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#openttd IRC Logs for 2016-07-07

---Logopened Thu Jul 07 00:00:46 2016
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04:51<V453000>dear customer, your shipment has been shipped, please send us 100000$ for the slug USBs you requested
04:55<Wolf01>shipped to which address? :D
04:55<V453000>all of htem
04:56<V453000> :)
04:56<Wolf01>\o/ purchased the baseset in the usb-slug for the entire world
04:56<Wolf01>hell yesh
04:57<Wolf01>now, bigger containers
04:57<Wolf01>a 3x3 crate would be really useful
04:58<V453000>why though
04:58<V453000>it's not like the wagon is already a gigantic hack
04:58<Wolf01>mmmh, good point, I could use wagons
04:59<Wolf01>or the car... cars everywhere
04:59<V453000>yep or even that
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05:01<V453000>it's not like using bots is already trivial
05:01<V453000>simplifying crafing by putting large chests everywhere is even worse
05:03<Wolf01>I use a lot of storage for iron/copper plates
05:04<V453000>well normal chests already have absurd capacity
05:04<V453000>or you can of course have bigger chest arrays if you need to go even moar absurd :)
05:04<@peter1138>why do those bases have mouths?
05:05<V453000>they crush/pulverize some ores
05:05<Wolf01>I do with chests array, a row of chests, a row of inserters, another row of chests and so on
05:05<Wolf01>but I think it's better with wagons
05:06<V453000>wagons have way less capacity
05:06<V453000>even individually, not mentioning per tile
05:06<Wolf01>but I can move wagons
05:07<Wolf01>and place 65535 of them
05:07<V453000>you can yes
05:07<Wolf01>with 200 engines
05:09<Wolf01>electric engines! steam engines! and real diesel engines running on [crude|heavy|light]oil
05:12<Wolf01>why not? more thing to produce, isn't the base idea of the game to produce things?
05:13<Wolf01>also you add more researches
05:13<Wolf01>because you start with a boiler on wheels
05:14<Wolf01>and you need more time to get a fast and powerful engine
05:15<V453000>well, also think about video memory
05:15<V453000>locomotive is like 10% of the game's requirements
05:15<V453000>256 rotations and basically 8x2 entity
05:16<V453000>but even if that wasn't the case, I don't consider it a priority
05:16<Wolf01>aren't 640Kb enough for everybody?
05:18<Wolf01>we have 8GB video cards now, also the boiler engine could be 3x2 and just allow to carry one wagon
05:18<V453000>"we" do, but many people don't
05:18<V453000>and limits to amount of wagons carried is bad restriction
05:19<V453000>yes the engine can be weak to reasonably haul only 1
05:19<Wolf01>put 2 engines and haul 2
05:19<Wolf01>or 1.5 per engine, so 2 engines allow 3
05:20<V453000>make a mod :)
05:20<Wolf01>I was already thinking about it
05:21<Wolf01>but I really don't know if is possible to power an engine from the electric poles
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06:35<Samu>2013, 2041, 2029
06:37-!-zeknurn [] has joined #openttd
06:38<Samu>10 years till 2051, aka 2 days
06:50<argoneus>good morning
06:50<argoneus>my train friends
06:50<argoneus>how's everyone doing?
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06:58<Wolf01>meh, trying to build one last thing before the exposition of this weekend, I'm running out of ideas
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09:10<Samu>2014, 2042, 2031
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10:20<Eddi|zuHause>build a space elevator
10:21<Wolf01>I built a 4D simulator
10:22<Wolf01> <-
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11:01-!-mode/#openttd [+o Alberth] by ChanServ
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11:12<@Alberth>hi hi
11:12<supermop>hi Alberth
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12:03<Samu>2015, 2044, 2033
12:04<@Alberth>hmm, your sums get more complicated
12:06-!-milda is now known as NGC3982
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12:51<NGC3982>Is there a way for me to start the dedicated server with a specific autosave?
12:51<NGC3982>I want to protect the server from accidental reboots
12:52<NGC3982>It's not hard to reload the server, but i do not know how to reload the <last saved state> of a specific server.
12:52<NGC3982>With that said, i usually start my servers with individual screens running -c option and <ttdX.cfg>
12:59<frosch123>you can pass a savegame via -g
13:00<frosch123>but you need some shellscript to discover which one is the latest
13:02<NGC3982>I see.
13:02<NGC3982>Can i choose the save-file name with openttd itself?
13:03<NGC3982>If each instance of openttd autosaved to game1.autosave that would make my day. :-p
13:03<@Alberth>'test' command can compare file time stamps
13:03<@Alberth>ls -1t *.sav | head -1 ?
13:08<Taede>NGC3982, have a look at ofs-scripts
13:08<Taede>they are meant to be used by soap, but will also function standalone
13:09<Taede>ofs-start is set to start openttd using the latest autosave
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13:14<NGC3982>I see.
13:15<NGC3982>I was just about to try out Soap (Suds) again.
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13:56<NGC3982>Taede: I managed to get suds working with four different clients (four supybots doing four servers with each using a different admin port). Text from the servers end up on IRC, but text on IRC does not end up on the servers.
13:56<NGC3982>Something tells me this is an issue i have experienced earlier.
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14:15<NGC3982>That one solved itself.
14:15<NGC3982>Next issue is to autostart the servers..
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14:22<Samu>2016, 2045, 2034
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14:26<frosch123>earlier i was looking at heqs source while looking for an example
14:26<frosch123>then i discovered that it is written in nfo
14:27<Eddi|zuHause>i suppose it never was ported like FIRS
14:28<frosch123>oh right, first was also nfo once
14:28<frosch123>now it is python
14:28<frosch123>i barely remember the pre-nml times :)
14:30<andythenorth>FIRS was auto converted :)
14:30<andythenorth>yexo wrote some magic
14:30<andythenorth>then some other people split the result into templates
14:32*andythenorth wonders how many loading states are needed
14:32<andythenorth>for piece goods
14:38<Eddi|zuHause>i'd say 3, but split the "not quite full" one over several, so the "full" one only shows when it's actually full
14:39<Eddi|zuHause>so like: 1, 2, 2, 2, 3
14:41<Eddi|zuHause>so 1 shows 0-16% loaded, 2 shows 17-83% loaded and 3 shows 84-100% loaded
14:42<andythenorth>I wondered
14:42<andythenorth>I had one
14:42<andythenorth>for loading
14:43<andythenorth>but because I’m automating it now, I could add more :P
14:43<Eddi|zuHause>more not really necessary
14:43<andythenorth>there s a weird case with coils
14:43<andythenorth>or crates
14:44<andythenorth>I can draw 50% of a stack of logs, but not 50% of a crate :P
14:44<Eddi|zuHause>well, have two crates for "full"
14:45<frosch123>maybe we need to split the "capacity" property into two:: max_capacity_station, max_capacity_low_bridge
14:46<andythenorth>ha ha
14:46<andythenorth>also, either my switch is wrong
14:46<andythenorth>or vehicles in articulated RV consist load all cargo at once
14:47<andythenorth>var[0x61, 0, 0x0000FFFF, 0xBC]*100/var[0x61, 0, 0x0000FFFF, 0xBA]
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14:48<andythenorth>I suspect that’s reading the lead vehicle’s cargo
14:52*andythenorth tries to figure out from the spec what it’s doing :P
14:53<frosch123>it reads the vehicle cargo yes,
14:54<frosch123>however "which vehicle" is set earlier into register 10F or something
14:57<andythenorth>does nml magic that for me?
14:57<andythenorth>I can’t see a register being set
14:58<frosch123>no, your code must have some STORE_TEMP
14:58<andythenorth>or it’s broken :P
14:59<frosch123>well, there days the registers are reset to zero before each callback
15:00<frosch123>earlier they were left unchanged between callback, which broke random grfs when other grfs were present
15:01<frosch123>s/earlier/in the past/
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15:07<andythenorth>only one STORE_TEMP in road hog codebase
15:07<andythenorth>and not the right one :P
15:08<andythenorth>so that switch is looking at bad data?
15:08<frosch123>in theory :)
15:08<andythenorth>it’s copied from Iron Horse which has the crazy 3-part pseudo vehicle thing
15:08<frosch123>but it actually defaults to "same vehicle"
15:09<andythenorth>I’m not sure I even need it
15:09<andythenorth>all I want is ‘cargo loaded’ and ‘cargo capacity’
15:10<frosch123>you can get that easier with "cargo_count * 100 / cargo_capacity"
15:11<Eddi|zuHause>that's probably a line i gave you from CETS
15:11<frosch123>Eddi|zuHause: from oberhümer? :p
15:11<Eddi|zuHause>lmao :p
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15:12<andythenorth>afaik, it works in IH
15:12<andythenorth>but I might stuff the register appropriately there
15:15<Eddi|zuHause>the line in CETS reads: slice_var = "[STORE_TEMP(%d, 0x10F), var[0x61, 0, 0x0000FFFF, %s]*100/var[0x61, 0, 0x0000FFFF, %s]]"%(veh_slice, "0xBC", "0xBA")
15:15<Eddi|zuHause>so it includes the STORE_TEMP
15:17<andythenorth>yes, Iron Horse has that too
15:17<andythenorth>ok thanks
15:18<andythenorth>ah, but still, all units of an articulated RV load cargo simultaneously
15:18<Eddi|zuHause>if you don't need the 3-part vehicles, you can leave all that stuff out, and use the action2 loading stages
15:19<frosch123>andythenorth: you only need the 10F/61 thing, if some parts have zero capacity
15:19<frosch123>or maybe if you need to sync the graphics of multiple parts
15:19<andythenorth>it’s both in IH
15:19<andythenorth>neither apply to RH
15:23<andythenorth>ho, I could probably make vehicles load sequentially in newgrf :P
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15:28<frosch123>less work than drawing more loading stage sprites?
15:30<andythenorth>I could patch openttd? o_O
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15:31<frosch123>ottd already loads from front to back
15:31<frosch123>unless there is enough cargo to load vehicles in parallel
15:32<frosch123>andythenorth: you can also move the threshold for the loading stage
15:32<frosch123>first vehicle: 20% = full. second vehicle: 40% = full, ...
15:32<andythenorth>yes I could
15:33<andythenorth>I moved the thresholds already, 1%-99% = loading
15:33<andythenorth>I _could_ adjust that
15:33<frosch123>randomise it :)
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15:37<andythenorth>so first vehicle 0-50% loading
15:37<andythenorth>second vehicle 50%-99%
15:37<andythenorth>or so
15:39*andythenorth does evil
15:40<Eddi|zuHause>you could just put all the capacity in the front vehicle, then use var 61
15:43<andythenorth>ach, that reminds me, articulated trucks already move capacity around :P
15:43*andythenorth does not fix sequential loading, will have odd results for articulated trucks
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15:46<Leanden>Is there a callback in NML where you can change capacity based on which cargo is chosen for refit?
15:47<andythenorth>Leanden: I just pasted the answer in forums thread
15:47<andythenorth>it shows classes, but you could change to labels, bit more work
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15:49<Leanden>what do i replace the bitmask with to call by a particular label?
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15:51<andythenorth>which label?
15:51<Leanden>"it shows classes, but you could change to labels,"
15:52<andythenorth>yeah, I’m looking if I have an example of that
15:52<andythenorth>I don’t :)
15:52<andythenorth>classes are probably safer actually
15:52<Leanden>naaaa :P
15:53<Leanden>im going to do it by labels because im a cool guys :D
15:53<andythenorth>you might have to split into multiple switches
15:53*andythenorth thinking
15:54<andythenorth>ok you shouldn’t need a bitmask for labels
15:55<andythenorth>then just check the label directly
15:55<Leanden>oh haha :D
15:55<andythenorth>and return the amount
15:55<andythenorth>‘watch out for tourists'
15:57<Leanden>that worked a treat
15:57<Leanden>thanks andy :)
15:59<Eddi|zuHause>Leanden: thing about cargo labels is you will never catch every label, since people make new ones all the time
16:00<Leanden>Thats ok
16:01<Leanden>this is for a very particular train that has only ever carried Wood
16:01<Leanden>but i wanted to be able to refit it to either carry wood or carry no cargo at all.
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16:03<Leanden>Thanks guys
16:05<andythenorth>Leanden: let it carry engineering supplies ;)
16:05<Eddi|zuHause>you're better off having two refit subtypes for wood there: Wood (20t) and Wood (0t), instead of the other cargos
16:05<Eddi|zuHause>you're only going to confuse AIs with 0 capacity vehicles
16:10<Leanden>they are disabled for AIs anyway. eye candy trains.
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16:22<andythenorth>silly single-piece cargos :P
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18:19<Samu>2017, 2046, 2036
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19:59<Samu>2017, 2047, 2037
19:59<Samu>almost there
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---Logclosed Fri Jul 08 00:00:47 2016