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#openttd IRC Logs for 2016-07-09

---Logopened Sat Jul 09 00:00:49 2016
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03:26<Leanden>glad you two are here :)
03:26<Leanden>do you know the syntax for using Sound_Events?
03:28<Leanden>'SOUND_EVENT_START' is defined, but it is not a function.
03:29<Leanden>i assume it needs some kind of switch to call the events
03:29<Leanden>but cant work out how to define the variable
03:30<andythenorth>there will probably be a callback, and you check a value in the cb, and the value will be one of the sound events
03:30*andythenorth guesses
03:30<Leanden>how do i do that? :D
03:30<andythenorth>cb -> switch -> return result
03:31<andythenorth>similar to the capacity switch you used the other day
03:31<Leanden>oh ye i got that
03:31<andythenorth>I’m guessing though
03:31<Leanden>but i dont know what the definition of the variable is
03:31<Leanden>switch(FEAT_TRAINS,SELF,sw_DMU_sound,sound_event){ SOUND_EVENT_START (sound("sfx/dmu_run.wav")); }
03:31<Leanden>trying this...
03:31<Leanden>'SOUND_EVENT_START' is defined, but it is not a function. -.-
03:32<andythenorth>getbits(extra_callback_info1, 0, 8)
03:33<andythenorth>it’s in the sound effect cb docs
03:33<andythenorth>so that’s the var
03:33<andythenorth>and the switch values are the sound event(s) you want to handle
03:33<andythenorth>and the return values are sound effects
03:34<Leanden>do you have the link for that doc?
03:34<Leanden>switch(FEAT_TRAINS,SELF,sw_DMU_sound,[getbits(extra_callback_info1, 0, 8)]){ SOUND_EVENT_START (sound("sfx/dmu_run.wav")); }
03:34<Leanden>tried that and got the same error
03:34<Leanden>oh i saw that
03:35<Leanden>but the getbits variable seems to refer to GUI sprites
03:35<Leanden>not sound events
03:35*andythenorth can’t remember how switches work
03:35<andythenorth>I rarely write nml, I have to read the docs every time
03:35<Leanden>"Since OpenTTD r23080 you can use variable getbits(extra_callback_info1, 0, 8) to display different sprites in the GUI and on the map."
03:35<andythenorth>the contents of extra_callback_info1 change for each callback type
03:37<andythenorth>your switch misses a : after SOUND_EVENT_START ?
03:37<andythenorth>nml should have syntax errored on that I would have thought
03:37<andythenorth>you probably don’t need [] around the getbits() var either :)
03:37<andythenorth>probably :P
03:38<Leanden>still same error
03:38<Leanden>'SOUND_EVENT_START' is defined, but it is not a function.
03:38<Leanden>switch(FEAT_TRAINS,SELF,sw_DMU_sound,getbits(extra_callback_info1, 0, 8)){ SOUND_EVENT_START: sound("sfx/dmu_run.wav"); sound("sfx/dmu_run.wav"); }
03:38<andythenorth>not sure in that case
03:39<andythenorth>SOUND_EVENT_START is a constant, so the error is ‘correct'
03:39*andythenorth -> chores, bbl
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03:40<Leanden>it compiled
03:43<@Alberth>oh noes! :)
03:52<Leanden>yay it works!!!!
03:54<Leanden>only thing is the tunnel event doesnt seem to work
03:59<Leanden>i edited the sound files with a wav editor and now it wont play...
04:01<Leanden>in ottd i mean
04:03<@Alberth>it sneakily changed the way of storing the data?
04:04<Leanden>ive reverted back to the original wav for now
04:04<@Alberth>eg used a new scheme to save the sound that grfcodec or openttd doesn't support?
04:04<Leanden>i wonder if because its free software its added a watermark of sorts
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04:12<@Rubidium>Leanden: <- is it mono and (8 bit or 16 bit) and (11025 Hz or 22050 Hz or 44100 Hz)?
04:30<Leanden>its mono and 11025 Hz
04:30<Leanden>not sure about the bit size, the editor didnt give that option ;)
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05:46<andythenorth>Alberth: I’m iterating over a list and appending items to the list within the for loop...
05:46<andythenorth>this tends not to finish...
05:46<@Alberth>sounds like it's working :p
05:47<andythenorth>I’ll use a list comprehension and extend :
05:47<@Alberth>could use an index
05:48<@Alberth>length = len(lst); for i in range(length): ... lst.append(..)
05:48<andythenorth> loc_points.extend([(pixel[0], pixel[1] + 20, pixel[2]) for pixel in loc_points])
05:48<andythenorth>seems to work
05:49<@Alberth>I wonder if you even need [ ]
05:49<@Alberth>loc_points.extend((x, y+20, z) for x, y, z, in loc_points)
05:49<@Alberth>hmm, still tricky
05:50<andythenorth>that hangs
05:50<@Alberth>I'd first construct a new list, and extend separately
05:50<@Alberth>yeah, makes sense, the [] builds the list completely, breaking your loop
05:52<@Alberth>but in general, modifying a list while walking over it goes in my E_TOO_DIFFICULT box :)
05:53<andythenorth>automated cargo sprites is quite neat now
05:54<andythenorth>means I can keep up with V453000 on insane amounts of cargo type displayed
05:56<@Alberth>now have 7 loading stages, or what was it? :p
05:56<andythenorth> one loading stage will do :
05:56<andythenorth>no way to part-load a yeti
05:57<@Alberth>yeah, I can see that, although I would like having more loading stages
05:58<andythenorth>it would be quite easy to add more later tbh
05:58*andythenorth will consider it
06:01<@Alberth>hmm, someone must have been drunk when making this map. A farm at the top of a mountain
06:22<AdmiralKew>So I'm starting over my newGRF collection for the new version
06:22<AdmiralKew>Any recommendations?
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06:25<@Alberth>keep the old collection? :)
06:25<@Alberth>newgrfs are all very niche, here are no generally must haves
06:26<@Alberth>so what you need depends heavily on your type of game play
06:27<@Alberth>gtg, bye
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06:27<AdmiralKew>Well, I've got ECS
06:29<argoneus>good morning train friends
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07:07<Samu>2021, 2046
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07:37<Eddi|zuHause><andythenorth> loc_points.extend([(pixel[0], pixel[1] + 20, pixel[2]) for pixel in loc_points]) <-- that works because extend is called AFTER the loop finished. you generally want to avoid changing the iterator during the loop (e.g. by making a copy())
07:38<andythenorth>ha, yes copy would have worked
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09:24<andythenorth>I’ve drawn paper for trucks that don’t carry paper
09:24<andythenorth>oops :P
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09:46<andythenorth>random variants for some cargos?
09:46<andythenorth>my code already (mostly) supports it
09:46<andythenorth>or confusing?
09:48<Eddi|zuHause>i like variations, like the DBSet's random steel variants
09:52<andythenorth>coils and bars?
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09:54<andythenorth>“it’s just one more nested for loop”
09:54*andythenorth only has one pattern of code these days: make nested lists, iterate over them
10:00<@Alberth>variation is nice, imho
10:00<@Alberth>add a few ducks, like V :p
10:05<andythenorth>is DUCK a cargo label?
10:23<Eddi|zuHause>it's a valid 32bit value, if that's what you mean :p
10:28<@Alberth>it is? didn't know K was a legal hexadecimal digit :p
10:29<@Alberth> <-- duck cargo
10:29<@Alberth>it's an easter egg, there are more, but so far I haven't found others :)
10:29<andythenorth>where cargos are random
10:29<andythenorth>and the vehicle is articulated
10:30<andythenorth>random per articulated unit, or all same (use random from front unit)
10:32<Samu>2022, 2048
10:32<andythenorth>more cargos should use the fire cycle :P
10:33*andythenorth thinks use the lead vehicle random bits
10:35<andythenorth>ah piss
10:35<andythenorth>can’t trigger the random bits on PARENT
10:35<andythenorth>only on SELF
10:35<@Alberth>that resolves the question :p
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10:36<andythenorth>well I could trigger the lead vehicle and the others offset into the random bits with 0x61
10:36<andythenorth>because easy things are boring, right? :P
10:36<@Alberth>sure :)
10:36<andythenorth>does it matter if the vehicle re-randomises on loading?
10:38<andythenorth>TRIGGER_VEHICLE_ANY_LOAD looks a bit odd
10:39<andythenorth>seems to more or less do what I need though
10:39<andythenorth>unless the vehicle is travelling part-loaded and visits a station again for more cargo
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11:28<andythenorth>when graphics generation goes wrong...
11:37<Eddi|zuHause>you want to trigger the graphics chain when empty
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12:06<Peter[FZ]>Hey guys. Short question, if you don't mind. How do I know what version of OpenTTD a server uses? (I need to know since the server and client versions mismatch)
12:07<frosch123> <- there is a "version" column
12:07<frosch123>doesn't it exist in-game as well?
12:08<Peter[FZ]>frosch123: Thanks, but this is a private server :/.
12:08<Peter[FZ]>frosch123: I.e. it's unlisted.
12:09<Peter[FZ]>frosch123: And no, I'm afraid the server version number doesn't show up at all (I was as surprised as you) - it lists all sorts of metadata, but not the actual server version number.
12:10<Leanden>i got the sounds working finally
12:10<Leanden>but the steam sounds are atrocious
12:11<frosch123>Peter[FZ]: select the line in the multiplayer window
12:11<frosch123>the panel on the right shows the version number
12:19*andythenorth wins
12:19<andythenorth>got bulk and piece cargo generation working for same vehicle
12:22<Peter[FZ]>frosch123: Hm. I'm really sorry, but are you absolutely sure about that? Please consider this screenshot:
12:23<Peter[FZ]>frosch123: I can't see the version number anywhere in the panel to the right.
12:23<frosch123>it says 1.5.2
12:23<frosch123>5th line
12:23<frosch123>right above your blue thing
12:24<Peter[FZ]>frosch123: It does! So sorry for wasting your time like this! :o
12:24<frosch123>get new glasses :)
12:24<Peter[FZ]>frosch123: And perhaps a new brain, while I'm out shopping! :)
12:25<Peter[FZ]>frosch123: Thank you for your help and for being such a champ! :) (and to the rest of this channel - the laughter is on me; I gladly accept all charges! :)).
12:29<Peter[FZ]>Again, thank you and have a nice Saturday!
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12:29<andythenorth>did anyone do NotRoadTypes yet? o_O
12:30<Leanden>I thought you volunteered andy!?
12:31<andythenorth>busy doing trucks :P
12:31<andythenorth>also trams
12:31<andythenorth>lots to do :P
12:31<Leanden>know where i can find some sound samples?
12:31<Leanden>particularly of steam trains?
12:33<andythenorth>GPL compatible sounds are hard to find
12:33<@Rubidium> ?
12:33<andythenorth>I have looked at buying sounds before
12:33<andythenorth>they’re cheap
12:34<andythenorth>but invalidates GPL
12:34<Leanden>seen those before rubidium
12:34<andythenorth>or rather, sound license is incompatible with GPL
12:36<andythenorth> ?
12:36<@Rubidium>alternatively find some location with steam trains and record them yourself
12:37<Leanden>I live near a heritage railway so thats not a terrible idea
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13:01<Samu>yay, last year
13:01<Samu>2023, 2050
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13:07<Samu>the last train server, in the last year
13:08<Samu>I will finally make the topic about trains
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13:42<Samu>last month :)
13:48<Samu>162 hours cpu time
13:51<Eddi|zuHause>somehow this reminds me of andy:
13:55<Samu>trains are done, finally
14:05<Samu>do i post screenshots?
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14:11<Samu>nocab disappointed
14:12<@Alberth>trains took more time than ships?
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14:14<Samu>no, ships are still going on
14:14<Samu>nocab trains was however really slow
14:15<Samu>nocab ships is equally slow
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14:16<Samu>how many days is 162 hours?
14:17<Samu>i leave computer on about 12-14 hours / day
14:17<Samu>it took too much time for nocab trains to finish
14:21<@Alberth>@calc 162/12.0
14:21<@DorpsGek>Alberth: 13.5
14:22<@Alberth>@calc 162/14.0
14:22<@DorpsGek>Alberth: 11.5714285714
14:25<Samu>seems like it
14:25<Samu>12 days
14:26<Samu>from 27 june to 9 july
14:27<Samu>there's still NoCAB ships NPF running
14:28<Samu>running since 23 june
14:28<Samu>currently in year 2023
14:29<Samu>once it finishes, i will update every server to 1.6.1 and continue more ship tests
14:32<Wormnest>Maybe time to publish my nocab fork soon then :)
14:38<@Alberth>just tune down the limits a bit
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14:46<Wormnest>Especially with ships I wouldn´t go over 500
14:47<Wormnest>Although performance of my fixed nocab should be improved since I did several fixes for ships lately
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---Logclosed Sun Jul 10 00:00:50 2016