Log for #openttd on 13th August 2016:
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00:01:16  <Wolf01> Biologists are running like mad because they can't cope with the decaying plants, the strange thing is that at the beginning I had 2 of them keeping the entire bio-sphere, now that I have 25 of them they can't keep 3 bio-spheres
00:04:04  <Samu> all the current 8 running aircraft AIs are being successful
00:04:57  <Samu> NoCAB, DictatorAI, CluelessPlus, NoNoCAB, Chopper, Rythorn Airline AI, SimpleAI and AdmiralAI
00:05:22  <Samu> Chopper however is stuck, but still his currently helis are doing good
00:05:49  <Eddi|zuHause> sounds like things are not getting where they need to be
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00:29:09  <Samu> path of exile patch, a little big
00:32:12  <Wolf01> 'night
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02:43:00  <ElleKitty> *waves waves to alask0ud!* Nice to have you here!
02:44:20  <alask0ud> Even nicer to have such welcome :')
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05:29:28  <MonkeyDrone> allo
05:29:37  <MonkeyDrone> wassup people in da house!
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09:03:42  <Wolf01> o/
09:06:27  <Alberth> o/
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09:21:11  <Wolf01> andy o/
09:21:20  <andythenorth> o/
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09:40:44  <Samu> nocab finally took too long to save, restarting
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09:48:47  <andythenorth> Wolf01: the Arocs is a lot more performant (and fun) with a simple manual pneumatic pump
09:49:06  <andythenorth> I tried with an airtank also, but it just adds latency
09:49:47  <Wolf01> You need a double pump for the airtank
09:51:34  <andythenorth> the motorised pump was crap in the air tech claw rig
09:51:39  <andythenorth> and 25 years later, no better
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10:00:17  <Wolf01> I'm thinking to convert even the new Volvo wheeled excavator to linear pistons, the arm is almost the same as the crawler claw one
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10:08:22  <Amix> hi there
10:09:03  <Amix> where do I eventualy find v0.3.3 of OpenTTD for Windows and OSX?
10:09:48  <Amix> I am writing an crossplatform article etc
10:09:55  <Amix>
10:10:22  <Amix> the latest AmigaOS 68k version of the game that came out is v0.3.3
10:10:42  <Amix> for AmigaOS 4.x its v0.4.7 it seems
10:11:07  <Amix> MorphOS v0.6.3
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10:12:02  <Amix>
10:13:09  <Amix> Haiku v1.3.3-1
10:13:12  <Amix>
10:13:48  <Wolf01>
10:15:16  <Amix> ok.. amigaos 68k version is not there but on aminet only it seems
10:15:35  <Amix> same with amigaos 4.x ppc
10:17:02  <Amix> with vampire for classic amiga now out for A600, soon for A500, A2000 and A1200.. OpenTTD will work nicely on these machines also :)
10:18:44  <Wolf01> andy, how could we work with the repository? A branch for each single feature just to keep patches which can apply to clean trunk and our trunk with all the patches applied?
10:21:10  <Amix> you should make a system like Amiga Racer got
10:21:17  <Amix> really
10:22:26  <Amix> Amiga Racer live update in the game works for all versions. AmigaOS 4, MorphOS, Raspbian, Windows, MacOSX etc.. even if the game is simple, the live update function is brilliant
10:22:53  <Amix> just throwing out ideas
10:27:07  <Wolf01> Also could you please just add the "bin" folder (leaving out the lang folder) to the repository? So we can fix the resources problem :P
10:28:11  <Wolf01> I would do it by myself, but I don't have any clue on how github works, I always used it in readonly mode
10:45:23  <Alberth> if you use git locally, github doesn't do anything, but making a nice web interface and storing the repo
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10:53:16  <Wolf01> I use it with svn, so I don't even know if I can commit
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11:10:18  <Alberth> ah. I would expect you can (modulo access rights), how else are you going to work with svn in a project?
11:14:33  <andythenorth> Wolf01: feature branches, and master
11:14:54  <andythenorth> possibly a candidate branch, to which feature branches can be merged, before pushing them to master
11:15:07  <andythenorth> we have no QA though, so candidate branch is overkill
11:15:21  <andythenorth> and for this, everything will end up merged with everything else all the time anyway :P
11:15:44  <andythenorth> I need to make a new repo, not broken?
11:15:49  * andythenorth thinks so
11:18:23  <Wolf01> If you want to make a new clean repo you can do it, I don't have changes (only the project includes)
11:18:38  * andythenorth does it
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11:42:48  <andythenorth> importing openttd repo to github
11:42:50  <andythenorth> takes a while
11:43:03  <Wolf01> :)
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12:02:07  <andythenorth> Wolf01:
12:02:54  <andythenorth> dunno if it works yet :)
12:04:30  <Wolf01> Let's check it out
12:06:50  <Samu> - cluelessplus upgading process is really weird
12:07:06  <Samu> it's slow, it affects profits
12:07:19  <Samu> it has a dedicated airport just for it
12:07:35  <Samu> the airport is just too limited
12:11:02  <Wolf01> Now it works
12:11:18  * Wolf01 checkouts
12:13:35  <andythenorth> Wolf01: builds and runs for me
12:15:44  <Wolf01> Same
12:15:57  <Wolf01> So... we could start working :P
12:16:08  <andythenorth> I am checking you have commit rights on the repo
12:16:34  <andythenorth> I made a ‘dev’ branch which we can merge feature branches into when needed
12:16:57  <andythenorth> Wolf01: have you got a github user?
12:17:07  <Wolf01> Yes, I do
12:17:15  <Wolf01> Wolfolo
12:17:41  <andythenorth> added you as collaborator
12:17:59  <Wolf01> Done
12:19:14  <Wolf01> Ok, I would start with a gui refactoring branch
12:19:56  <Wolf01> Just to prepare the soil for the tram split
12:19:59  <andythenorth> ok
12:20:54  <andythenorth> we will need a ‘light rail’ icon :P
12:20:58  <andythenorth> in TTD original style
12:21:13  <andythenorth> fortunately I can draw a little bit
12:21:17  <Wolf01> :D
12:23:41  <Wolf01> I forked the project, so I think I'll don't mess up your copy if I try to commit something
12:23:50  <andythenorth> ok
12:23:57  <andythenorth> git is hard to mess up tbh
12:24:12  <andythenorth> sometimes it requires reading the manual to get something back as intended
12:24:17  <andythenorth> but otherwise very hard to break
12:24:38  <andythenorth> the easiest way is ‘pasting commands from stack overflow’ :P
12:24:46  <Wolf01> XD
12:25:58  <Wolf01> Also I like to have more working copies, so I can fiddle with one, make a patch and move the changes to the other one
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12:27:24  <andythenorth> branches, and stash
12:27:34  <andythenorth> but it takes a while to trust git
12:27:44  <andythenorth> especially if you’re coming straight from svn
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12:38:38  <Wolf01> Shouldn't we put the specs in the wiki page?
12:41:37  <andythenorth> good point
12:42:51  * andythenorth hates wiki formatting :P
12:42:53  <andythenorth>
12:43:01  <andythenorth> will fix :P
12:44:20  <andythenorth> fixed
12:49:31  <Wolf01> good
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13:15:30  <Wolf01> Uh... nice, I forgot how to apply a patch made for trunk to a branch
13:16:45  <frosch123> you need to find the right -p parameter
13:17:04  <frosch123> "-p 0" for svn-diff, "-p 1" for everything else
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13:17:31  <Wolf01> No, not that, everybody suggests to merge from trunk... but I have a patch file
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13:20:27  <andythenorth> just be in the branch
13:21:12  <Wolf01> I think is better if I do multiple checkouts
13:24:04  <Wolf01> I usually work like: checkout root, work in branches, merge to trunk and create tags from there
13:25:53  <Wolf01> Wtf is wrong with tortoise? Trying to patch a working copy suggests that a non vcs folder is better suitable for the patch
13:26:43  <Wolf01> Ok, the patch kept the "trunk" folder, so that's why can't do it
13:28:32  <peter1138> patch -p1
13:29:21  <Wolf01> Yes, I found that, it's the git format, in svn-format it works
13:31:44  <Eddi|zuHause> tortoise was always a bit weird with patches that are not an exact match
13:31:59  <Eddi|zuHause> better use the comman line
13:32:03  <Eddi|zuHause> +d
13:34:44  <andythenorth> svn branches are the ones where it actually creates a new dir for the branch? o_O
13:34:49  * andythenorth has not used it for a while...
13:35:05  <Wolf01> yeah
13:35:14  <andythenorth> how
13:35:18  <peter1138> unless it's git they're all shit
13:36:25  <andythenorth> hg keeps me humble
13:36:27  <andythenorth> much mistakes
13:37:37  <andythenorth> hg probably means ‘heads grow'
13:37:47  <andythenorth> because every time you want to push, you get a new heads warning
13:37:56  <andythenorth> and always it’s another merge and commit :P
13:38:13  <andythenorth> bbl
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13:49:16  <Samu> 1966, 2030, 2037, 1987, 2037, 2007, 2003, 1980
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13:56:16  <Wolf01> I think I already made a mistake, I worked directly on the new branch, btw I don't want to make the dev branch dirty with changes which aren't directly related with the core feature
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14:43:52  <Wolf01> Why is BUILD_DOCKS the only plural entry? the other are RAIL, ROAD, AIRPORT... since there is only one type of dock I expected the other to be plural :D
14:46:36  <frosch123> maybe to compensate that there is only one type of dock
14:46:45  <frosch123> while there are different station types for the rest
14:56:00  <Wolf01> The VS rename feature is a bit weird... Can't find references of a variable which is declared just some lines above and used in the 3 lines below
14:56:25  <Samu> SimpleAI has the best profits currently
14:57:39  <Wolf01> Switching the search from "current project" to "entire solution (encluding external items)" seem to work
14:57:54  <Wolf01> It's the same document :/
14:59:16  <Samu> it seems NoCAB does better than NoNoCAB, but i could be wrong
14:59:23  <Samu> will have to wait for 2051
14:59:43  <Alberth> only 35 years from now!
15:05:20  <Wolf01> Error	LNK2019	unresolved external symbol "struct Window * __fastcall ShowBuildLtRailToolbar(enum RoadType)" (?ShowBuildLtRailToolbar@@YIPAUWindow@@W4RoadType@@@Z) referenced in function "enum CallBackFunction __fastcall MenuClickBuildLtRail(int)" (?MenuClickBuildLtRail@@YI?AW4CallBackFunction@@H@Z)	openttd	E:\progetti\OpenTTD\notroadtypes_wolfolo\branches\gui\projects\toolbar_gui.obj	1
15:05:26  <Wolf01> Any help on this?
15:05:36  <Wolf01> It looks everything ok
15:06:59  <Wolf01> It's exactly the same as the roadtype, I think the problem is elsewhere
15:20:27  <Wolf01> Found, it was in another document...
15:20:55  <Alberth> how useful to report an error like that then :)
15:21:37  <Wolf01> I had to cross reference it with the ShowBuildRoadToolbar function :|
15:22:02  <Wolf01> I missed to replace one entry from "tram" to "ltrail"
15:22:54  <Wolf01> Clearly for VS was everything ok, but the linker said not :P
15:25:08  <Eddi|zuHause> try to make sure the project is up to date (by running projects/generate[.vbs])
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15:25:47  <Eddi|zuHause> also try to make sure you're running the same program that you are editing :p
15:28:09  <Samu> nobody is joining my servers
15:28:16  <Samu> i guess toyland is the culprit
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15:28:29  <Samu> ship servers actually had some compliments
15:28:35  <Samu> until it started slowing down
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15:30:42  <Samu> id like to help somewhere about pathfinding for ships, but all i can do is mere suggestions :(
15:31:28  <Samu> main problem is the amount of cpu usage for lost ships, there should be a way to make it less intensive
15:32:39  <Samu> if they're lost, don't make them search as often if they're lost for a long time
15:39:45  <Wolf01> Oh, found more hardcoded stuff
15:40:00  <Wolf01> case 4: case 8: case 15: case 19: case 21: case 26: hor->Add(new NWidgetSpacer(0, 0)); break;
15:40:59  <Eddi|zuHause> magic numbers!
15:41:18  <Alberth> death to all numbers :p
15:41:20  <Eddi|zuHause> although the last 3 are "wrong" :p
15:41:41  <Eddi|zuHause> should be 16,23,42 :)
15:41:55  <Wolf01> I didn't understand why it put the spacer between the zoom buttons
15:42:51  <Wolf01> 42?
15:43:14  <Eddi|zuHause> those are the "lost" numbers
15:43:25  <Wolf01> Why do I still read what are you writing? :D
15:43:34  <Eddi|zuHause> :p
15:43:51  <Eddi|zuHause> rule of thumb: you can ignore any line that ends with a smilie :p
15:44:58  <Wolf01> I'll add some more helpers to the widgets enum
15:46:04  <Wolf01> WID_TN_CONSTRUCTION_TOOLS_START, ///< Helper for the offset of the construction tools
15:46:04  <Wolf01> WID_TN_RAILS         = WID_TN_CONSTRUCTION_TOOLS_START, ///< Rail building menu.
15:46:15  <Wolf01> It seem too long, any suggestion?
15:46:26  <Wolf01> BUILD_TOOLS?
15:46:47  <Eddi|zuHause> doesn't seem like something one would be really concerned about
15:47:05  <Eddi|zuHause> be more descriptive seems like the better alternative
15:47:23  <Wolf01> In this exact place is not a problem, but in the previous pasted one it might be
15:47:58  <Eddi|zuHause> just put all the cases on different lines
15:47:59  <Wolf01> Btw, since other entries refer as "building tools" I think I'll go with BUILD_TOOLS_START
15:48:10  <Wolf01> Or BUILDING_
15:49:34  <Wolf01> I'm wondering how many other magic numbers there are around, it's difficult to search them all
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16:06:56  <Alberth> WID_TN_TOOLS_START
16:07:30  <Wolf01> Too late, it's already in 1.6.2
16:07:40  <Alberth> aw :(
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16:10:01  <Wolf01> It's shorter, but I think I'll go with the "BUILDING_" version, just "TOOLS" is too generic
16:10:49  <Wolf01> They are all "tools", it's a toolbar
16:13:02  <Samu> rename tools to toolbar
16:14:53  <Wolf01> Which doesn't add anything new to the concept
16:17:00  <Samu> in 3 years, 2 aircraft ais reach 2051
16:17:04  <Samu> chopper and cluelessplus
16:17:55  <Wolf01> Ok, now I just need to make the roadveh window to work for trams and the first step is done
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16:19:42  <Wolf01> Only because it breaks the ships and aircraft lists
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17:08:51  <MonkeyDrone> when the fuck is summer going to end?
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17:09:07  <Wolf01> 1.5-2.5 months
17:09:12  <Wolf01> o/ andy
17:09:29  <MonkeyDrone> too far away :(
17:11:31  <andythenorth> lo
17:13:00  <Alberth> o/
17:16:46  <andythenorth> Wolf01: patched anything yet? o_O
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17:17:09  <Wolf01> Yeah, some refactoring for the gui
17:22:35  <Wolf01> Before proceeding I would like to define the names to use, I think the vanilla code it's already weird enough
17:23:31  <Wolf01> Are you sure to rename RoadType to StreetType after the split?
17:26:06  <Alberth> notStreetTypes ?
17:29:20  <Wolf01> And I'm not really convinced about catenary, I think it should be a common feature, do multiple catenaries exist?
17:38:54  <Samu> starting terron and syntrans
17:42:58  <Samu> hmm syntrans seems not building
17:43:29  <sim-al2> Well, hypothetically, there's trolley-bus and three-phase caternary, which have two wires
17:44:22  <Wolf01> At the same time?
17:45:05  <sim-al2> Errr, well they are seperate systems, but the visual apparence would be the same
17:45:43  <Wolf01> Which could result really confusing in ottd
17:46:14  <andythenorth> Wolf01: the proposal (iirc) is to keep RoadType for the structure on the tile
17:46:30  <sim-al2> I don't think there were many three-phase trams, but there's tons of trolleybuses around the world
17:46:41  <andythenorth> StreetType is the route type for RVs, not trams
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17:46:51  <andythenorth> I have some irc notes, looking now
17:47:12  <andythenorth> “I think keeping RoadType and being able to unpack it to StreetType and TramType is preferable”
17:48:32  <Wolf01> Ok, but there are some calculation involved, like some <<4 etc
17:48:51  <andythenorth> I’m not sure how it pans out in code
17:49:03  <andythenorth> but we need different terms, or we can’t talk sensibly :)
17:49:13  <andythenorth> the tile has to have a concept of [Something]Type
17:49:35  <andythenorth> and we have to have a name for the ‘not tram’ type of route
17:49:57  <Samu> syntrans wants to build road vehicles before making aircraft, t.t
17:50:00  <andythenorth> “no design survives first commit” :P
17:50:10  <Wolf01> Meanwhile I split the road and tram building toolbars, the station interface for tram still shows the disabled bays
17:51:05  <Samu> next AI to reach 2051 is dictatorai
17:51:19  <Wolf01> I would like to split the vehicles too, but I better not touch it, I already made saveload angry
17:52:25  <andythenorth> frosch recommended we could just leave vehicles alone
17:52:34  <andythenorth> no particular gain by splitting
17:52:51  <Wolf01> Yeah, I came to the same conclusion
17:53:01  <Wolf01> TMWFTLB
17:53:54  <Wolf01> The construction toolbars needed to be split, up to 32 different types in a dropdown will be extremely confusing :D
17:56:02  <Wolf01> Now, I worked in the branch/gui, and I think I'll work there for some more time to clean out and fix the gui a bit more, then we could merge it on the branch/dev
17:58:17  <andythenorth> w.r.t catenary
17:58:23  <andythenorth> I think drawing both types will be a mess
17:58:32  <andythenorth> but if only drawing one, which one wins?
17:58:50  <Wolf01> It's like drawing pavements
17:59:59  <Wolf01> Or the fences
18:01:32  <Wolf01> Maybe some types should be mutually exclusive
18:01:49  <Wolf01> Eg. you cannot have 2 catenaries on the same tile, even a crossing
18:02:03  <andythenorth> I considered that, but eh, arbitrary restrictions :D
18:02:12  <Wolf01> You need to think better for your routes
18:02:13  <andythenorth> combinatorial explosion
18:02:18  <andythenorth> we’d need a label system ;P
18:02:21  <andythenorth> and a forum thread
18:02:30  <andythenorth> and then a split in the community about two opposing schemas
18:02:32  <Wolf01> It adds difficulty to your puzzle game (V's words) XD
18:02:36  <andythenorth> ideological schism
18:03:26  <andythenorth> apparently I wrote this
18:03:28  <andythenorth> “Where both types draw catenary, OpenTTD will draw all the catenary.  If authors don’t like this, they should detect other types by label and special case catenary accordingly.”
18:03:49  <Wolf01> Also dedicated lanes for trams, which mean the RVs are always on the overtaking lane
18:04:02  <Wolf01> And this will work only with oneway roads!
18:04:05  <Eddi|zuHause> i'm pretty sure i said back then that that was a pretty dumb approach
18:05:26  <andythenorth> the other options are (1) draw all catenary (2) one type always wins?
18:06:39  <Eddi|zuHause> my favourite would be an option where one will win, but gives the NewGRF some interface to set priorities
18:07:27  <Eddi|zuHause> including the option to provide a combined sprite
18:08:02  <Wolf01> how do you handle a road here? Cars shouldn't be able to travel in this piece (which is a tram stop)
18:08:49  <Eddi|zuHause> Wolf01: that's just a variant on tram-with-pavement?
18:09:55  <Eddi|zuHause> in my ideal world, tram-with-road would have a lower speed limit than separate tram
18:10:49  <Wolf01> Usually yes, you don't see trams speeding at 70kmh between cars
18:11:06  <Eddi|zuHause> preferably with a tram type that forbids putting a road on the same trackbit, only on orthogonal ones
18:11:43  <Wolf01> <-
18:12:59  <Eddi|zuHause> i don't see how you can sanely implement this type of embedded grade separation in openttd, except for sim city 4-style puzzle pieces
18:12:59  <Wolf01> That's the point I'm trying to figure out Eddi, allowing every combination is not possible, at least not good looking or really confusing
18:14:03  <Eddi|zuHause> which is probably out of scope for this patch
18:14:35  <Wolf01> We'll end up doing something like this for the start
18:15:23  <Wolf01> And we are really lucky we don't have traffic in the game
18:16:38  <Wolf01>
18:28:13  <Eddi|zuHause> so, what is the exact problem we're trying to solve right now? drawing multiple layers of infrastructure on top of each other? defining ways how combination of layers can be inhibited? allowing different usage of lanes? [reqires state machines, probably]
18:29:17  <frosch123> rule 37: no statemachines
18:34:06  <Eddi|zuHause> that's why i said "out of scope" earlier
18:45:10  <andythenorth> simples
18:45:17  <andythenorth> multiple tram types
18:45:22  <andythenorth> multiple street types
18:45:25  <andythenorth> max 1 of each per tile
18:45:29  <andythenorth> is all
18:49:59  <andythenorth> no changes to vehicles
18:50:03  <andythenorth> no banning combinations
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19:04:25  <Wolf01> What's wrong with statemachines frosch123?
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19:17:08  <andythenorth> nothing, but they’re vapourware :)
19:17:12  <andythenorth> never will happen
19:33:11  <Samu> teshinet is another ai that can't build aircraft without building road vehicles first :(
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19:36:34  <Wolf01> andythenorth, committed the split
19:38:17  <andythenorth> Wolf01: which repo?
19:38:24  <Wolf01> branches/gui
19:38:54  <andythenorth> found it
19:39:00  * andythenorth wonders how pull requests work
19:39:03  <andythenorth> figuring it out
19:39:43  * andythenorth clicked some buttons
19:42:36  <Wolf01> Emails arrived
19:42:58  <Wolf01> Is world a better place now?
19:44:42  <andythenorth> works for me
19:44:46  <andythenorth> need to draw an icon
19:45:48  * andythenorth wants to add tram to hotkey.cfg
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19:48:55  <Wolf01> You need to move some other hotkeys
19:49:58  <Wolf01> I don't know if is enough to just put a value for "build_ltrail"
19:50:06  <andythenorth> so autoroad gets me autoroad or autoltrail, depending which toolbar is open
19:51:26  <andythenorth> triggered an assert :)
19:51:30  <Wolf01> For me it gives only autorail because it's the standard config
19:51:31  <andythenorth> I am good at testing :)
19:51:36  <Wolf01> :D
19:52:15  <andythenorth>
19:52:42  <andythenorth> press ‘8’ with tram build toolbar open
19:53:52  <Wolf01> Nice one, I only use 4 hotkeys: x, a, d, s
19:54:02  <andythenorth> 8 is one-way
19:54:11  <andythenorth> I was just mashing keys to see what happened
19:54:23  <Wolf01> Yes, I removed it, no sense to have it for trams
19:54:31  <andythenorth> agreed
19:54:53  <andythenorth> it’s very little use for normal RVs either, but that horse has left the stable
19:57:00  <Wolf01> I think the hotkey is defined even for the ltrail toolbar
19:57:34  <Wolf01> Yup, I need to split the enum of the widgets too
19:58:53  <Wolf01> Meh, I forgot to change the name of the class too, it's still BuildTramToolbarWindow
20:00:43  <Samu> holy crap, synaptic just built aircraft, that surprised me
20:00:50  <Samu> was not expecting it
20:01:49  <Wolf01> Uh oh, there are a lot of references in the GS too
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20:02:29  <Wolf01> We'll break everything
20:03:40  <andythenorth> hmm
20:03:46  <andythenorth> frosch advised something about that before
20:04:32  <andythenorth> before writing any spec, I searched all the places RoadType is used
20:04:38  <andythenorth> GS, AI, cost calculations, etc
20:04:55  <andythenorth> pathfinding
20:05:29  <andythenorth> Wolf01: what breaks in GS just from toolbar split?
20:05:48  <Wolf01> I think GS is not able to build trams
20:07:41  <andythenorth> $someone should write a GS as a test suite
20:07:49  <andythenorth> closest thing we have to Selenium
20:09:12  <frosch123> gs has access to all of the gui to allow stuff like the tutorial
20:09:47  <frosch123> no need to bother about that, you can just regenerate the gs api with src/scripts/api/
20:10:05  <Wolf01> Oh, good
20:10:27  <andythenorth> Wolf01: ^ that was the thing frosch advised about before I think :)
20:10:35  <Samu> flyspray is being spammed
20:10:45  <Samu>
20:35:47  <andythenorth> Wolf01: tomorrow I will try and get an icon drawn
20:36:09  <Wolf01> Good, I'm fixing the toolbar now
20:39:50  <Wolf01> I need to get rid of some crashes :P
20:45:09  <sim-al2> Weird, the spam is all the same phone number with what I assume are supposed to be keywords
20:46:15  <sim-al2> It appears to all over the major bugtrackers too
20:48:42  <andythenorth> maybe it’s the singularity
20:48:51  <andythenorth> meanwhile, I have this drawn
20:48:57  <andythenorth> but I need a 1950s version
20:48:59  <andythenorth> fake
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20:49:16  <andythenorth> keep it as a tram, but modernised?  Or engine + two wagons?
20:52:34  <andythenorth> tomorrow can decide
20:52:37  * andythenorth sleep
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20:55:01  <argoneus> good evening train friends
20:55:54  <Wolf01> o/
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21:10:25  <supermop> yo
21:23:25  <Samu> teshinet bankrupted
21:23:30  <Samu> starting tracai
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