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#openttd IRC Logs for 2014-05-17

---Logopened Sat May 17 00:00:19 2014
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01:21<George>I have a problem.
01:22<George>I need to access var 61 (Query variable of n-th vehicle in chain) to access random bits in CB 10. But does not work.
01:23<George>Is there any other way to check random bits of the first vehicle of the articulated vehicle chain?
01:37<George>BTW when FS#6004 would be implemented?
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03:56<@planetmaker>btw, the new syntax highlighting script is now used and executed
04:00<@Alberth>yay :)
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04:21<@DorpsGek>Commit by translators :: r26592 /trunk/src/lang (41 files in 2 dirs) (2014-05-17 08:21:45 UTC)
04:21<@DorpsGek>-Update from WebTranslator v3.0:
04:21<@DorpsGek>catalan - 1 changes by juanjo
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04:41<@Alberth>hi hi
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04:42<@planetmaker>short appearence :)
05:00<Eddi|zuHause>George: randomaction2 has a builtin offset variable
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05:17<@Alberth>Total posts 1099996 <-- 4 posts togo :)
05:18<Rubidium>nope, 11115 posts to go
05:20<LordAro>that count doesn't exclude deleted posts?
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05:26<Eddi|zuHause>we had this discussion also with post number 1000000
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05:32<LordAro>but the post id is already >1.1e6
05:46<V453000>new renderer =D
05:49<peter1139>Does it animate?
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05:52<@planetmaker>it does
05:57<V453000>of course :)
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06:00<peter1139>that is freaking awesome
06:01<peter1139>the bit that puts the wheels on is a bit weird though
06:01<peter1139>(as if the rest of it is natural :D)
06:01<@planetmaker>to me that looks like attaching wheels in formula1
06:02<peter1139>i mean the way it goes through the ground
06:02<@planetmaker>yeah, that's right. It needs some more solid attachment to the actual foundations of the plant
06:04<V453000>peter1139: it is just not finished, in my model it is done already :)
06:04<V453000>I do the robotic animated things first, solid models afterwards
06:05<V453000>it is great because first you make the functional things that matter, rest is just to fill it up nicely
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06:05<V453000>I have this factory almost done (:
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08:30<Samu>hosting a server with 14 AIs
08:39<Samu>Otvi is building ships going from one lake to another. lol
08:39<Samu>they're stuck
08:51<Samu>sent him an email
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12:11*LordAro is playing the game :o
12:11<Eddi|zuHause>how dare you
12:12<LordAro>i always have to get used to the scrolling - i always feel like the mouse should stay still (relative to the map)
12:12<LordAro>i've been invited to play on a server later
12:12<Eddi|zuHause>you mean like reverse scroll direction?
12:13<LordAro>no, i already have that
12:13<LordAro>i feel like the mouse should stay where it is over the map
12:13<LordAro>on the same tile
12:13<LordAro>rather than staying still on screen
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12:14<Eddi|zuHause>but how often is the tile still on the map after scrolling?
12:14<Eddi|zuHause>and which game does it like that?
12:15<LordAro>i don't know
12:15<@planetmaker>that would be weired really. You couldn't scroll further than the screen width at most
12:15<LordAro>it's just that that's what i "expect"
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12:20<@planetmaker>hm... I did not expect this to trigger while playing: Error: Assertion failed at line 1509 of /home/planetmaker/ottd/trunk/src/saveload/saveload.cpp: IsVariableSizeRight(sld)
12:21<Eddi|zuHause>planetmaker: autosave?
12:21<@planetmaker>yeah. Need to try unpatched, though
12:22<@planetmaker>even though it would be a surprise as I don't touch any var
12:24<Eddi|zuHause>maybe there's old stuff buried that was just missed all the time before the asserts were introduced
12:27<@planetmaker>likely. Also unmodified trunk crashes on me
12:30<@planetmaker>sorry, non left ;)
12:30<peter1139>Shame that isn't compile-time.
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12:33<frosch123>we should have a regession library of savegames
12:33<frosch123>two for each savegame version or something
12:33<frosch123>iterated saveing and loading and comparing the results
12:34<@planetmaker>would need adoption with each new savegame version?
12:35<LordAro>frosch123: wouldn't be too difficult to do, could probably script it ;)
12:35<LordAro>(no, i'm not volunteering :p )
12:35<frosch123>no, i mean you start with a ottd 0.1 savegame, load it with versions 0.2, 0.3, 0.4, ... 1.3 and resave with them
12:35<frosch123>then you take the 0.2 resave and load it with 0.3, 0.4, ... 1.3 and resave again
12:35<peter1139>How about... no :p
12:35<frosch123>you get n*n/2 savegames in total and n saves from the newest
12:36<frosch123>which should be the same :p
12:36<@planetmaker>but no-one has yet complained that the current nightly is totally unplayable when autosave is active :(
12:36<frosch123>LordAro: problem is that it is work to write a script which will result in even more work fixing the issues it turns up with :p
12:37<@planetmaker>not to say the problem to actually run these old openttd versions ;)
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12:41<@planetmaker>o/ Zuu
12:42<Zuu>Nice weather here and I guess in central Europe too?
12:44<@planetmaker>it's alright, yeah :)
12:45<LordAro>:o a Zuu
12:47<Zuu>Got to go soon though. No busses on saturday so well walk 5 km to the pub :-)
12:49<Eddi|zuHause> <peter1139> Shame that isn't compile-time. <-- i don't see how you would get it inherently typesafe without completely rewriting
12:50<Eddi|zuHause>probably needs a bit of templating
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13:00<LordAro>err, where are those passengers coming from?
13:01<@planetmaker>LordAro, 'accepts'. One steel mill tile
13:01<@planetmaker>not coming from, but wanting to go to work
13:01<LordAro>since when did steel mills accept passengers?
13:01<@planetmaker>TTD? TTO? DUnno
13:02<Eddi|zuHause>i'm fairly sure it was already in TTO
13:03<LordAro>i've never noticed before :L
13:04<@Alberth>new transport opportunities for you :)
13:05<Eddi|zuHause>there's a reason it's called "soylent green steel"
13:06<frosch123>"cargo waiting to be processed" :)
13:08<LordAro>note to self: when starting a 256**2 game, don't leave the number of competitors on 14
13:09<frosch123>planetmaker: what game crashes for you btw?
13:11<frosch123>ah, found one
13:12<frosch123>company byte is uint16 :)
13:18<@DorpsGek>Commit by frosch :: r26593 trunk/src/saveload/goal_sl.cpp (2014-05-17 17:18:07 UTC)
13:18<@DorpsGek>-Fix: Goals were saved/loaded with incorrect size.
13:18<frosch123>planetmaker: so, was your savegame one with goals? or are the more hidden issues?
13:25<V453000>steel mill as pax destination rules, me uses it quite often :)
13:32<@planetmaker>frosch123, indeed, I had nocargoal enabled
13:32<@planetmaker>newgrfs were wasteland + ogfx+trains
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14:33<George>Eddi|zuHause: randomaction2 has a builtin offset variable - how can I acces it in NML?
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14:39<Wolf01>hello o/
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15:08<LordAro>anyone want to play the game with me and friends?
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15:38<@DorpsGek>Commit by fonsinchen :: r26594 trunk/src/vehicle.cpp (2014-05-17 19:38:30 UTC)
15:38<@DorpsGek>-Fix [FS#6006]: Don't call UpdateVehicleTimetable with dummy orders
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16:06<Eddi|zuHause>George: instead of "PARENT" or "SELF" you can use "FORWARD_SELF(x)" and "BACKWARD_SELF(x)" in a random_switch
16:07<Eddi|zuHause>George: otherwise you can try using var61 with varFA in a normal switch
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16:54<George>and why var FA, not 5F?
16:57<George>anyway, would it work in CB10?
16:58<George>wiki says only CBs 1D, 2D, 31 and 32 can use var61
16:59<George>have a look at
17:00<George>see lines 145-162
17:02<George>as you can see, I check parent veh random bits, but there should be the first veh in articulated veh
17:03<George>I've tried to code that, but the check always failed
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17:37<Eddi|zuHause>ah, yes, you can't use var61 in callbacks, right
17:40<Eddi|zuHause>George: you sure you mean the right lines? can't see what you mean
17:42<George>switch (FEAT_TRAINS, SELF, sm6_b_visual_effect_and_powered0,
17:42<George> (100 * LOAD_TEMP(0)) + position_in_articulated_veh)
17:42<George> 4: sm6_05_visual_effect_and_powered;
17:42<George> 8: sm6_03_visual_effect_and_powered;
17:42<George> 106: sm6_04_visual_effect_and_powered;
17:42<George> 110: sm6_06_visual_effect_and_powered;
17:42<George> return disable_visual_effect_and_powered();
17:42<George>switch (FEAT_TRAINS, PARENT, sm6_b_visual_effect_and_powered,
17:42<George>[ STORE_TEMP(random_bits % 2, 0),
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17:42<George> vehicle_type_id == sm6])
17:42<George> 1: sm6_b_visual_effect_and_powered0;
17:42<George> return disable_visual_effect_and_powered();
17:42<George>instead of parent I need random bits of the first veh inside ARV
17:42<Eddi|zuHause>not entirely sure what you're trying to do there
17:45<Eddi|zuHause>George: so "depending on bit 0, power either vehicles 4+8 or 6+10?
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17:46<George>yes, depending on random bit 0
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17:52<Eddi|zuHause>George: then i'd make a switch based on position in articulated, and then a random_switch based on one bit with powered/unpowered as 50-50 chance, and another random_switch with the chances reversed
17:53<Eddi|zuHause>afair random_switch has a 0x100 temp storage for dynamically choosing the position in consist, i.e. for passing articulated position
17:55<George>but how would it prevent cases where 4+6 get powered and so on? by making them dependent on each other?
17:56<Eddi|zuHause>George: you use FORWARD_SELF(position in articulated), so they are all based on the same random bit
17:56<George>I'll try
17:57<Eddi|zuHause>you can fill in position in articulated as a number, since you check it earlier anyway.
17:57<Eddi|zuHause>makes the code a little bigger but would maybe save calculation time
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---Logclosed Sun May 18 00:00:21 2014