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#openttd IRC Logs for 2017-12-13

---Logopened Wed Dec 13 00:00:03 2017
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05:53<__ln__>http://www.revk.uk/2017/12/its-official-adsl-works-over-wet-string.html
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09:42<V453000>MF?
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09:57<Samu>omg they changed the invisible heroes in hots, best change ever
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11:00<Borg>hii
11:01<Borg>https://wiki.openttd.org/NewGRF_Debugging
11:01<Borg>yet I cant see Inspect window here at all..
11:01<Borg>I have very small grf that is adding callback to default industries...
11:01<Borg>and it doesnt work...
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11:05<Borg>how to activate that inspect window?
11:05<Borg>or how to check/debug callbacks?
11:08<@Alberth>enable newgrf_developer setting in the config file iirc
11:09<Borg>yeah I enabled it
11:09<Borg>still when click on tile information on industry. nothing
11:09<Borg>its because I dont make new whole industry?
11:09<Borg>Im just altering callbacks
11:10<@Alberth>no idea, never experimented with it
11:10<@Alberth>isn't it in the "?" menu or so?
11:10<@Alberth>just random guesses ^
11:13<Borg>nope... nothing
11:14<Borg>anyway. I found a bug new newgrf anyway.. fixing it
11:14<Borg>maybe this time will work ;)
11:19<Borg>okey. running new game.. lets see
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11:22<Borg>and nothing....
11:22<Borg>geez..
11:24<@Alberth>https://wiki.openttd.org/NewGRF_Debugging
11:24<@Alberth>you checked the setting is actually enabled through the console?
11:24<Borg>yes
11:25<Borg>GRF is loaded too
11:25<Borg>Alberth: I see other options
11:25<Borg>like bounding boxes.. sprite aligment
11:25<Borg>but no inspect window...
11:25<@Alberth>ok
11:26<@Alberth>isn't it a button on the title bar of the industry window or such?
11:26<Borg>yeah I found a post that shows a weird button...
11:26<Borg>but no such button here too :(
11:26<Borg>maybe I should run nightly build or sth?
11:27<Borg>https://newgrf-specs.tt-wiki.net/wiki/IndustryDefaultProps
11:27<Borg>so.. those IDs.. are Industry IDs I can use for Action3?
11:27<@Alberth>I think the button is old enough to be in a release too
11:28<@Alberth>actions are pure black magic to me
11:28<Borg>aaaaah shit
11:28<Borg>its in 1.7.0
11:28<Borg>Im running 1.6.1
11:28<@Alberth>:O
11:28<Borg>and post about it was from 2012....
11:28<@Alberth>well, 1.6 is newer than 2013
11:29<LordAro>debug window is ancient
11:29<Borg>yeah.. but well.. maybe they pushed it to 1.7.x instead
11:29<Borg>LordAro: NewGRF debug window?
11:29<LordAro>as you say, 2012ish
11:29<@Alberth>nope
11:29<Borg>u sure?
11:29<LordAro>1.6 is 2016
11:29<Borg>im reading 1.7.0 relase and they say it brings new features for newGRF debugging
11:29<Borg>so it must be it
11:29<@Alberth>read the changelog, but we're not in the habit of keeping changes in trunk only
11:29<LordAro>Borg: i wrote that line, definitely doesn't refer to the debug window
11:30<Borg>ahh ;)
11:30<LordAro>(assuming you're on the wiki page, anyway)
11:30<Borg>https://www.tt-forums.net/viewtopic.php?p=865455#p865455
11:31<Borg>anyway.. lets run 1.7.0 on side.. to see if its there
11:33<Borg>fuck. still nothing
11:33<LordAro>i'm gonna bet you haven't actually set the config
11:34<LordAro>or it's reading the wrong config file
11:34<LordAro>s/wrong/a different/
11:34<Borg>LordAro: I see other tools
11:34<Borg>like Sprite Aligner
11:35<LordAro>oh, right
11:35<LordAro>i thought that's what you were looking for
11:35<Borg>they appeard after I set gui.newgrf_developer_tools
11:35<Borg>also I checked settings.. and its on
11:35<LordAro>ok yeah, it's not the config
11:36<Borg>no.. im looking for NewGRF inspect window...
11:36<Borg>okey
11:36<Borg>I have idea how to check it
11:36<Borg>do you have it?
11:36<LordAro>i'm at work :p
11:36<Borg>ah shit..
11:36<Borg>anyone else?
11:36<LordAro>iirc it only appears when the newgrf actually has some values to display
11:36<LordAro>are you sure the newgrf is loaded?
11:37<Borg>yeah
11:37<Borg>but.. it contains only 2 thing
11:38<Borg>new little loco.. and setting of CB for Coal Mine
11:38<Borg>nothing more.. soo.. maybe its not enough?
11:40<Borg> 14 * 703 0A 01 00 00 01 00
11:40<Borg> 15 * 7 00 0A 01 01 00 21 10
11:40<Borg>;)
11:40<Borg>aa shit
11:40<Borg> 14 * 7 03 0A 01 00 00 01 00
11:40<Borg> 15 * 7 00 0A 01 01 00 21 10
11:40<Borg>better
11:40<Borg>it loads correctly...
11:41<Borg>earlier I had some errors
11:41<Borg>also.. Loco is there.. working
11:41<Borg>or..
11:41<Borg>I should not mix GRF of vehicles w/ GRF of industries?
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11:47<Borg>okey got it
11:47<Borg>NewGRF debug window is only displayed for.... new GRF defined industry
11:47<Borg>for default ones... its not :(
11:47<Borg>so... U cant debug it.. altering callbacks for standard industries.. damn
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11:50<Borg>so now the question is.. can u actually set callbacks for default industries?
11:52<Borg>yeah.. and my train...
11:52<Borg>have inspect window
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12:22<Borg>jaj
12:22<Borg>it works.. finally ;D
12:22<Borg>geez.. NewGRF is complicated
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12:27<drac_boy>hi from a very snowy country here :->
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12:29<LordAro>Borg: it's marginally less complicated if you write NML instead of NFO
12:30<drac_boy>lordaro is this his first grf?
12:31<LordAro>drac_boy: why don't you ask him
12:31<LordAro>drac_boy: incidentally, tab-completing usernames usually does the capitalisation for you
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12:39<drac_boy>wb rafix
12:39<Borg>da fuck.. still doesnt work
12:40<Borg>if callback is called? I should see some debug info in console?
12:40<Borg>at least...
12:40<Borg>property is set.. I see it in Inspect window: Callbacks 035
12:41<drac_boy>what kind of thing you coding if you don't mind me asking borg? (like is it a vehicle or..)
12:41<Borg>too bad u can tell what vars u want to actually being displayed.. in inspect window.. doh
12:41<Borg>drac_boy: im coding a better industry handling..
12:42<Borg>I want them to slowly grow when rating is good...
12:42<Borg>and slowly reduce production when bad.. or stay like this. in medium
12:42<Borg>also, random events (big changes, I play with smooth_economy=off) are biased too.. excelent rating: big prod up
12:43<Borg>bad rating.. big prod down.. medium stuff.. do random
12:44<drac_boy>ohh mm well guess I can't help as only really looked into vehicle coding for the major part here
12:44<Borg>yeah I added my first vehicle too.. it works fine
12:44<drac_boy>hopefully you can get it figured out with others in here :)
12:44<Borg>well.. bad luck. I need to access variable 9C and 9D
12:45<Borg>they arent in Inspect window....
12:45<Borg>time to do RTFS I guess
12:50<drac_boy>borg so if I read that right eg if a coal mine info window was at 10% then it would perhaps just output only 32 tonnes but at 85% it'll happily do 640 tonnes?
12:51<RafiX>hi drac_boy
12:51<RafiX>sorry for delay, I was afk
12:55<Borg>drac_boy: something like that.. but it will change slowly.. not instantly
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12:55<Borg>there is callback to adjust production every month..
12:55<Borg>and I usee it.. and if rating is good.. I just slighty increase production there..
12:55<Borg>so it will take around 100 months to reach max.. if no other events happen
12:55<Borg>but.... it doesnt work for now :(
12:56<Borg>Im not even sure if callback is called at all
12:56<drac_boy>heh sounds like an interesting request if you do get it working still :-)
12:56<drac_boy>so what were you doing rafix?
12:56<Borg>yeah.. I like maxing up productions.. on vanilla I get around 5k-6k production of goods
12:56<Borg>but I want more :)
12:57<Borg>drac_boy: hmm? doing rafix?
12:57<RafiX>drac_boy: well I'm a little sick, I played some OpenTTD and did nearly nothing productive
12:57<Borg>I need someone who knows callback in and out :(
12:57<drac_boy>rafix oh ok :-s hope you get better ok?
12:57<Borg>it seems there is no debug messages when callbacks are resolved
12:58<drac_boy>borg heh I'm not the kind that likes huge outputs but if it works for you then so let that be :-)
12:58<Borg>drac_boy: sure... its a test for now :) I like building big trains.. 2x X2001 + 26 wagons
12:58<Borg>I need big output to feed it
12:58<Borg>drac_boy: I have running server (vanilla right now)..
12:59<Borg>1.6.1
12:59<Borg>I have 5k+ goods production.. but.. im reaching limit :)
12:59<drac_boy>borg ah I basically prefer 2-10 wagons for most so :-)
12:59<RafiX>drac_boy: also my yesterday chalenge went fine, it's 2051 ingame, I have like 3 milion pounds yearly income, and 100 milion pounds value of my company
12:59<drac_boy>x2001, thats the newest non-passenger...uhh...monorail right?
13:00*drac_boy wonders if rafix likes chicken soups
13:00<RafiX>I'm vegetarian
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13:02<Wolf01>o/
13:02<RafiX>o/
13:02<drac_boy>rafix hmm a lot of certain herbs then I guess?
13:02<Borg>drac_boy: yeah.. monorail
13:03<Borg>shit.. no luck w/ that callback
13:04<Borg>To activate the debugger, use the sign cheat "Cht: grfdebug 1 [<feature> [<id> [<callback>]]]".
13:04<Borg>lol
13:04<Borg>nice hacks...
13:04<Borg>why this is not in console..
13:04<Borg>ahh only TTDPatch
13:04<RafiX>lol
13:06*drac_boy wishes me could figure out the lorry length issue here :p
13:06<drac_boy>rafix I hope you haven't been playing for ten hours straight or have you?
13:06<RafiX>drac_boy: no
13:06<Borg>okey, RTFS again.. lets see what that vars actually are
13:06<RafiX>only five hours straight
13:06<drac_boy>good rafix I didn't meant to sound silly but the way you mentioned about being addicted before I had to check :-)
13:06<RafiX>drac_boy: haha
13:06<RafiX>well it's nice that someone cares
13:08<Borg>okey.. as expected.. range 00 FF
13:08<Borg>so it should work.... arghh
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13:12<Borg>aha!!!
13:12<Borg>something happens ;)
13:12<Borg>no error about non-existant IDs
13:12<Borg>so... like in programing... declare before use.. note taken
13:14<Borg>still there is error for 0x0000 group does not exist...
13:14<drac_boy>hm know what..maybe just going to write a note "don't ask about buses overhanging the load dock" and leave it at that...lets see what else to work out instead
13:14<Borg>I tought 0x0000 id is default but seems its not
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13:20<drac_boy>do hm does anyone here still know the name of that other non-release ottd build that used to have a lot of functional extras that never ever were made into <1.5 (and neither 1.7 yet it would seem)
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13:26<drac_boy>oh hm I just soemwhat remember now..it had some queer diagonal road crossing .. but they never worked well for the AI builders tho
13:31<Borg>it works!!!!!!!
13:31<Borg>finaly ;D
13:31<Borg>coal mine.. production 144t
13:31<Borg>lets see if it will go up
13:31<Borg>next month
13:32<Borg>yeaaaah :)
13:32<Borg>153t
13:32<Borg>great... :D
13:32<drac_boy>153 isn't bad, my sort of number
13:32<drac_boy>:)
13:33<Borg>hmm
13:33<Borg>it went down to 144 now
13:33<Borg>weird.. should still go up
13:34<RafiX>damn.. please don't say I have a fever
13:34<drac_boy>by any chance do you have one train just sitting with 'wait for full load' order?
13:34<Borg>nah.. 2 trains
13:34<Borg>rating is 71%
13:34<drac_boy>hm might be a possible relationship with your station but I could be wrong tho so :)
13:34<Borg>for now.. it needs to be at least 50% so it will go up
13:34<Borg>171t!!!!!
13:34<Borg>so its going up..
13:34<Borg>ahh wait
13:34<Borg>its productio last month
13:34<Borg>not current :D
13:35<Borg>so... :) it can vary a bit..
13:35<Borg>well.... I will tripple check everything now again :)
13:35<Borg>and test it on some game.
13:36<Borg>should be interesting
13:36*drac_boy gives rafix a nice lumpy ginger to eventually dice into tiny chunks?
13:36<RafiX>how nice
13:38<Borg>im still worried by one error..
13:39<Borg>GetGroupFromGroupID: Groupid 0x0000 does not exist, leaving empty
13:40<Borg>The default case of the VarAction2 must point to the regular graphics chain, so that unknown/future callbacks results in a "callback failure" result.
13:40<Borg>this part I dont get....
13:41*RafiX is looking at source code of game he found online
13:41<RafiX>"-- HOLY FUCK TODO DON'T FORGET THIS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH" nice comment
13:43<Borg>;)
13:43<Borg>haa! error vanished
13:43<Borg>FF FF took it away :)
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13:46<drac_boy>rafix that sounds like someone too drunk with big mug of coffee at 3:00 :-p
13:47<RafiX>drac_boy: well he probably did that to not forget about debug variable in code :P
13:47<RafiX>also, there's file called "anal.lua"
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13:48<Wolf01>V, F?
13:49<drac_boy>anyway quick question, I was looking at the grfwiki page on recommended railtype schemes and I presume that 'axle load class' could let you basically make it that theres two identical same-gauge tracks but a certain locomotive would only could run on one and not other if coded to just one single loading right?
13:50<Wolf01>Aaaand I'm stoopid, I needed to select the version manually
13:52<Eddi|zuHause>drac_boy: yes, that's basically it
13:52<drac_boy>thanks..wanted be sure I did read it right :)
13:52<Eddi|zuHause>drac_boy: a locomotive you specify as one of the higher weight classes (like D) would not run on tracks for lower weight classes (A-C)
13:54<Eddi|zuHause>it would run on both D and E weight classes
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13:55<Eddi|zuHause>note that the track set is not required to offer a unique track for each class, but can map multiple classes to one track via "alternate label"
13:56<drac_boy>yeah I'll have to see how I want to eventually organize my railtype compatibility tho .. might take a while :)
13:57<Wolf01>Mmmh no frog
13:57<Wolf01>No cat too
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13:57<Eddi|zuHause>maybe they're scared of wolves?
13:57<drac_boy>dunno if I should let the locos 'know' nutrack too? as unless I'm wrong it looks like it still uses its own schemes instead
13:58<Eddi|zuHause>drac_boy: i don't think they need to
13:58<Wolf01>Maybe they are addicted to tanks
13:58<drac_boy>ok that would be nice not having to code that as well .. cheers
13:58<Borg>damn.. Now I have different problem..
13:59<Borg>not all industries are replaced... wtf
13:59<Borg>I started random map game
13:59<Borg>and I have 3 forsts
13:59<Borg>2 of them are from newgrf
13:59<Borg>3th not
13:59<drac_boy>at least being allowed up to 16 types for ottd-only is..a bit wild in a funny way :-)
13:59<Eddi|zuHause>Borg: you loaded two industry newgrfs
13:59<Wolf01>3th
13:59<Borg>there is just one forst type..
14:00<Borg>Eddi|zuHause: well... one newgrf that changes.. all basic temprate industries (raw)
14:00<Eddi|zuHause>Borg: you loaded two industry newgrfs
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14:01<Wolf01>Quak
14:01<Borg>Eddi|zuHause: huh? can u elaborate? I have *ONE* newgrf loaded.. just checked..
14:02<frosch123>moi
14:02<drac_boy>hi frosch hows you?
14:02<Borg>its same for coal mines..
14:02<Borg>2 generated.. one is newgrf.. other one not..
14:02<Eddi|zuHause>Borg: so can you show us your complete newgrf list?
14:03<Borg>screenshot? from Options->newgrf?
14:03<Wolf01>I bet: some industry grf and opengfx+ industries
14:03<Borg>Active NewGRF Files?
14:03<Eddi|zuHause>yes
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14:06<Borg>http://ds-1.ovh.uu3.net/tmp/screenshot.png
14:07<Eddi|zuHause>where did you get the newgrf from?
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14:08<Borg>Eddi|zuHause: heh.. im making it myself
14:08<andythenorth>hi
14:08<drac_boy>hi andy how it going?
14:08<Wolf01>The cat too
14:08<andythenorth>tanks
14:09<Eddi|zuHause>Borg: then probably you made a new coal mine, without disabling the old one
14:09<Borg>oh...
14:09<Borg>this could be it.. thx..
14:09<Borg>its damn complicated
14:09<Borg>I tought I just overwrote it
14:09<Borg>lets read
14:10<Borg>or maybe you know
14:10<Borg>all I want.. is to set callback on all raw industries.. thats it
14:10<Borg>doing that directly.. didnt worked
14:11<Borg>Defining industries follows the same schema as houses do: to start using an ID, you first need to define it by setting property 8 for it.
14:11<Borg>I used same IDs...
14:11<drac_boy>hm ok looks like I just want 8 railtypes for the ottd side of the grf .. not as bad as I thought
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14:12<Borg>complicated..
14:13<Borg>lets use FF ;) it solved problem here and there
14:15<Borg>didnt worked
14:15<Borg>more errors
14:16<Borg>okey.. 08 -> 09.. lets try
14:17<Borg>even more errors
14:19<drac_boy>anyway going off for now but ty eddi ;)
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14:31<Borg>okey
14:31<Borg>worked...
14:31<Borg>complicated stuff
14:31<Borg>WIKI needs to be updated I think :)
14:32<Borg>because.... order matter a lot
14:32<Borg>if u touch one id.. of whatever.. u need to change it in one run
14:33<Borg>Eddi|zuHause: thx for hint :)
14:33<Borg>u need to use combo.. 08 + 09 property to replace
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14:47<Borg>testing it on save :)
14:47<Borg>works pefectly
14:47<Borg>that stuff is going to be crazy :D
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16:31<Borg>holy moly ;)
16:31<Borg>my newgrf is crazy :D
16:31<Borg>2 years of playing.. and I hit 8.3k goods production
16:31<Borg>raiting.. 81% :) neeeeed to upgrade station
16:32<Borg>5 platforms, 14 tiles each.. not enough
16:32<Borg>anyone want to join my server ? ;)
16:32<Borg>1.6.1 tho.. for now
16:39<RafiX>I wonder how multiplayer on 64x64 map would like
16:51<Wolf01>'night
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16:54<Thedarkb>Competitive.
16:55<Thedarkb>Very, very competitive.
16:55<Thedarkb>You'd literally need to resort to dirty tactics.
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17:13<+glx>https://twitter.com/flightradar24/status/940946361675145217 <-- nice
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18:29<drac_boy>hi...again :) heh
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18:43<drac_boy>hi sim-al2 been quite a while
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18:56<drac_boy>so am I correct that action D & 9 would be what one would use to have a certain vehicle not show up with the use of a parameter bit right?
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19:12<drac_boy>hows flygon tonight?
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19:24<Flygon>In the room :P
19:27<drac_boy>thats a funny answer? :-p
19:33<drac_boy>so..just being lazy tonight or I'm wrong about that?
19:45<Eddi|zuHause>drac_boy: you could also action6 the climate availability bits
19:47<drac_boy>hmm good one...only this is an all-climates set tho but thanks still :)
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20:16<drac_boy>anyway going off for tonight...ty tho
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