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#openttd IRC Logs for 2015-05-21

---Logopened Thu May 21 00:00:55 2015
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00:33<solatis>is the performance impact of CargoDist something I should be worrying about? will it scale with large networks on my moderate laptop?
00:49<kamnet>I've never had a problem with CargoDist, been playing it for years.
00:50<solatis>ok great to hear
00:51<kamnet>I think the main issue people run into is not quite knowing how to handle the passenger and mail generation. They're so used to being able to shift it wherever they want and have trouble adapting to the idea that your networks are now going to be more greaetly shaped by where the cargo wants to go.
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01:10<Flygon>kamnet: It's also a nightmare for eGTVRS Tram/Buses before 1950 :P
01:11<kamnet>In what way? I didn't have a problem with them in my "Birth of an Empire" scenario.
01:11*Supercheese gets some more playtime in
01:11*Supercheese starts thinking of cool new newgrf features
01:11*Supercheese ends up spending more time developing them
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01:12<Supercheese>there's a fellow who knows how I feel
01:16<solatis>kamnet: thats only with the sync setting eh, async doesn't behave like that ?
01:18<kamnet>I'm with you there Supercheese. I've got a half-dozen projects in various states because I keep getting distracted. I've not played a good round in months now!
01:19<kamnet>solatis: I don't know, I've never ran pax/mail on asynchronous.
01:19<solatis>yeah it doesn't really make sense to run them async
01:20<solatis>ok, this might sound like a silly question, but i'm a little bit new about the terminology that is being used wrt openttd
01:20<solatis>https://wiki.openttd.org/FIRS#Production_Rates
01:20<solatis>that talks about "supply order"
01:21<solatis>what is a supply order, an order that brings from mine/farm to feeder station ?
01:26<Flygon>kamnet: Different playstyles?
01:26<Flygon>In the end
01:26<Flygon>I found it easier to just use railcars as Trams xD
01:32<andythenorth>o/
01:32<kamnet>solatis: supplies are production amplifiers to industries. If you only bring base cargoes to an industry (for example, livestock to the stock yard) you will get so much cargo in return. If you also supply manufacturing supplies, then it will increase the cargo production as long as you keep supplying at least a certain amount of supplies.
01:32<andythenorth>urgh, that wiki page
01:32<andythenorth>one day, someone will fix it
01:32<andythenorth>maybe even me :(
01:33<andythenorth>FIRS was created to be fun
01:33<andythenorth>but somehow it failed
01:33<andythenorth>badly
01:33<kamnet>I have fun with FIRS.
01:34<solatis>kamnet: right, but in this context 'supply order' means something to describe a mechanism that spreads the delivery
01:34<solatis>ECS doesn't seem to work properly for me
01:34<solatis>i don't have any place that accepts Food for some reason
01:34<solatis>it's supposed to be houses, but no city accepts food
01:34<solatis>i think i have some conflicting plugins or something..
01:35<solatis>anyway, i'm having fun with FIRS
01:36<andythenorth>are you playing the ‘Full FIRS’ economy?
01:36<kamnet>solatis: That's a case where the page is badly out of date. As Andy has explained before, the supply chain works differently now and nobody's updated the OpenTTD wiki to update it. You can still set up a distribution chain if you wish, but really if you're playing with CargoDist on then it's not going to matter much. You deliver whatever cargo to wherever it needs to go.
01:36<solatis>yeah that's exactly the reason i was looking into CargoDist
01:36<andythenorth>well kind of
01:36<andythenorth>CargoDist has no idea where the cargo needs to go
01:36<andythenorth>it goes wherever you deliver it
01:37<andythenorth>and it can stumble with supplies
01:37<solatis>you still need to set up delivery destinations, CargoDist just distributes it correctly ?
01:37<andythenorth>‘mostly correctly’ would be more accurate :)
01:37<solatis>:)
01:37<solatis>got it
01:38<solatis>what do you mean with 'Full FIRS' economy btw? are there any additional plugins i'm unaware of?
01:38<andythenorth>it’s a parameter option when you add the newgrf at game start
01:38<andythenorth>http://bundles.openttdcoop.org/firs/releases/LATEST/docs/html/economies.html
01:39<solatis>i'm playing with Economy: FIRS
01:39<andythenorth>yeah that’s the big one
01:41<solatis>yeah, and map size 2048x2048 and a lot of spare time :)
01:41*kamnet is distraccted by eurovision replay
01:42<andythenorth>kamnet: you could improve that FIRS wiki page o_O
01:42<andythenorth>select-al
01:42<andythenorth>all *
01:42<andythenorth>delete
01:42<andythenorth>:P
01:43<kamnet>Someody would be mad at me for defacement
01:47<andythenorth>removing bad information is defacement?
01:47<andythenorth>we should apply wikipedia rules
01:47<andythenorth>everything must be cited
01:47<kamnet>Without replacing it with better information, yes.
01:48<kamnet>Well hell then noobody would update the wiki and it would be useless altogether
01:49<andythenorth>cargo flow for 0.5.3 :P
01:49<andythenorth>those were the days :P
01:50<V453000>FIRS Is Royally Screwed
01:50<V453000>?:P
01:50<andythenorth>moin V453000
01:50<V453000>hy
01:50<andythenorth>also greetings
01:50<V453000>is it dying?
01:51<kamnet>FIRS Industries Really Suck.
01:51<V453000>:D much better
01:52*andythenorth has an unprintable de-acronym
01:52<V453000>print it =D
01:52<andythenorth>better if you imagine it
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02:18*kamnet imagines FIRS as one gaping, seeping hole one must fill time and time again.
02:22<Flygon>FIRS can go yiff in hell? :B
02:33<kamnet>So I went 7/10 in my Eurovision picks. Not bad for my rookie go, I'd say.
02:33<Flygon>Not bad
02:43<andythenorth>Pikka bob o/
02:43<Pikka>si
02:43<andythenorth>it is the hour of day when I speak to Brisbane
02:43<Pikka>lucky you
02:43<andythenorth>it is odd that of all the places in all the world
02:43<Pikka>be sure to remark on how foggy it was this morning
02:44<andythenorth>Brisbane is the one where I might be talking to 2 or 3 different people
02:44<andythenorth>none of who know each other
02:44<andythenorth>also first 4 letters are same as Bristol
02:44*andythenorth numerological
02:44*andythenorth rambling
02:45<andythenorth>Pikka how are you going to use 128 industries then? o_O
02:45<Pikka>I'm going to make 100 different coal mine industries, probably.
02:45<andythenorth>anthracite
02:45<andythenorth>open pit
02:45<andythenorth>deep mine
02:45<andythenorth>drift
02:46<andythenorth>cooperative
02:46<andythenorth>red
02:46<andythenorth>pink
02:46<andythenorth>blue
02:46<Pikka>voxel
02:46<andythenorth>winner
02:46<andythenorth>frosch might be considering increasing cargo limit also
02:46<andythenorth>then you can have more GEAR cargos
02:47<andythenorth>1st gear
02:47<andythenorth>2nd gear
02:47<andythenorth>3rd gear
02:47<andythenorth>dunno after that
02:49<kamnet>Top gear? No, that's a scratch now, huh?
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03:04*Supercheese is watching Top Gear right now
03:17<V453000>https://bugs.openttd.org/task/6303 =(
03:17<V453000>halp
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03:45<supermop>hows it goin
03:51<kamnet>It goes okay Supermop. How about yourself?
03:51<supermop>chilly
03:53<supermop>went walking around town, found an NZ shop selling neoprene hooded sweatshirts
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03:53<supermop>gould go for one of those about now
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04:42<kamnet>I've never been high on hoodies.
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05:27<Eddi|zuHause>i
05:27<Eddi|zuHause>'ve never been high on anything
05:27<Eddi|zuHause>don't do drugs.
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06:52<kamnet>I was high on pot once
06:53<kamnet>I had to change the lightbulb in the bathroom and didn't have a ladder.
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06:59<andythenorth>eh
06:59<andythenorth>anyone understand industry animation?
06:59*andythenorth has questions
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07:12<solatis>hmm
07:12<solatis>CargoDist can be used to automagically transport supply cargo to mines from a feeder station ?
07:13<solatis>as in, i have several coal mines next to each other, feeding a station using several trucks
07:15<solatis>if i add a few trucks to load engineering supplies from this feeder station and travel via the coal mines, will CargoDist automatically transfer some ES to this eeder station ?
07:16<Eddi|zuHause>yes, if you have also a vehicle that brings supplies there
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07:16<solatis>do i have to manually set a vehicle to 'transfer' there ?
07:16<Eddi|zuHause>mind you, that the distribution of supplies might not be very even
07:16<solatis>that's ok
07:16<Eddi|zuHause>no, you don't have to use "transfer"
07:16<solatis>awesome
07:17<solatis>that answers my question
07:17<solatis>i guess it can take a while before the graph with all the links is built
07:18<Eddi|zuHause>yes
07:18<andythenorth>solatis: at the drop-off stations, always set ‘unload and leave empty’
07:18<andythenorth>otherwise you can accidentally bridge linkgraphs
07:18<andythenorth>also cdist copes very badly if you try to distribute to more than about 4 destinations from one supply source
07:20*andythenorth wonders if cdist in trunk tries to measure capacity or not
07:20<andythenorth>can’t remember where fonso got to with some patches
07:22<Eddi|zuHause>afaik, cargodist drops station rating at the source station, if cargo piles up at intermediate stations
07:22<Eddi|zuHause>otherwise, i'm not sure what you mean when saying "capacity"
07:28<andythenorth>(iirc) fonso had a set of patches that attempted to measure actual capacity (throughput) empirically
07:28<andythenorth>and assign cargo in proportion to that
07:28<andythenorth>unless that’s just vanilla cdist
07:29*andythenorth doesn’t understand the implementation
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07:42<Eddi|zuHause>afair such concepts never quite worked out
07:50<andythenorth>the patches I tested ‘worked’, but didn’t make much difference to gameplay
07:50<andythenorth>fonso didn’t merge them
07:51<andythenorth>in recent games, I find cdist can distribute FIRS supplies ok from one source node directly to 3 or 4 destination nodes
07:51<andythenorth>beyond that the behaviour degrades rapidly
07:52<Eddi|zuHause>i'd suggest making 2 stations at the source, one for close by destinations, and one for far away destinations
07:52<andythenorth>plausible solution
07:52<andythenorth>pre-split
07:52<supermop>thats what i do
07:52<Eddi|zuHause>and make sure that the two networks never connect
07:53<Eddi|zuHause>that way, you reduce the impact of distance on demand
07:53<andythenorth>I tend to have that turned down anyway
07:54<Eddi|zuHause>the problem with that setting is that it's global for all cargos
07:54<andythenorth>yes
07:54<Eddi|zuHause>where you might want to have different settings for passengers, mail and goods
07:54<andythenorth>we have previously discussed options for ‘solving’ that
07:54<andythenorth>dunno if we agreed what we were solving yet :)
07:55<Eddi|zuHause>i think we only ever agreed that it's impossible to have one setting per cargo :p
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07:59<andythenorth>and there was some reason we didn’t want to delegate it to newgrf? (frosch iirc suggested that)
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08:07<solatis>andythenorth: when you say "from one supply source to multiple others", you mean, for example, one source of engineering supplies to 4 end destinations, or do you mean 4 'hubs' (that might in fact distribute the cargo to multiple smaller destinations, by truck for example)
08:08<solatis>i assume that you mean that cdist isn't able to distribute evenly amongst a lot of destinations ?
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08:09<solatis>(as in, it isn't as smooth as one would hope for)
08:10<andythenorth>I find that one source to > 4 end destinations works poorly
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08:14<Eddi|zuHause>solatis: it's meant as 4 industries that accept the cargo, not hub stations.
08:14<Eddi|zuHause>solatis: but i'd say that you can have safely more destinations, when the destinations are all about the same distance from the source
08:16<Eddi|zuHause>the larger the difference of these distances, the more uneven the distribution gets
08:18<solatis>i understand
08:18<solatis>so it's better to keep the graphs separated
08:19<solatis>e.g. when you have mulitple sources, build multiple graphs with source / endpoints
08:19<solatis>(one source and mulitple destinations)
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08:20<Eddi|zuHause>yes
08:20<Eddi|zuHause>one industry can have up to two separate source stations
08:21<Eddi|zuHause>that was meant to be you and a competitor, but you can also have two stations by yourself
08:25<solatis>ah that is good to know
08:26<Eddi|zuHause>if you have 3 stations, the 3rd one (ordered by station rating) will get no cargo at all
08:26<solatis>so multiple source <-> destination graphs can even share the same tracks, as long as they don't share stations
08:26<Eddi|zuHause>yes
08:26<solatis>interesting hack :)
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09:19<andythenorth>if FIRS uses spriteset(animation_frame) everywhere
09:20<andythenorth>that would explain why my attempts at animation control fail
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11:37<@Alberth>moin
11:37<andythenorth>lo Alberth
11:40<@Alberth>time to look for dinner
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13:28<andythenorth>quak
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13:29<frosch123>:p
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13:56<frosch123>lolwut
13:56<frosch123>ah, nvm
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13:57<andythenorth>o/
13:57<frosch123>i found a reason to not support more than 32 cargos :)
13:57<frosch123>it prevents a full full firs
14:00<Eddi|zuHause>:p
14:01<Eddi|zuHause>https://www.youtube.com/watch?v=rxUm-2x-2dM
14:01<andythenorth>frosch123: I am +1
14:01<andythenorth>although I still like the idea of 32 per newgrf :P
14:02<@peter1138>I think I had a patch for more than 32...
14:02<@peter1138>Who knows though...
14:03<andythenorth>:)
14:05*andythenorth boggles at animation
14:05<frosch123>anyone changed anything wrt. engine previews lately?
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14:07<andythenorth>when using sprite numbers I can do things like this
14:07<andythenorth>2174 + (((animation_frame % 11) < 6) ? (animation_frame % 11) : 10 - (animation_frame % 11))
14:07<andythenorth>but with spritesets, not so much
14:07<andythenorth>afaict
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14:10<frosch123>you can do that with sprites within a spriteset
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14:10<andythenorth>yair
14:11<andythenorth>so currently, for ~every spriteset, FIRS has something like
14:11<andythenorth> sprite: coal_mine_spriteset_1a_0(1* animation_frame);
14:12<andythenorth>where 1 might vary
14:12<andythenorth>this is templated
14:12*andythenorth needs to change that
14:13*andythenorth doesn’t really understand animation
14:13<andythenorth>if I stop the animation with anim_control cb, the animation_frame stops incrementing?
14:19<V453000>help help :( https://bugs.openttd.org/task/6303
14:20<V453000>it happens all the time to all clients :(
14:20<V453000>quite honestly I am also very curious wtf is the cause :D
14:21<frosch123>ah, found my mistake
14:22<andythenorth>\o/
14:22<frosch123>i have to rediscover desync log replaying every time :)
14:23<V453000>:)
14:23<frosch123>i failed to inject the commands, so i compared the saved replay with one noone playing :)
14:24<V453000>(:
14:26<frosch123>ah, i even compared it with a paused one
14:26<frosch123>i always wondered why replay was wo fast :p
14:27<V453000>what is replay? a series of savegames?
14:28<frosch123>you gave me a start-savegame and a log of player actions
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14:28<Wolf01>o/
14:28<frosch123>you also gave me a series of savegames from the original server
14:28<V453000>:>
14:29<V453000>idk what the files include :P
14:29<frosch123>i replay the player actions on the start-savegame, and check whether it result sin the same as the original savegames
14:29<frosch123>V453000: all the chat :p
14:29<V453000>:D
14:31<V453000>do you have any clues where could it be coming from?
14:31<V453000>the desync not stupid shit I say :P¨
14:32<frosch123>i first have to make sure that i am debugging it correctly :p
14:32<V453000>:)
14:32<V453000>good idea
14:40<andythenorth>Epic WIN videos on YT are so much better than Epic FAIL :P
14:41<V453000>havent ever seen such a thing
14:41<V453000>who want to see someone succeed!
14:42<frosch123>succeed with super hexagon?
14:42<V453000>succeed with anything
14:42<V453000>we humans want to see others fail
14:42<frosch123>yup, that's why we add desyncs
14:43<V453000>:D
14:43<andythenorth>V453000: you are humans? :o
14:43<andythenorth>news to andythenorth
14:43<andythenorth>https://www.youtube.com/watch?v=53YFLgRmG4Y
14:43<V453000>xd
14:43<andythenorth>my compile is FAIL :(
14:43<andythenorth>but I didn’t notice, busy watching YT
14:43*andythenorth should get two screens
14:44<V453000>laym
14:47<frosch123>yay, triggered
14:49<frosch123>industry builder data differs
14:49<frosch123>likely something i broke with more industries :)
14:50<V453000>I thought that could have caused some wtf :D
14:50<Eddi|zuHause>did it pop out a stick with a flag that says "bang!" when triggered?
14:50<V453000>can we blame andythenorth for that?
14:50<V453000>err, s/can/will
14:51<andythenorth>you will
14:51<andythenorth>but you can't
14:51<frosch123>Eddi|zuHause: killing does not create core dumps
14:51<frosch123>you need to abort stuff
14:51<Eddi|zuHause>how is a dead body not a cor(ps)e dump?
14:51<frosch123>ah, i misread albert's code
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14:55<frosch123>V453000: fixed :)
14:56<V453000>no way =D
14:56<V453000>awesome :) I love you
14:59<@DorpsGek>Commit by frosch :: r27291 trunk/src/saveload/industry_sl.cpp (2015-05-21 20:59:11 +0200 )
14:59<@DorpsGek>-Fix (r27278) [FS#6303]: Some savegame data was discarded again during loading.
15:00<V453000>=D
15:00<V453000>I assume it will be available tomorrow evening?
15:00<frosch123>if tb does not break the farm till then :)
15:00<V453000>:DDDD
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15:01<V453000>TrueBrain: please do not break the farm till then :P
15:02<andythenorth>the tile animation control, is it actually designed?
15:03<andythenorth>or did it just grow? o_O
15:03*andythenorth is unclear how it is intended to be used
15:03<frosch123>why?
15:03<frosch123>it's just a decision what frame to display next
15:03<frosch123>either triggered periodically or by some event
15:04<andythenorth>are start and stop just convenience methods?
15:04<frosch123>they save cpu time
15:04<frosch123>i start/stop the periodic trigger
15:04<frosch123>*they
15:04<frosch123>not me
15:05<andythenorth>so e.g. FIRS coal mine has 3 sprites which loop
15:05<andythenorth>for the winding wheel animation
15:05<andythenorth>it needs to last n frames, then stop, then restart
15:05<frosch123>what causes it to restart?
15:06<andythenorth>haven’t decided yet
15:06<andythenorth>either a trigger, or it just gets to the end of the loop
15:06<andythenorth>not sure what is best
15:06<andythenorth>probably just gets to the end of the loop
15:07<frosch123>well, if it stops then animation control triggers STOP at frame N
15:07<frosch123>if it never stops then animation control continues with frame 0 after frame N
15:07<frosch123>if it stops, and some event start it, that event trigger checks whether it is already running, and if not, starts it from frame 0
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15:09<andythenorth>and in all cases I need a switch to choose which actual sprite to play from the spriteset
15:09<andythenorth>no
15:09*andythenorth thinking out loud, sorry :P
15:09<andythenorth>how do I loop over 3 frames for say, 250 frames?
15:10<andythenorth>can’t
15:10<andythenorth>could use permanent register I suppose
15:10<andythenorth>increment a counter
15:10<frosch123>you likely want to make it devideable by 3 :p
15:10<frosch123>*divideable
15:11<frosch123>249 frames :)
15:11<andythenorth>easier
15:11<andythenorth>but when I tried this, I get 3 frames of sprite, then a question mark
15:11<andythenorth>I know why it didn’t work
15:12<andythenorth>I just don’t know which is the intended route
15:12<andythenorth>I suspect there isn’t one
15:12<Eddi|zuHause>andythenorth: LOAD(blah)%3 for 3-loops
15:12<andythenorth>the spriteset has 3 sprites
15:13<Eddi|zuHause>andythenorth: this cycles the numbers 0,1,2
15:13<Eddi|zuHause>as long as blah increases by 1 in each step
15:13<andythenorth>so the correct route is to do that in a switch
15:15<andythenorth>Eddi|zuHause: how would that stop animating after n frames?
15:15<andythenorth>the animation for coal mine is intermittent
15:15<Eddi|zuHause>andythenorth: you stop when you stop incrementing blah
15:16<frosch123>just call "blah" "animation_frame"
15:16<andythenorth>yes
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15:16<Eddi|zuHause>andythenorth: the code that reads blah doesn't need to know whether blah is currently in stopped or incrementing mode
15:16<Eddi|zuHause>it works either way
15:17<andythenorth>so for an intermittent animation with a regular cycle, start / stop is irrelevant
15:17<andythenorth>just control which sprite to show per frame
15:19<andythenorth>simple eh?
15:21<Eddi|zuHause>you start/stop in a different piece of code
15:22<andythenorth>yup
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15:31<andythenorth>ok, so with max length 253, I see the point of start / stop :P
15:34<andythenorth>ha ha there’s ‘anim_next_frame’ as well
15:35<andythenorth>that’s what confuses me :D
15:35<andythenorth>multiple ways to achieve same result
15:35<andythenorth>that’s relatively uncommon for newgrf spec
15:37<Eddi|zuHause>andythenorth: i think anim_next_frame is for when you want to do weird loops like "loop 3-9 this month, loop 10-30 next month"
15:37<frosch123>it's the periodic trigger
15:37<andythenorth>yes
15:37<andythenorth>nah anim_control is the periodic trigger isn’t it?
15:37<frosch123>you use it to stop the animation after 246 frames
15:38<frosch123>instead of making it loop
15:38<andythenorth>anim_next_frame is the ‘every frame’ check
15:38<andythenorth>anim_next_frame seems nearly totally redundant to me
15:38<andythenorth>but eh
15:38<andythenorth>I guess it saves CPU time
15:39<frosch123>it's the most important one for you 3 frames animation :p
15:39<andythenorth>I don’t use it
15:39<Eddi|zuHause>yes, so for a 3-9 loop you do "if n==9: n=3; else: n=n+1"
15:39<andythenorth>that’s silly :)
15:39<andythenorth>just do it in the graphics chain
15:39<Eddi|zuHause>and to stop the animation you do "n=n"
15:40<Eddi|zuHause>or "n=3"
15:40<andythenorth>STORE_TEMP((animation_frame > 63 ? 1 : (animation_frame % 3))
15:40<Eddi|zuHause>or whatever
15:40<andythenorth>^^ just do that in the graphics block
15:41<andythenorth>or do I miss something?
15:41<frosch123>you are wasting 3/4 cpu time :) nothing else
15:41<Eddi|zuHause>andythenorth: yes. this makes an animation for 64 ticks, then stops for 196 ticks, then animates for 64 ticks, ...
15:42<andythenorth>yes
15:43<andythenorth>if I wanted ‘play once’ then anim_next_frame would be needed
15:43<andythenorth>or I set no-loop on the animation
15:44<Eddi|zuHause>andythenorth: you probably want to fire a no-loop animation at random points
15:44<andythenorth>periodic tile loop?
15:44<andythenorth>seems most appropriate
15:44<Eddi|zuHause>i would have expected there to be a random animation start callback
15:45<andythenorth>can be done with the tile random bits
15:45<frosch123>the animation callbacks all have random bits
15:45<frosch123>you can randomise every frame :p
15:46<Eddi|zuHause>like in extra_callback_info1?
15:46<frosch123>yes
15:52*andythenorth wonders if ternary op can be stacked
15:52<andythenorth>condition1 ? result1 : (condition2 ? result2 : result3)
15:53<Eddi|zuHause>yes
15:57<andythenorth>ta
15:58<andythenorth>ha ha
15:58*andythenorth has made a boo-boo
15:59<andythenorth>graphics chain is per industry currently, not per tile
15:59<andythenorth>but animation rules are per tile
15:59<andythenorth>doing it in the graphics chain is, in this case, a Terrible Idea
15:59<andythenorth>specifically a FIRS issue :P
16:01<Eddi|zuHause>i don't know what that means
16:03<andythenorth>FIRS defines multiple tiles for some industries
16:03<andythenorth>with different animation rules
16:04<andythenorth>but the graphics chain has no way currently to provide a switch with per-tile rules
16:04<andythenorth>because reasons :P
16:04<frosch123>don't start animation for all tiles
16:04<frosch123>that would be even more cpu waste
16:05<andythenorth>oh FIRS did that ages ago I think :)
16:05*andythenorth should check
16:05<andythenorth>literally for years iirc
16:05<frosch123>i should finnish that callback profiler :p
16:05*andythenorth wonders about the carbon impact of FIRS
16:06*andythenorth back to anim_next_frame then :P
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16:10<andythenorth>ah
16:11<andythenorth>yes every FIRS industry tile has animation_info set
16:11<andythenorth>and in many cases the value is 1 :P
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16:28<andythenorth>frosch123: you think animation makes much difference? o_O
16:29<frosch123>problem is when it also causes work for unserviced industries
16:29<frosch123>i.e. for douchebags playing on 4kx4k maps
16:30<frosch123>thousands of animated tiles on an empty map
16:31<frosch123>the tileloop only runs every 2.5 seconds
16:31<frosch123>your animation runs every 0.1 seconds?
16:32<andythenorth>probably :P
16:45<frosch123>night
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17:04<andythenorth>this doesn’t :D https://paste.openttdcoop.org/plp8ivr47
17:05<andythenorth>never triggers
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17:29<Wolf01>'night
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17:30*andythenorth is such a bad programmer :P
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18:22<Eddi|zuHause>we know.
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