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#openttd IRC Logs for 2015-07-12

---Logopened Sun Jul 12 00:00:06 2015
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02:54<@Alberth>Eddi|zuHause: The proper jargon term for NML is "declarative"
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02:54<@Alberth>moin
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03:17<andythenorth>Pokka: tilt?
03:23<@Alberth>only if you're in a big hurry?
03:24<@Alberth>hmm, maybe for coal and other heavy stuff, it's useful to have it sooner
03:25<andythenorth>what does it do
03:25<andythenorth>?
03:26*andythenorth yields computer to 5 year old :(
03:26<andythenorth>he’s drawn thomas and put it in the game
03:36<Supercheese>doot doot
03:37<Supercheese>I'm honestly very surprised no complete Thomas set has ever emerged for OTTD
03:38<@Alberth>copyright troubles, mostly
03:39<@Alberth>doesn't tilt rotate the wagons into corners, for better stability?
03:40<@Alberth>https://en.wikipedia.org/wiki/Tilting_train
03:40<Pokka>tilt to you too
03:40-!-Pokka is now known as Pikka
03:40<Pikka>andythenorth, it makes trains slow down less on corners
03:43<@Alberth>I wonder why they don't tilt the tracks themselves?
03:50<andythenorth>there is an aborted Sodor set somewhere
03:50<andythenorth>and Dan wants to do one
03:53<andythenorth>should I tilt something?
03:53*andythenorth needs to do a horse update anyway
03:53<andythenorth>tilting narrow gauge? o_O
03:55<andythenorth>hmm
03:55<andythenorth>powered wagons
03:55<andythenorth>livery overrides
03:55<andythenorth>air drag
03:55<andythenorth>Iron Horse must to use all these things?
03:55<andythenorth>seems I am not using the spec properly
04:01<Supercheese>eh I think there is some default the game uses when you don't specify air drag
04:01<Supercheese>which should be "good enough"
04:07<andythenorth>hmm
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04:30<andythenorth>Alberth: CreateChallenge() is the place to add ‘goal already fulfilled’ checks?
04:31<@Alberth>sounds like it
04:32<andythenorth>or maybe FindChallenge()
04:32<andythenorth>ah this might have potential
04:32<andythenorth>if (cdata != null && cdata.HasGoal(cargo.cid, accept)) continue; // Prevent duplicates.
04:33<andythenorth>cdata.HasGoal could be cdata.HasGoalEver
04:33<@Alberth>that's current goal check
04:33<andythenorth>or history.HasGoal
04:33<andythenorth>or such
04:34<@Alberth>you may want to keep both concepts separate, in case we want to tweak either one in the future
04:35<andythenorth>hmm
04:35<andythenorth>the history has to be per-company
04:35<andythenorth>eh, what happens if a company is purchased? o_O
04:36<Supercheese>fast food, apparently
04:38<andythenorth>copy HasGoal() and call it HasHadGoal()
04:38<andythenorth>?
04:39<andythenorth>hmm
04:40<andythenorth>HasHadAndWonGoal() is actually what’s needed
04:40<andythenorth>failed goals can be re-issued
04:41<andythenorth>Alberth: I’m not missing a really obvious list of goals won?
04:41<andythenorth>I don’t expect one and can’t see one
04:41<@Alberth>expectations match reality :)
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04:41<andythenorth>UpdateDelivered() seemed the place to look
04:42<@Alberth>nah, that's for handling cargo that has been delivered for running goals
04:42<@Alberth>I don't keep track of things done in the past
04:42<andythenorth>I can’t see where won goals are cleared from active_goals
04:43*andythenorth looks more
04:43<@Alberth>too busy for that :)
04:43<@Alberth>it's done indirectly iirc
04:44<andythenorth>CheckAndFinishGoals
04:45<andythenorth>that would be the place to move the goal to won_goals
04:46<@Alberth>line 420 return {cmon=cmon, finished_goals=finished}; I think
04:46<@Alberth>ah, indeed, you are correct
04:47<andythenorth>stopped clock, twice a day
04:48<@Alberth>doesn't a 'running clock' stop every second?
04:48<@Alberth>line 515 company.nut this.active_goals[num] = null; kills the goal
04:52<andythenorth>looks like there are a *lot* of cases to handle cleaning up save / load
04:52<andythenorth>I guess won_goals would need to be handled the same
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05:05<@Alberth>you just keep some set-like thing, and add it to save/load?
05:05<@Alberth>not sure what you mean by "a lot of cases"
05:08<andythenorth>LoadCompany() and such
05:08<andythenorth>not that many actually
05:10*andythenorth just doesn’t know what he doesn’t know
05:10<andythenorth>and what might go wrong :P
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05:15<@Alberth>at worst, script may die :)
05:16<@Alberth>you may want to increment the version, so old savegames are not loadable any more
05:16<@Alberth>unless you deal with optional existence of your set of old goals
05:17<andythenorth>can probably fail silently
05:18<andythenorth>don’t think it matters much
05:18<andythenorth>create won_goals if it doesn’t exist
05:19<@Alberth>iirc you get the version number of the loaded game, you can check that for deciding whether the list exists
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05:30*andythenorth has stuff to do, but will come back to this later
05:30<andythenorth>ideal single-feature project :)
05:32<@Alberth>:)
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05:36<__ln_>buongiorno
05:38*andythenorth is super-bored of making newgrf
05:38<andythenorth>and needs something different
05:41<andythenorth>GS will do the job
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07:47<fjb>Moin
07:48<andythenorth>o/
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07:55<@Alberth>hi jottyfan, Bee Reward has an issue with step sizes, can you please have a look at it?
08:00<jottyfan>ok
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08:44*andythenorth mumbles and waves
08:44<andythenorth>something about “people should try snakebite FIRS, it’s much better than old FIRS”
08:44<andythenorth>http://bundles.openttdcoop.org/firs/push/LATEST/
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08:46<andythenorth>about 400 commits better :P
08:49<@Alberth>firs 2.0 alpha 1 :)
08:50<andythenorth>you want fruit store delivery? :P
08:53<@Alberth>oh, "people" was just random persons in this channel? :)
08:57<andythenorth>anyone even
08:57<andythenorth>bots
08:57<andythenorth>people
08:58<andythenorth>even Baldy’s Boos
08:58<andythenorth>perhaps not
09:08<@Alberth>jottyfan: please push ?
09:09<@Alberth>ah, ok
09:09<@Alberth>I was bored with my current game anyway, so yeah, I can play a bit
09:12*andythenorth afk bbl
09:13<jottyfan>@Alberth: sorry, thought I still did
09:13<jottyfan>now I have
09:13<@Alberth>yeah, common mistake :)
09:13<@Alberth>thanks
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09:22<@Alberth>jottyfan: bananas doesn't like me as author of the project, so it'll take a little longer
09:32<@Alberth>jottyfan: released
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11:05<jottyfan>perfect, thanks
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12:27<frosch123>https://paste.openttdcoop.org/puw7rxc8d?/puw7rxc8d <- enable yapf cache debugging with the usual desync cache debugging, instead of via a #define
12:33<Eddi|zuHause>frosch123: did that ancient report/fix that i dug out help in any way?
12:33<frosch123>no, yapf looks entirely different these days
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12:43<@Alberth>I wonder if we should keep the #define as well, or debugging yapf gets messy with all the desync output?
12:44<frosch123>desync only gets messy starting with level 3 :)
12:44<frosch123>at level 2 it's all about checking caches
12:45<frosch123>which "should" never print anything
12:47<frosch123>hmm, ok, it also prints commands, but that should not be much either
12:47<frosch123>anyway, when attaching it to multiple conditions, i do not know what "stream" to assign it to
12:48<frosch123>"desync" stream goes to commands-out.log
12:48<frosch123>the other ones go to console
12:56<@Alberth>fair enough
13:02<@Alberth>patch looks fine
13:06<@DorpsGek>Commit by frosch :: r27332 trunk/src/pathfinder/yapf/yapf_rail.cpp (2015-07-12 19:06:02 +0200 )
13:06<@DorpsGek>-Change: Enable YAPF cache debugging with desync debug level 2.
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---Logclosed Mon Jul 13 00:00:07 2015