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#openttd IRC Logs for 2012-05-22

---Logopened Tue May 22 00:00:45 2012
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03:30<Elukka>new try on the falcon 9 launch
03:30<Elukka>amazing moustache
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03:51<@planetmaker>I'd say 'congratulations'. Seems to have worked :-)
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04:10<Elukka>i love how genuinely excited they were
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06:44<krinn>hi all
06:45<krinn>is there a way to read an event without poping the event itself or poping it but a way to reinsert it after
06:46<krinn>for ai/gs
06:47<frosch123>i doubt that, but you can ofc maintain your own queue
06:49<krinn>couldn't catch it as this will remove it
06:49<krinn>i'm a lib, if i catch it, my "hosting" script will not catch it and it might need it
06:50<frosch123>ah, well, then i guess you can only offer some interface function which the host script has to pass all events to
06:51<krinn>ah yep thanks
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07:21<rails>krinn: cant you catch the event then pop it yourself?
07:21<rails>catch event, then call the even again, pushing it back out
07:24<krinn>rails, no
07:24<krinn>once pop, i can't push it back
07:25<krinn>and if i pop it, my hosting script will not get it
07:26<krinn>the first that pop it remove it, so me or the hoster will not get it
07:38<krinn>frosch123, if i hookup EventController to my own function (that will of course return back the event), should works no ?
07:40<frosch123>good point
07:40<frosch123>you could do that :)
07:40<frosch123>just overwrite it with your own one
07:41<krinn>yep just overwrite EventController.GetNextEvent, grab the value and return value
07:43<krinn>frosch123, converting the event instance discard the event or the event is distroy by GetNextEvent ?
07:44<frosch123>the event is available as long as there is an AIEvent instance referring to it
07:45<Eddi|zuHause>why is it, whenever i have the choice between typing "quit" or "exit" in a program, i always try the wrong one first? :p
07:45<krinn>so i could event1=AIEventController.GetNextEvent(); event2=event1; event1 convert/read/use the event and return event2 so the hoster won't see a difference?
07:46<frosch123>i would think so
07:46<krinn>eheh nice, if it work, it will solve my problem
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08:02<NGC3982>i have completely forgot everything i learned in the nml tutorial
08:02*NGC3982 back to school.
08:13<opa>whats nnml?
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08:21<@planetmaker>nml is a programming language for NewGRFs
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11:12<krinn>i have success hook GSEventController.GetNextEvent() to another function but i'm hitting a loop while trying to fetch the result from the function inside mine
11:13<krinn>i was thinking ::GSEventController.GetNextEvent() would call the real function and not mine
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11:23<frosch123>krinn: you need to do something like "_GetNextEvent <- GetNextEvent" before defining the new function
11:23<frosch123>take a look at the compatibility scripts. they do such stuff a lot
11:24<frosch123>krinn: take a look at
11:24<krinn>looking at it, thank you frosch123
11:26<krinn>ok got the picture, trying
11:31<krinn>nope it fail, it restore the main function
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11:43<krinn>oh wait, looks like it works, need to reload the GS twice time :)
11:43<krinn>ahah yes, working, thank you frosch123 :)
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11:53<frosch123>you're welcome :)
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11:56<krinn>now the lib can process events and pass them back and the hosting script didn't even notice it
11:57<andythenorth>cb3A - industry window text
11:57<andythenorth>can it be fixed?
11:57<andythenorth>or if I fix it, can I have a commit?
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12:05<frosch123>what's broken?
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12:06<andythenorth>cb3A isn't broken, it's incomplete
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12:06<andythenorth>the production cb is broken
12:07<andythenorth>it causes the industry window to show possibly useless extra text
12:07<andythenorth>cb3A is one option for fixing that
12:07<andythenorth>maybe it's a sticking plaster, dunno
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12:09<andythenorth>allowing cb3A to set a bit that cleared all text from the industry window might be useful
12:09<andythenorth>or setting a flag on industry, or on production cb
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12:14<andythenorth>I don't mind writing my own industry window text to handle things like 'accepted cargo'
12:14<andythenorth>but I do not like much this silly 'cargo waiting to be processed' stuff
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12:19<@planetmaker>but that's not related to the industry text callback at all, andythenorth
12:20<@planetmaker>it's, as you note, added by the prod. callback
12:23<andythenorth>so the question is which is the more useful fix?
12:23<andythenorth>stop the production cb breaking things, or make cb 3A more powerful and use it to overcome the breakage ?
12:24<andythenorth>or do nothing, which is also valid and useful
12:29<@planetmaker>I could imagine to simply add a misc_flag
12:32<@planetmaker>or maybe add the last of the CB flags in prop. 22
12:33<@planetmaker>hm, nooo.... not prop 22. Feels wrong
12:33<andythenorth>not prop 22
12:33<andythenorth>although I can see why you suggested it
12:34<andythenorth>prop 1A would do
12:34<@planetmaker>was my 2nd thought. Maybe yes
12:34<andythenorth>the strange thing is that setting this flag without enabling cb 3A is nonsense
12:35<@planetmaker>yup. But there's no way to return the callback with a special bit set. afaik
12:35<@planetmaker>as it would break some return values
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12:42<frosch123> <- andythenorth, planetmaker: something like that?
12:43<andythenorth>frosch123: seems plausible
12:43<andythenorth>I could test a patch with FIRS
12:44<frosch123>though it make no obvious decision whether the headling "cargo to be processed" shall be displayed
12:45<@planetmaker>Sth like that, yes
12:45<andythenorth>returning 0800 also clears that?
12:45<frosch123>i guess it would be displayed whenever all input cargos return 401
12:45<frosch123>andythenorth: 0800 means draw text D000
12:46<frosch123>which will result at least in an empty line
12:46<frosch123>401 means skip line
12:48<andythenorth>so what can I return to clear all the boilerplate text?
12:48<andythenorth>and provide my own?
12:51<frosch123>that cb is called once for each input and each output cargo
12:51<frosch123>you can hide some, or all, or display your own text while still using the headlines
12:52<frosch123>it would need checking how useful a complete custom text actually is while still using the same headline
12:53<frosch123>but then, i do not know your original problem with the default text :p
12:54<@planetmaker>frosch123: the "problem" is that the text "cargo remaining to be processed: ..." is pointless with FIRS
12:55<@planetmaker>but it uses the CB which triggers that line
12:55<frosch123>what's pointless about it?
12:56<@planetmaker>it will always be 0
12:56<frosch123>ah, so one use case would be to return 401 for all cargos which are processed immedatiely
12:56<@planetmaker>kind of, yes
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13:40<Nat_aS>hey, is there a conditonal order jump that depends on if a specific cargo is avalable at a specific station?
13:41<Nat_aS>like could you have a food train on an island with a food plant but no factories, that gets goods imported by boat about once a year
13:41<Nat_aS>it would not be worth it to have a goods train on that island, but could you set the food train to check to see if goods are avalable at the port, and refit itself to goods untill they are all distributed, then go back to carrying food?
13:45<CIA-1>OpenTTD: translators * r24266 /trunk/src/lang/ (latvian.txt swedish.txt):
13:45<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-1>OpenTTD: latvian - 5 changes by Parastais
13:45<CIA-1>OpenTTD: slovenian - 2 changes by
13:45<CIA-1>OpenTTD: swedish - 17 changes by Joel_A
13:50*andythenorth is beaten by the svn log
13:50<andythenorth>I know I have r 6860
13:50<andythenorth>but I can't figure out how to show the commit for r6860
13:51<andythenorth>it seems I have to be in a specific directory?
13:51<andythenorth>but I don't know which directory the commit changed
13:51<frosch123>the use the toplevel svn url
13:52<andythenorth>I'll have to go look that up :)
13:52<frosch123>svn diff -c6860 svn://
13:52<andythenorth>this isn't openttd, but the principles will be the same
13:52<NGC3982>life is baking bread in your underwear, watching top gear and play on a oh so slow ttd server.
13:52<frosch123>andythenorth: svn is more than half as old as cvs, so what do you expect? :p
13:53<andythenorth>I expect to rtfm ;)
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13:53<andythenorth>which hasn't yet produced the answer
13:54<andythenorth>apparently the commit messages are "------------------------------------------------------------------------"
13:56<andythenorth>I can get the diff ok for these revs
13:59<andythenorth>suggestion from frosch solved it ;)
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14:05*andythenorth ponders
14:05<andythenorth>live axle with coil springs, or unsprung swing axles?
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14:06<@Terkhen>wine has been improved a lot
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14:06<@Terkhen>I'm surprised at how efficient it is now
14:08*FLHerne needs to try it again sometime
14:08<FLHerne>I spent a long time trying to use it before, and gave up in frustration :-(
14:08<@Terkhen>two years ago I was barely able to open Team Fortress 2 in directx 8 mode and everything set to low, now I can easily run Portal 2 with default settings
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14:11<@Terkhen>(with the same computer of course)
14:15<FLHerne>Mmm. Age of Empires II?
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14:23<@Terkhen>if I can run a game from last year you should have no problems with running older games
14:26*NGC3982 hands bread to the channel
14:26<NGC3982>code, you peasants! code!
14:29<opa>wheres the 5 fish
14:29<@planetmaker>void moo() { print("moo!"); } <-- your code ;-)
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16:03*FLHerne finds the lack of KPovModeler development worrying
16:05<@Alberth>use plain povray :p
16:07<FLHerne>Yeah, but GUIs are easier to learn :D
16:10<@Alberth>did you try blender? :D
16:11<FLHerne>Too much mesh :-(
16:11<andythenorth>mesh :P
16:11<andythenorth>I could never model with meshes
16:11*FLHerne doesn't like meshes at all
16:11<andythenorth>I end up with polys stuck everywhere
16:11<andythenorth>I used to draw splines in illustrator, then extrude
16:11<FLHerne>Also, KPM takes ages to compile
16:12<andythenorth>extruding splines along splines :P
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16:18<andythenorth>is this patch any good?
16:18<andythenorth>I am not competent to read it
16:18<andythenorth>but I think it will fail with industry newgrfs
16:18<@Alberth>no idea about the latter, but the former is not convincing imho
16:20<@Alberth>it allocates a few uints and frees them again for every delivery, if you look at use of 'smallest' and 'largest' functions defined at the top, you will notice they can easily be combined, and the case of 1 industry is not done in a smart way
16:21<@Alberth>the latter is not entirely clear, but I'd think you'd have a special case to drop the balancing code there
16:21<@Alberth>and that case seems to be missing :)
16:22<@Alberth>oh, and the usual breaches of coding style rules :)
16:22<@Alberth>how do you think it will fail?
16:23<andythenorth>the balancing
16:23<andythenorth>it will create a positive feedback loop
16:23<andythenorth>if I've understood his idea correctly
16:24<andythenorth>supplying 1 unit of cargo to industry won't guarantee any output
16:24<andythenorth>I didn't read the patch though :P
16:25<@Alberth>oh, good point, I didn't consider the global idea, but you could be right.
16:25<@Alberth>I didn't read it either, more globally glanced over it, it seems to be very lengthy for some reason I don't understand
16:26<andythenorth>yes, seems long
16:26<@Alberth>I am also not convinced it's a good idea
16:26<andythenorth>I would like the issue solved
16:26<andythenorth>but not sure how it can be done well
16:26<andythenorth>I thought round-robin would be fairest
16:26<andythenorth>no complexity :P
16:27<@Alberth>it happens so often to have several industries with the same cargo near each other?
16:27<@Alberth>I thought it mostly happens for people building mega dump stations
16:28<andythenorth>happens to me :)
16:28<andythenorth>YACD solves it
16:29<andythenorth>but YACD is unsolved in other respects :P
16:29<@Alberth>lower the number of industries :)
16:29*Alberth made a note about looking at the patch
16:30<andythenorth>store a list of industries that can currently accept cargo
16:30<andythenorth>pop the first one
16:30<andythenorth>stick it back on the end of the list
16:30<andythenorth>deliver cargo to that one
16:31<andythenorth>next tick, next industry
16:31<andythenorth>repeat ad-infinitum
16:31<@Alberth>quite doable if you have 1 station :p
16:31<andythenorth>dunno what to do when industry acceptance changes frequently
16:31<andythenorth>that would make the list quite variable
16:32<@Alberth>don't make such industries :p
16:32<@Alberth>ok, gtg, good night andy
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16:37*FLHerne needs multi-station acceptance for FIRS supplies
16:38<andythenorth>overlapping farms?
16:38<FLHerne>Indeed :P
16:38<FLHerne>Also, would a 'shipyard' industry work in combination with a gamescript?
16:39<FLHerne>It could magic up random ships, based on the production level :P
16:39<FLHerne>Or not, seeing as gamescripts probably can't do that...
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16:47<andythenorth>gamescripts can't do that :P
16:47<andythenorth>it's not a bad idea though
16:48<CornishPasty>Make it happen andythenorth
16:48<FLHerne>They should be able to then :P
16:48<andythenorth>in games like Railroad Tycoon, unlocking vehicles via cargo delivery challenges is valid
16:48<andythenorth>I am the wrong person for GS
16:48<andythenorth>I have no idea how it works at all
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17:05<@Terkhen>good night
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17:30<ratastas>tu puedes ablar español
17:31<ratastas>you can ablate Spanish
17:31<ratastas>you can speak Spanish
17:32<ratastas>alguien abla español
17:32<ratastas>you can speak Spanish
17:33<FLHerne>Not me, sorry
17:33<ratastas>ok ok
17:34<NGC3982>ratastas: muy poco espanol aqui.
17:34<NGC3982>ingles es el idioma admitido.
17:35<@planetmaker>well. Please take the Spanish to private conversation
17:35<__ln__>no hablamos español aquí. solamente inglés.
17:35<NGC3982>as i said, english is the allowed language.
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---Logclosed Wed May 23 00:00:46 2012