenTTD/OpenTTD] joestringer opened pull request #7954: Feature: Add news notifications for significantly delayed trains https://git.io/JvL0g
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09:17:14 * andythenorth drawing all the hoppers
09:17:50 <andythenorth> only the – view matters right? :P
09:18:55 <Pikka> only the diagonal view matters :)
09:28:33 <DorpsGek_III_> [OpenTTD/OpenTTD] JMcKiern commented on issue #7950: Normal screenshot mode may incorrectly show a huge screenshot warning dialog https://git.io/JvIMx
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09:45:37 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7954: Feature: Add news notifications for significantly delayed trains https://git.io/JvLur
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11:53:31 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh dismissed a review for pull request #7868: Feature: NewGRF callback profiling https://git.io/JeddG
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15:14:59 <planetmaker> hazzard hoppers, too?
15:17:50 <planetmaker> I wonder for something like uranium ore :D Or live scorpions
15:24:57 <Sacro> Just don't fly directly overhead
15:30:11 <andythenorth> magnetic anomolies
15:30:15 <planetmaker> that's liquids :P
15:30:31 <planetmaker> but sure... a hopper with liquids might be even more fun :D
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17:03:16 <spnda> What's the difference between Action1 and 2?
17:03:40 <andythenorth> got any torpedo wagons in 1x 8bpp? o_O
17:04:00 <andythenorth> I shall draw some for you
17:04:44 <planetmaker> @spnda, "Action2 is used to group sets of sprites from the previous Action1 together, and make them accessible by a variational or random action 2 (chain) or an Action3. "
17:05:34 <Pikka> draw them in 2x 32bpp and I'll put them in UKRS3 too :)
17:07:00 <spnda> planetmaker: So could I call a Action2 a "spritegroup ()" in NML?
17:08:19 <planetmaker> I guess that's true. But Pikka knows better, I guess. My NFO is *very* rusty
17:08:30 <spnda> It was my first time writing NFO yesterday lol
17:08:45 <planetmaker> he... bridges or stations or why?
17:09:14 <Pikka> yes, in nml "spriteset" is action 1 and "spritegroup" is action 2, afaict
17:09:41 <planetmaker> what are you testing exactly, spnda
17:09:48 <spnda> So I don't necessarily need Action2? I can just bind Action1 sprites to Action0 with Action3?
17:09:57 <spnda> planetmaker: Road Stops
17:10:22 <Pikka> action 3 normally refers to one or more action 2
17:11:05 <Pikka> you'll want action 2 chains if you want to be able to do any sort of variable test to decide what graphics to use
17:12:07 <spnda> Pikka: So should I just define a Action 2 like "1 * 1 02 14 00 01 01 01"? The first two 01 just saying there's just one sprite coming or?
17:13:17 <Pikka> whatever format works for you. bearing in mind action 1/2 IDs are word-sized
17:14:21 <Pikka> when referring to them from action 2s, that is
17:14:28 <spnda> My Action1 ID isn't word sized... It's just "7 * 4 01 14 02 06" Huh?
17:15:20 <Pikka> I meant when referring to them from another action 2/3. The "entries..." in the spec
17:16:16 <planetmaker> hm, is road stops stations or another, new feature?
17:16:32 <spnda> i did it as a new feature, 14
17:16:38 <spnda> just thought it'd be a nice addition to nrt
17:16:56 <planetmaker> spnda, then you might be quicker in making a small patch for NML than writing it in NFO :D
17:17:25 <spnda> Well, I kinda want to learn NFO aswell
17:17:34 <Pikka> NML still has to be NFO underneath, doesn't it?
17:17:35 <planetmaker> if it's a sane structure to how it works, e.g. like industries, objects or so, it's really easy
17:17:45 <spnda> And NML still basically uses NFO
17:17:48 <planetmaker> there's not really NFO beneath NML. It compiles directly to GRF
17:18:13 <spnda> Though it uses the same data structure
17:18:39 <planetmaker> nah, there's not NFO beneath it. Of course it outputs a (new)grf... which very much is similar to NFO in binary form
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17:19:22 <spnda> And also having the code here infront of you resembles NFO. I can quite literally read from the docs where and which data and bytes from NFO are read where and when...
17:19:31 <planetmaker> but strictly speaking there's no NFO involved anywhere in NML except when you ask it to output NFO. Nowhere else
17:20:35 <Pikka> road stops should probably be stations
17:20:59 <Pikka> or at least have access to the basestations variables
17:21:12 <spnda> or use the same variables
17:21:44 <spnda> I mean, I'm not going to completely redo how road stops are handled. They're still going to be a BaseStation
17:21:44 <Pikka> I guess the stations variables aren't that useful. just the basestations ones that are shared with airports
17:22:27 <Pikka> new feature ID it is then :P
17:25:03 <planetmaker> hm, yeah. And it just needs re-implementing the variables as in basestation
17:25:11 <planetmaker> with their same name and numeric ID
17:25:58 <planetmaker> hm...! Then you can indeed borrow the sprite generation and composition like from industries and objects @ spnda
17:26:03 <planetmaker> that would... make it nice :D
17:26:29 <planetmaker> rail stations are... different
17:26:56 <planetmaker> I remember frosch saying / explaining somewhen that the way stations do it is actually 'better' by certain definitions... alas
17:27:06 <planetmaker> and that sucks :P
17:29:01 <spnda> I'd guessed there's a reason why there's still no NML support for stations lol
17:29:14 <planetmaker> yes. And the same reasoning applies for bridges
17:29:29 <planetmaker> stations are unique. bridges are unique. Everything else follows a common scheme
17:30:11 <planetmaker> (or two. vehicles all one scheme. all other buildings another common scheme)
17:30:23 <spnda> So I will follow that common scheme for buildings aswell!
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17:37:44 <spnda> 5 years ago already? its been a long time with no updates..
17:44:08 <spnda> Object's Action3 looks exactly like Station's Action 3... hmm
17:44:28 <spnda> There's a lot of mentions of default groups and other groups. What are these?
17:44:35 <planetmaker> the differences are - iirc - in how layouts are handled
17:44:51 <planetmaker> groups are the things how it is sorted in the building menu
17:45:31 <planetmaker> cargo stations, rural stations, trackless stations could be groups for stations. For objects like fences, foot paths,...
17:45:56 <spnda> Ok so just Station Classes and the default group would be the default stations?
17:47:44 <spnda> Well actually it seems that the first checks are for cargo ids, then come default groups...
17:47:52 <spnda> RoadTypes and TramTypes don't use the default group at all it seemss
17:48:56 <spnda> Ohhh I think the documentation is actually giving a good explanation...
17:51:25 <spnda> Yeah so I basically don't care about cargo ids for now...
17:56:40 <nielsm> can there be decorative station tiles that don't belong to a specific transport mode?
17:56:48 <nielsm> I guess it would change the rules for station (sign) ownership
18:00:48 <FLHerne> So many of my stations have 'rail' logos on them just because I'm using empty tiles
18:00:54 <nielsm> also station tiles that don't confer catchment area (but could be cheaper in maintenance)
18:01:43 <nielsm> although that's leaning into "newobjects that respond to nearby stations" kind of
18:02:09 <spnda> Well aren't those just objects anyway?
18:04:11 <FLHerne> spnda: Objects don't have cargo state
18:16:54 <spnda> Is that some docks sprite? I don't recall seeing that anywhere before
18:19:33 <andythenorth> that is a piece of a dock from a newgrf or base set
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19:30:17 <spnda> I can't find where the Spec in the GRFFile struct is put into a Class... Is there some function or something?
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19:37:58 <spnda> Well I saw that, but didn't see any place in there adding a spec into a specific StationClass
19:40:57 <spnda> I only see prop 0x08 which allocates a StationClass and adds it into the cls_id for a StationSpec array in the GRFFile
19:41:34 <glx> yes classes are created if needed by prop 08
19:41:56 <spnda> Still if I would do StationClass::Get(cls_id)->GetSpecCount() I get 0
19:42:12 <spnda> This is not for StationClass, rather for RoadStopClass but it's the same for 0x08
19:42:28 <supermop_work> "Each vessel will be approximately 135,000 gross tons"
19:47:10 <Wolf01> So, I noticed I own Train Simulator 2020 too, that's like Fifa, but it's literally always the same game just changed the year in the name
19:48:51 <spnda> glx: In the BuildRailStationWindow struct the count of stations is assigned by "StationClass::Get(_railstation.station_class)->GetSpecCount()". I do the same for RoadStops but the ones I added by my GRF are not showing up. The class exists but there's no specs assigned.
19:48:51 <supermop_work> yeah but every year the best star locomotives sign with different teams
19:49:47 <andythenorth> supermop_work: 135k is quite big
19:51:52 <spnda> "RoadStopClass::Assign(roadstopspec);" I've got it at the same position in there for my feature...
19:53:25 <supermop_work> this one has themed rooms instead of containers
19:53:40 <glx> spnda: code is visible somewhere ?
19:54:06 <spnda> Only locally just now. I could commit it to my repo though
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19:57:52 <spnda> I'm kinda thinking of making a Draft PR for this already
19:59:21 <nielsm> bridge portion barely any longer than necessary, no huge curves to get back to parallel with the line being joined
20:10:20 <andythenorth> supermop_work: is it a Disney cruise ship?
20:10:56 <supermop_work> i might not be allowed to saw yes
20:11:17 <supermop_work> rather i am allowed to say that disney is building 3 new cruise ships of that displacemnt
20:11:22 <supermop_work> but not much more
20:12:32 <andythenorth> yeah that's on Google, top result for 135k
20:14:23 <spnda> I think I might aswell just open up a draft PR for my feature 14 already
20:15:48 <andythenorth> it's definitely wanted :)
20:15:58 <andythenorth> how easy it is to get reviewed, I don't know :)
20:19:22 <spnda> I'm just gonna have it be a thing
20:53:31 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro merged pull request #7953: Fix #7952: don't try to access destroyed QueryStrings https://git.io/JvL3g
20:53:32 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro closed issue #7952: When closing an interface window within the game whilst typing in Japanese with IME keyboard, the game crashes https://git.io/JvLko
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21:14:43 <glx> spnda: after a quick read it seems ok, are you testing with a custom GRF ?
21:15:08 <spnda> yeah I wrote it myself. Maybe I made some mistakes in my NFO code. Idk
21:15:24 <spnda> I'm opening a draft pr btw
21:19:54 <spnda> nonono that was suppossed to be a draft
21:19:57 <andythenorth> screenshots? o_O :)
21:21:07 <LordAro> spnda: just add WIP to the title
21:21:34 <glx> the new commit checker is so nice :)
21:22:06 <spnda> Still not finished and buggy, but something atleast
21:22:11 <glx> 2 clicks and you see clearly why it fails :)
21:22:11 <andythenorth> it just helps to get attention
21:22:19 <LordAro> test GRF couldn't hurt either
21:22:55 <spnda> my own test grf doesn't work anyway I think so yeah
21:24:10 <spnda> glx: Oh does that commit checker automatically bail when there's no confirmed review?
21:25:04 <glx> same for the compile farm, each time you push changes it builds
21:28:23 <TrueBrain> glx: and just realise that if we port the rest to Actions, warnings/errors of GCC etc are also shown where it happens :o :D
21:28:50 <TrueBrain> well, a simple annotation file would also do that for commit-checker :P
21:28:55 <TrueBrain> something for the weekend I guess :D
21:29:10 <glx> anyway commit checker needs to be improved, if you have trailing whitespaces and a bad commit message only the whitespaces are shown
21:29:20 <glx> commit message check is skiped
21:29:54 <glx> oh and it could also tell on which commit it's working
21:34:19 <TrueBrain> frosch knows, but it looks that way, yes
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22:25:33 <TrueBrain> should be a lot better than the DO CDN :)
22:26:48 <SpComb> dragged your own hardware out to a couple POPs across the globe?
22:27:03 <TrueBrain> that is what we used to do :P
22:27:27 <TrueBrain> kinda trying to move away from that :)
22:28:41 <andythenorth> TrueBrain: there's nothing there!
22:28:45 <andythenorth> I'll check back soon
22:29:26 <TrueBrain> this is now CloudFlare -> CloudFront -> S3
22:29:31 <TrueBrain> too many layers of indirection
22:29:43 <TrueBrain> but it is fully encrypted and verified connections from start to finish
22:30:30 <TrueBrain> enough for one day; sleep well all
22:36:30 <rptr> so why wasn't the clipboard feature added? it looks really fancy on youtube
22:36:35 <rptr> i thought it would be crude but it's incredibly fancy
22:50:08 <glx> hmm DorpsGek doesn't watch OpenTTD-git-hooks
23:18:46 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLF3
23:23:25 <glx> TrueBrain: for DorpsGek to watch a repo it just needs a .dorpsgek.yml ?
23:41:36 <Samu_> I have a question, should priority queues and a star always deliver the cheapest path?
23:41:56 <Samu_> because I'm not getting the same path costs :(
23:42:13 <Samu_> between binary queue and fibonacci queue
23:43:32 <rptr> that's the whole point of the algorithm isn't it?
23:49:29 <Samu_> i better test the different implementations of these priority queues
23:50:05 <Samu_> fibonacci is faster than binary
23:50:25 <Samu_> but i wonder if it's bugged
23:53:18 <rptr> which one is getting a higher path cost?
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23:56:18 <TrueBrain> glx: yes, and I need to assign permission .. I will do that tomorrow if you do the file :)
23:59:03 <Samu_> binary has higher path cost
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