IRC logs for #openttd on OFTC at 2021-11-22
            
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01:23:09 <while> can an AI only been written in Squirrel, I'd like to write one in C if at all possible
01:51:13 <glx> squirrel only
01:57:14 <DorpsGek> [OpenTTD/team] glx22 commented on issue #267: [zh_CN] Translator access request https://git.io/J11Pw
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02:57:45 <Eddi|zuHause> while: writing AI in C is not maintainable, as you can't distribute it to other people
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04:20:39 <while> <Eddi|zuHause>: I would like to do it primarily as a proof-of-concept and basic optimization testing, I'm not planning on writing an AI of significance in C
04:21:29 <Eddi|zuHause> well... you have all the source code... what's stopping you?
04:21:39 <Eddi|zuHause> you just can't expect anyone to help you
04:23:21 <while> I know for squrrel AI's there is a main.nut and info.nut, where do I get the header files and what is the format spec for the tar file
04:23:28 <while> for a C ai
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05:03:17 <Eddi|zuHause> there is no spec for a C ai... that idea got dropped very very early in the NoAI development process
05:03:55 <Eddi|zuHause> and much of the squirrel export stuff is autogenerated
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07:35:36 <while> I see
07:43:09 <andythenorth> hmm why is my mac connecting to irc at 04.28 UK time?
07:43:15 <andythenorth> I was asleep :P
07:51:00 <andythenorth> hmm it's waking up every few hours for DHCP lease renewal
07:51:32 * andythenorth files this under "can't be arsed"
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10:10:55 <peter1138> Hurr, laptop has been PATted... while I was using it :p
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14:05:57 <FLHerne> while: The game itself is written in C, and the Squirrel API is implemented in C
14:06:44 <FLHerne> while: so you can modify the game's source code to add an AI, there just isn't an existing plugin interface
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15:57:06 <supermop_work> yo
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16:38:05 <TrueBrain> FLHerne: some ++ fell of that sentence ;)
16:59:48 <Timberwolf> A savegame-compatible Transport Tycoon Deluxe engine has so far been implemented in x86 assembler, C, C++ and Java. (Did I miss any?)
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17:09:07 <peter1138> Woo, upgraded my server to a whopping 16GB...
17:09:55 <dP> is there any particular reason some headers use h and some hpp?
17:10:13 <LordAro> dP: in general, hpp is for templated things
17:10:26 <LordAro> but it's extremely arbitrary
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17:17:17 <dP> yeah, at least there are more than twice as many occurrences of the word "template" in .h files
17:30:19 <peter1138> It's "some people used .hpp and some didn't"
17:46:24 <Eddi|zuHause> probably hysteric
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18:48:55 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/J1bVK
18:48:56 <DorpsGek> - Update: Translations from eints (by translators)
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19:45:23 <dP> how doable is it to add a company color blot to string codes?
19:50:13 <nielsm> if it's a solid color box, should be reasonably easy, if you want it to have some texture (like those used in window title bars in TTO) it might need some bigger hackery of the text rendering
19:50:39 <nielsm> I don't remember if all company colors are represented as text colors though, that might be a limiting factor
19:50:46 <dP> well, it's technically a cc sprite
19:51:25 <dP> text colours match company colors iirc
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20:15:33 <supermop_work> got a cheap tilt adapter
20:16:22 <supermop_work> unfortunately noone drives a toy colored car around downtown
20:16:59 <supermop_work> so looks like the world's drabbest model railroad
20:17:39 <supermop_work> with no trains
20:21:14 <Rubidium> dP: probably not that difficult if you have a blob font sprite laying around; probably needs a simple string control code, so excluding the sprite maybe 10-20 lines?
20:27:24 <dP> Rubidium, does it need to be some special sprite? there is already SPR_COMPANY_ICON
20:28:43 <dP> I could draw a dedicated sprite ofc but the idea was to make company icon to work as a part of text
20:28:53 <dP> so it looks the same with original graphics and stuff
20:32:39 <Rubidium> it needs an extra sprite for the alignment of it alone I fear, though I'm not sure
20:35:05 <dP> there are are bunch of icons added to the text already so I know it's not hard
20:35:15 <dP> it cc recolour and reusing the sprite I'm worried about
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20:44:26 <dP> on a somewhat unrelated note, were there any attempts at making scriptable ui for gamescrips?
20:45:06 <dP> I was thinking how to make gamescripts suck less and it seems to be the must
20:45:30 <LordAro> storybooks are as close as anyone's got, afaik
20:46:31 <dP> I was thinking of just exposing some of the widget system api
20:46:36 <dP> doesn't even seem to be that hard to do
20:47:49 <FLHerne> I remember reading about it here
20:47:59 <FLHerne> but that might have been the last time you asked :p
20:51:15 <dP> well, last time probably was when I thought TB is doing it
20:51:24 <dP> but it turned out to be just some html preview :p
21:07:16 <DorpsGek> [OpenTTD/nml] glx22 updated pull request #244: Add: support for stations https://git.io/JPXOt
21:12:43 <DorpsGek> [OpenTTD/nml] glx22 commented on pull request #244: Add: support for stations https://git.io/J1bhh
21:18:56 <DorpsGek> [OpenTTD/nml] glx22 updated pull request #244: Add: support for stations https://git.io/JPXOt
21:37:26 <DorpsGek> [OpenTTD/OpenTTD] elcosomalo1 opened issue #9713: Company passwords are not saved in the savegames. https://git.io/J1NUn
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21:56:39 <andythenorth> more stations :D
21:57:39 <supermop_work> yay
22:01:13 <andythenorth> my reddit karma has declined
22:01:17 <andythenorth> should I worry? :P
22:05:15 <_aD> andythenorth: I blame the "Signal Travesty"
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22:12:00 * andythenorth bedtime
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