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#openttd IRC Logs for 2015-07-09

---Logopened Thu Jul 09 00:00:02 2015
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01:40<supermop>hello
01:43<Flygon_>Yoooo
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02:05<supermop>think i'll get a beer
02:14<Supercheese>always a sensible plan
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02:41<andythenorth>o/
02:42<Supercheese>trams?
02:44<andythenorth>:(
02:46<supermop>beer too warm
02:48<supermop>bourbon in stead i guess
02:51<andythenorth>trams
02:51<andythenorth>are bigger than narrow gauge trains
02:51<andythenorth>it turns out
02:51<andythenorth>Pikka: you did a tramz trackz grf?
02:51<supermop>the ones here are standard gauge
02:52<supermop>andy which brio wagon would you carry cotton candy in?
02:55<andythenorth>supermop: there is a red version of these: http://www.brio.net/Products/railway/trainswagonsvehicles/gold-train
02:56<supermop>not abstract enough looking
02:57<supermop>http://i.ebayimg.com/images/i/261858074469-0-1/s-l1000.jpg
03:00<supermop>or the green thing with the haybales? http://www.woodenrailway.info/resources/rarebrio/trucksandcars.jpg
03:02<andythenorth>dunno :)
03:02<andythenorth>all the brio we have is modern and detailed
03:03<andythenorth>I don’t know much about it beyond that :)
03:04<supermop>ah
03:05<supermop>i feel like i should do a separate wagon for each cargo
03:06<supermop>as the base set wagons are not refittable, they should all look different?
03:07<Supercheese>not necessarily
03:07<Supercheese>within the same climate perhaps
03:08<supermop>only doing toyland
03:08<supermop>for now
03:10<Supercheese>right
03:10<supermop>but idk i feel like separate hoppers are sort of silly
03:11<andythenorth>if you’re only supporting original toyland cargos, then do one wagon per type
03:11<andythenorth>gameplay is better without refits
03:11<supermop>static grf
03:11<supermop>but should the different wagons look the same
03:12<andythenorth>do you have 2nd company colour available?
03:12<supermop>does baseset?
03:12<andythenorth>dunno )
03:12<andythenorth>:P
03:12<supermop>never seen it
03:12<andythenorth>keep the gestalt, adjust the colourway
03:13<supermop>andy the design school professor
03:14*andythenorth keeps it under his hat
03:15<supermop>so ogfx+ hopper wagon refits to three cargos
03:15<supermop>so i assume that means i should have three hoppers
03:16<supermop>idk
03:16<supermop>sugar in cubes or loose?
03:17<supermop>toffee ???
03:17<Supercheese>toffee is bulk
03:17<Supercheese>since it's quarried
03:18<supermop>yeah but is it in like in chunks?
03:18<supermop>or big blocks
03:18<Supercheese>take your pick
03:18<Supercheese>although the chunks appear fairly large IIRC
03:19<supermop>or sort of slow flowing sticky mass?
03:20<supermop>i feel like cotton candy should be in bales not a pile in a hopper
03:22<supermop>should US english call fizzy drinks soda
03:23<supermop>in tankers, barrels on flatbeds, of in boxcars?
03:24<Pikka>hallo
03:24<Pikka>andythenorth, I drew the tramtracks that are in the base set(s)...
03:25*andythenorth is wondering about wider tramtracks
03:25<andythenorth>might be a non-thing
03:25<Pikka>they do need to be narrower than the rail tracks IMO
03:25<Pikka>whether they should be the same as narrow gauge... depends how narrow your narrow gauge is
03:26<andythenorth>turns out trams have a higher axle load than trains in my grf :P
03:26<andythenorth>but let’s not ever mention axle load ever again
03:26<andythenorth>ever
03:46<supermop>need to get rid of these prints i made
03:49<supermop>brio would really benefit from curvy tracks
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04:16<Supercheese>It was discussed changing Fizzy Drinks to Soda for US English, but it's Toyland and it's supposed to sound very silly, and Fizzy Drinks is extremely silly
04:17<Supercheese>that sentence is very awkward, but you get what I mean
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04:22<andythenorth>Soda is silly :P
04:22<Supercheese>Coke is also silly, but eh
04:22<Supercheese>different parts of the country have completely different ideas what the stuff should be called
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04:22<Supercheese>However, everyone thinks Fizzy Drinks is ridiculous, so therefore it fits Toyland well
04:23<V453000>one dude on our server changed nick to Varoufakis ...
04:25<^Spike^>V did the econmony of our game go to hell now? :)
04:27<V453000>kind of
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05:08<supermop_>can a static grf change text strings?
05:10<peter1138>Soda is a stupid name for fizzy drinks
05:25<supermop_>better than pop
05:26<supermop_>but the idea wasn't for a grf to change fizzy drink to soda, but to change plastic flatcar to plastic tanker or something
05:27<supermop_>or candy boxcar to candy gondola
05:27<supermop_>i think candy wagon should be the classic brio open wagon with a single swedish fish on it
05:27<supermop_>how one makes a swedish fish from toffee i do not know
05:38<supermop_>what candy can be made from cotton candy anyway
05:47<supermop_>Burboun and stout leads to indignant forum posts
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07:10<Eddi|zuHause>supermop_: my guess is "yes", but why would you need your grf to be static, anyway?
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10:40<Terkhen>hello
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13:45<@DorpsGek>Commit by translators :: r27327 trunk/src/lang/korean.txt (2015-07-09 19:45:08 +0200 )
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>korean - 1 changes by telk5093
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14:17<andythenorth>o/
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14:44<andythenorth>GS really should be allowed to communicate with NewGRF
14:44<andythenorth>really really
14:44<andythenorth>just to see what happens mostly
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14:49<@Alberth>being able to do some requests would be useful imho
14:50<@Alberth>but I wonder if you should really hook into industries
14:50<@Alberth>eg payment may be much more interesting
14:51<andythenorth>‘hook into’ is unlikely tbh
14:51<andythenorth>but there is already a defined API for message passing
14:52<andythenorth>and defined messages
14:52<andythenorth>expose that to GS
14:53<@Alberth>where is that?
14:54*andythenorth finds it
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14:54<andythenorth>http://newgrf-specs.tt-wiki.net/wiki/Callbacks#Random_production_change_.2829.29
14:54<andythenorth>and the associated monthly change
14:54<andythenorth>it would be better to extend it so the newgrf could detect if it was a GS or OpenTTD triggering the event
14:55<andythenorth>there is no meaningful further control a GS could provide beyond production + closure
14:56<andythenorth>certainly a GS can’t do anything like processing calculations, they run far too often
14:57<andythenorth>nor tile animation etc
14:57<andythenorth>totally inappropriate :)
14:57<frosch123>so you want a gs event callback :)
14:57<andythenorth>maybe
14:57<andythenorth>a newgrf industry could be coded so that it can _optionally_ listen to GS events
14:58<andythenorth>leaving the actual details in the hands of the newgrf, but allow GS to set the general direction more / less, stop / start, close
14:58<andythenorth>similarly GS could control intro and expiry dates of a vehicle newgrf, via a technology level or such
14:59<andythenorth>but it couldn’t set speeds and so on
14:59<andythenorth>technology level would also solve every daylength justification I’ve seen, except realism freaks :P
15:03<andythenorth>oops
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15:03*andythenorth monologing again :(
15:03*andythenorth must stop
15:03<andythenorth>soory
15:03<Zuu>Hello
15:04<Zuu>Too many threads about GS at the forum lately. :-)
15:05<andythenorth>lo Zuu
15:08<Zuu>GS could have a callback in info.nut which get called before the game start with a list of NewGRFs so it can veto and pass along a text message. While a bit constraint perhaps, GSes are distributed in their source form, so users who disagree could always hack the GS to bypass it.
15:09<Zuu>It could then when game starts still have no knowledge about what GRFs is in the game if we wish.
15:10<andythenorth>I don’t think it needs knowledge :)
15:10<andythenorth>I have thought about this a bit, a GS tied to specific newgrfs is quite brittle
15:10<andythenorth>for scripted scenarios it would make sense, but eh, who’s making those? o_O
15:11<Zuu>There is already one city builder GS targeting FIRS. IIRC
15:12<Zuu>Well, for cross domain logic like the forum guy, it could make sense.
15:12<andythenorth>does the city build rely on specific cargos?
15:14<@Alberth>doesn't it have translation tables for cargoes of industry grfs?
15:14<Zuu>Found the GS: http://www.tt-forums.net/viewtopic.php?f=65&t=69189
15:16<Zuu>A GS made for a specific industry set can provide cargo specific settings labeled by cargo in the NewGRF. If you don't know how many cargos there will be and which cargos it will have, it is a bit hard to do per-cargo specific settings for the GS.
15:16<andythenorth>so that GS doesn’t need FIRS, just the cargos
15:16<andythenorth>but it does need all of the right cargos
15:17<Zuu>Probably yes
15:17<andythenorth>Zuu: I put some stuff in just before you joined btw (see the logs?)
15:18<Zuu>I'll look it up
15:18<andythenorth>hmm
15:18<andythenorth>the ‘conquer the west’ GS should build primary industries on the frontier
15:18<andythenorth>then towns and secondary industries on the newly settled lands
15:20<Zuu>Looks like your monolog is sensible
15:20<andythenorth>:P
15:20<andythenorth>it doesn’t need any newgrf spec change if done dirty
15:20<andythenorth>a secondary industry can still listen to the production change cb for example
15:21<andythenorth>so if we wanted to stop / start production, set the production multiplier to a certain value
15:21<andythenorth>FIRS could publish which values it will listen to
15:22<Zuu>publish as via an API or publish as in a manual?
15:22<andythenorth>manual http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html
15:22<andythenorth>but that is generated from FIRS source directly
15:23<andythenorth>it would be a convention
15:23<Zuu>So usually NewGRF set production multiplier, but you propose to allow GS to tap in and set it instead?
15:23<andythenorth>OpenTTD sets it
15:24<andythenorth>newgrf chooses to reset it (or not use it)
15:24<Zuu>So it is read only to newgrf?
15:24<andythenorth>http://newgrf-specs.tt-wiki.net/wiki/Callbacks#Random_production_change_.2829.29
15:24<andythenorth>if the newgrf uses value 04, then it does whatever OpenTTD wants
15:25<andythenorth>as a nice to have, set a bit to say that a GS set the value, not OpenTTD
15:26<andythenorth>because I don’t like OpenTTD’s industry handling so I ignore it, but would not want to stop a GS author providing a different approach
15:26<Zuu>Yeah that would probably be nice. A sort of flag to the NewGRF that perhaps the GS has a plan why it ask you to do this. :-)
15:26<andythenorth>so, e.g. in the case of FIRS primary industry, the supplies mechanic would still operate
15:27<andythenorth>so you’d get 2x or 4x base production if supplies are delivered
15:27<andythenorth>but the GS determines the base production
15:27<andythenorth>it’s a separation of concerns that follows roughly how the game already is structured
15:27<andythenorth>GS has no role trying to understand or manipulate supplies, that’s way too complex
15:29<Zuu>So what GS get is something similar to the production change cheat?
15:29<andythenorth>yes
15:29<andythenorth>which requires no newgrf spec change, unless we want to add a nice-to-have ‘this is GS' flag
15:30<andythenorth>if author(s) then wanted to write a closely integrated GS/industry newgrf, they could
15:30<andythenorth>using the production cb as message passing
15:30<andythenorth>I wouldn’t bother, but eh
15:31<andythenorth>newgrf industry can ask / tell nothing of the GS btw
15:31<@Alberth>newgrf doesn't have enough info anyway
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15:32<@Alberth>technically it can tell the GS things by reacting to messages in a certain way
15:34<andythenorth>there’s not much that GS can read from the industry
15:34<andythenorth>afaik
15:34<andythenorth>production?
15:34<Zuu>http://nogo.openttd.org/api/trunk/classGSIndustry.html
15:35<andythenorth>yeah very little there that could be used for messaging
15:35<andythenorth>I don’t think messaging is needed newgrf -> GS
15:36<andythenorth>the only case I can think of is ‘can I close?’
15:36<andythenorth>or ‘I want to close, is it allowed?'
15:36<@Alberth>terrain shape for construction
15:37<Zuu>Btw, the production that GS sees is historic and not an instant response on multiplier, so it is quite slow to use for communication.
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15:37<andythenorth>yes
15:37<Zuu>If NewGRF can control the stockpile size directly, that may be a possibility though.
15:37<andythenorth>nah
15:37<andythenorth>well, only by evil
15:37<andythenorth>hmm
15:37<andythenorth>does GS respond to OpenTTD events?
15:38<Zuu>GS recieve OpenTTD events
15:38<andythenorth>how would it handle the monthly / random CBs?
15:38<Zuu>But it doesn't have callbacks that instantly return. Other than the save callback.
15:38<frosch123>andythenorth: you need to keep in mind that passing info newgrf->gs is a lot easier than gs->newgrf
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15:38<frosch123>gs runs only on the server, so all info needs to be send as commands
15:39<andythenorth>Zuu: could use a queue?
15:39<andythenorth>dunno
15:39<andythenorth>this is all in industry_cmd.cpp iirc
15:39<andythenorth>if you want to try it, I could patch FIRS
15:39<andythenorth>it might work with default industries even, not sure
15:39<Zuu>GS has an event queue with events from OpenTTD. Eg. Vehicle crashed.
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15:40<andythenorth>frosch123: would that limitation make any difference if this is just an injection to monthly / random cb?
15:40<Zuu>I'm trying to fetch current source code. My hg pull doesn't work. Probably due to the mirror change some months ago.
15:40<andythenorth>mine neither
15:40<andythenorth>I should fix that
15:41<andythenorth>it’s documented in forums iirc
15:41<Zuu>yep
15:41<frosch123>andythenorth: i do not see any significany in a monthly callback
15:42<frosch123>anyway, the question is, at what point does the gs give information?
15:42<frosch123>does it do it in advance? and does newgrf tell whether to use or discard it?
15:42<frosch123>or does the newgrf trigger the gs to make decision
15:42<frosch123>newgrfs decide stuff instantly
15:42<andythenorth>newgrf returns 04 to the production cbs
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15:43<frosch123>gs have a hard time to pass information and being triggered from external
15:43<frosch123>gs asking newgrf is a lot easier
15:43<frosch123>andythenorth: what does the gs do?
15:43<Zuu>NewGRF could possible expose information via properties that GS can look at if they like to.
15:44<frosch123>does the gs have a function "next time the newgrf returns 04, do this"?
15:44<andythenorth>no
15:44<frosch123>or does the gs have to listen to newgrf returning 04, which may reach the gs months after the newgrf triggered it
15:44<frosch123>read: gs have no concept of "instant decisions"
15:44<andythenorth>ok, so that was my concern about this idea
15:45<frosch123>they can either deposite information for newgrf to fetch at some point
15:45<andythenorth>OpenTTD runs the monthly cb when it runs
15:45<andythenorth>but GS can’t respond
15:45<andythenorth>?
15:45<frosch123>or they can react months after newgrf requesting a gs to do something
15:45<frosch123>there are no interrupts
15:45<frosch123>gs can only poll
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15:45<andythenorth>so the best GS could do is decide that the next time the monthly cb runs for a specific industry instance, the value should be x?
15:46<andythenorth>and similarly for random cb
15:46<frosch123>and even if there were interrupts, information cannot take effect immediately, because it needs to be send over the network first
15:46<andythenorth>I am puzzled by the network issue
15:46<andythenorth>it’s probably not a relevant puzzle though
15:47<frosch123>basically a gs could ask newgrf to do something, and the newgrf may obey or ignore
15:47<frosch123>newgrf can also answer when asked
15:47<frosch123>but gs cannot quite answer to newgrf
15:47<frosch123>so, essentially, it's always the gs that has to take initiative
15:48<andythenorth>+1
15:48<andythenorth>if newgrf can ask GS to do things, then I think we’re on a highway to hell
15:49<frosch123>the lazy method would be to add a callback which gs can trigger with whatever values, and the newgrf can react to it in whatever way
15:49<andythenorth>who is controlling the game at that point?
15:49<frosch123>but in the past that apporach has always failed :p
15:49<andythenorth>I would, for dirtiness, just modify the existing callbacks :P
15:49<frosch123>see station classes, object classes, railtype labels, ...
15:50<frosch123>andythenorth: modifying existing callbacks does not match the "gs taking iniitiative"
15:50<frosch123>the existing callbacks are triggered by ottd
15:50<frosch123>if yuo use them, you are back to gs storing information in "gs registers", which newgrf can read
15:51<frosch123>which essentially turns it into "newgrf polling for gs information" :p
15:51<andythenorth>yes
15:51<andythenorth>that’s my design
15:51<andythenorth>by design :)
15:51<andythenorth>deliberately
15:51<andythenorth>what’s the downside? o_O
15:52<frosch123>well, there is a difference
15:52<frosch123>"gs variables" are static
15:52<frosch123>once set, they do not change
15:52<frosch123>a callback would be a "trigger" that happens exactly as often as the gs triggers it
15:52<frosch123>technically you can emulate both with each other
15:53<frosch123>i..e the "trigger callback" could store a value in a newgrf register, resulting in a gs variable
15:53<frosch123>and vice versa the "gs variable" could be compared to earlier values, or incremented or whatever
15:53<frosch123>but the trigger callback could also answer to gs
15:54-!-shirish_ [~quassel@117.195.114.205] has quit [Ping timeout: 480 seconds]
15:54<frosch123>while the gs varibles could not answer, instead gs would have to read other newgrf variables, and noone knows who reads what when
15:55<Zuu>Would it be feasible to have a DoCommand called by GS that would call ChangeIndustryProduction(Industry *i, bool monthly) in industry_cmd.cpp with an two extra argumnets: "I'm a GS" and the desired production multiplier?
15:55<frosch123>that's essentially what i meant :)
15:56<andythenorth>that’s also what I meant :)
15:56<frosch123>just there is no point in trying to use an existing ChangeIndustryProduction
15:56<frosch123>you can add a new one, with less confusing bloat
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15:57<Zuu>An improvement may be to have a bit in the industry that GS can flip via another API that would disable default OpenTTD production changes.
15:57<Wolf01>o/
15:57<Zuu>Or do it like the bit is flipped automatically when you make a manual adjustment and have a reset API method to zero this bit to pass back control to OpenTTD.
15:57<frosch123>Zuu: the newgrf can store whatever the docommand passes to it
15:57<frosch123>so the "flag" is already covered
15:58<Zuu>So it is up to the NewGRF to ignore the usual OpenTTD calls and only listen to the GS?
15:58<frosch123>yes, usually the newgrf ignore the ottd call anyway, don't they? :p
15:58<frosch123>anyway, what happens with newly spawned industries?
15:59<frosch123>can gs set default values for new industries?
15:59<frosch123>or do they have to listen for new ones, and then inform then one by one about their presence
15:59<frosch123>same when startnig a new game with 10k industries :p
15:59<frosch123>would a gs want to control all industries? or only a hand full?
16:00<frosch123>gs are bad at controlling 10k things, because it can only execute like 30 commands a second or something?
16:00<frosch123>or only 15?
16:00<frosch123>i don't know :p
16:00<frosch123>does it need 1 or 2 ticks to execute a command?
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16:05<andythenorth>GS doesn’t get control of newly spawned
16:06<frosch123>no, but the gs could leave a letter for every new one to read :p
16:06<andythenorth>hmm
16:06<frosch123>even the industry placement condition could read that
16:06<frosch123>gs could say "more wood!!!"
16:06<andythenorth>if there are 10k industries…
16:06<andythenorth>and GS tries to control all monthly?
16:06<andythenorth>bad?
16:07<andythenorth>is this basically infeasible? :)
16:07<frosch123>hmm,,.. though if a gs wants more wood, it would proably fund industries itself
16:07<frosch123>@calc 74*30
16:07<@DorpsGek>frosch123: 2220
16:07<frosch123>i guess a gs has no chance to control more than 2k industries per month :p
16:08<andythenorth>how many on a map?
16:08<andythenorth>:P
16:08<frosch123>64x64 maps only \o/
16:08<andythenorth>I read that as 64kx64k :(
16:10<frosch123>so well, i guess it's down to "a gs can only control industries the player services"
16:10<andythenorth>hmm
16:10<frosch123>it can not control all industries on maps way too huge for players
16:11<frosch123>maybe we should just loop maps
16:11<andythenorth>“gs controls all instances of an industry type at same time” o_O
16:11<frosch123>make the map 256x256 and display it as looped
16:11<andythenorth>“all coal mines increase production” :P
16:11<frosch123>noone will notice :p
16:11<andythenorth>looping maps :)
16:12<frosch123>andythenorth: maybe "industry type + area + event"?
16:12<frosch123>then gs could control single industries, or a buch in an area
16:12<andythenorth>‘area’ is an interesting concept :P
16:12<andythenorth>if we divided the map into segments :P
16:12<frosch123>frankly it make no sense to give 5k different commands to 5k industries
16:12<frosch123>that' just random then
16:12<frosch123>which needs no gs
16:12<andythenorth>we could also set a profit calculation in a segment :P
16:12<andythenorth>100% separate issue but eh
16:12<Zuu>A very basic start http://junctioneer.net/openttd/01.patch
16:13*andythenorth should patch FIRS
16:14<Zuu>I don't know exactly what to use from ChangeIndustryProduction, but the rest to setup the command is not so hard, just some work. :-)
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16:19*andythenorth wonders if OpenGFX + industries listens to prod. change
16:19<andythenorth>oh this would be a new cb anyway?
16:21<frosch123>https://paste.openttdcoop.org/ps6aj7xff <- something less specific
16:22<frosch123>hmm, the area command has no space to set a industry type though :p
16:22<frosch123>we need more command parameters :)
16:23<frosch123>i considered a patch to merge the parameters tile, p1, p2 and text into a variable amount of parameters
16:23<frosch123>only limited by a maximum size
16:23<andythenorth>“coal in the east are running out”
16:24<andythenorth>“coal mines in the west are increasing production"
16:24-!-tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds]
16:24<andythenorth>“coal mines in the west will be spinning their wheels faster” :P
16:24<Zuu>If you limit the size of the rect, it may be possible to use a limited number of bits to specify the width/height of the rect. :-)
16:24*andythenorth saw l12
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16:25<frosch123>Zuu: good point :)
16:25<Zuu>And save some for other use. Depending on how many you nead for industry type.
16:25<andythenorth>64x64?
16:26<Zuu>A third command could possible be to broadcast to the entire map.
16:26<andythenorth>could that just work down a queue?
16:26*andythenorth has a queue obsession
16:26<frosch123>https://paste.openttdcoop.org/p0a28hstd <- more like that?
16:27<andythenorth>‘next time this node is processed, the value is x'
16:27<andythenorth>whenever that is :P
16:27<frosch123>s/vor/for/ btw :p
16:28<Zuu>I assume var 10 and 18 are vars that are usful for the NewGRF.
16:28<frosch123>it's just something the newgrf can read
16:28<frosch123>it's essentially a parameter like p1 and p2
16:28<Zuu>right
16:28<frosch123>call "p1" as "var 10", and "p2" ans "var 18" :p
16:29<Zuu>:-)
16:29<frosch123>but some parts of the parameter are already used, so only some parts are free
16:29<frosch123>so for cb29 var10 is free and var18 is used, while for cb25 it is the other way around :p
16:30<frosch123>but maybe it is a good idea to not use cb29, but add a new one
16:30<frosch123>cb25 otoh has a "trigger type" parameter, so we can just add a "gs trigger"
16:30<andythenorth>I was only -1 to a new cb so we didn’t have to patch the tools :)
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16:30<andythenorth>and I can’t edit the wiki anymore :P
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16:30<frosch123>the newgrf can then start a animation of money raining down on it
16:30<Zuu>:-)
16:30<andythenorth>v can animate that
16:31<Zuu>I like your proposal
16:32<Zuu>I can code the part untill those commands are called. But beyond that I'm a bit lost. :-)
16:33<Zuu>Not saying it is impossible, but will take more time :-)
16:36<Zuu>frosch123: would it not be good to also gave CmdIndustryGSWorldEvent or similar name that affects all industries of given type on the map?
16:37<Zuu>Hmm.. and then someone want a town selector.
16:37<andythenorth>keep it simple :)
16:39<Zuu>Better simple that gets done than complex that never get done :-)
16:39<frosch123>Zuu: i have no idea, we need more experimental ottd versions :)
16:39<frosch123>we should start a patchpack or something
16:39<andythenorth>froschpack
16:39<andythenorth>but remember, nobody will read your bug reports ;)
16:40<frosch123>i also have a company colours patch :p
16:40<frosch123>it works for one blitter
16:41<frosch123>anyway, i am unsure about whether to execute all callbacks at once
16:41<frosch123>or whether to distribute them randomly over some ticks
16:41<Zuu>I have some acient vehicle overtake patch which didn't workout they way I wanted it to.
16:42<@planetmaker>o/
16:42<frosch123>so yes, i think an experimental version for gs and newgrf to try stuff
16:42<frosch123>i don't think rushing for trunk is a good idea :p (is it ever?)
16:44<andythenorth>tech-ladder patch :P
16:44<andythenorth>GS sets an openttd global var
16:44<andythenorth>newgrfs decide what they do with it
16:45<andythenorth>or
16:45<andythenorth>something better :P
16:53<andythenorth>“technology level 9: your steel mills now produce more efficiently"
16:54<andythenorth>“technology level 12: here is a new electric engine"
17:01<Zuu>I've updated the initial patch to follow the frosch123 proposal. http://junctioneer.net/openttd/01.patch
17:01<Zuu>Now I'm off to bed
17:02<Zuu>Night all
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18:08<Wolf01>'night
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18:18<newbie2>hi i can not figure out how to set up orders for mail trucks: do they need train stations to 'Go To'? If I click 'Go To', no tiles work as a place to go to for a mail truck.
18:20<a_sad_dude>newbie2, no, they need truck stations
18:20<a_sad_dude>just build two in different cities and go between them
18:22<newbie2>a_sad_dude: is a truck station the same thing as a lorry loading bay mentioned on https://wiki.openttd.org/Loading_Bays ?
18:23<a_sad_dude>newbie2, yes. or a drive-through one
18:24<@planetmaker>newbie2, they need a truck station
18:24<@planetmaker>and yes, those are the same things
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18:25<newbie2>a_sad_dude, planetmaker: i see thanks :)
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18:34<a_sad_dude>does anyone want to play with me today? :)
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---Logclosed Fri Jul 10 00:00:03 2015