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Log for #openttd on 4th August 2017:
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08:40:02  <Wolf01> o/
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08:42:05  <Alberth> o/
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14:12:42  <V453000> my ass is grass and friday
14:12:56  <V453000> sense you seek, sense you find in slugs
14:13:19  <Arveen2> well, Ok then
14:13:24  <Wolf01> :D
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14:20:49  <HeyCitizen> help
14:22:04  <HeyCitizen> no admins? no commands working?  no one to help with trolls/blockers?
14:24:37  <ST2> HeyCitizen :)
14:24:42  <ST2> what you talking about?
14:24:45  <V453000> this is the internet
14:24:47  <V453000> we are sparta
14:25:21  <HeyCitizen> so we have a couple of cities on server 1 that have become saturated with stations from the same player
14:25:44  <HeyCitizen> doesnt give a fuuu
14:25:49  <V453000> this is a general openttd channel not for some specific servers :P where are you from? reddit?
14:26:00  <V453000> probably not
14:26:02  <HeyCitizen> rediit ye
14:26:19  <V453000> that would be channel #/r/openttd
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14:28:36  <peter1138> heh
14:28:54  <peter1138> but reddit is the front page of the internet, or something
14:29:09  <V453000> right that
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17:12:36  <Wolf01> https://img-9gag-fun.9cache.com/photo/a88oVXO_700b_v1.jpg and then there's Italy which is so shitty which isn't even considered for the charts :P
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17:20:37  <Wolf01> Oh, something I could draw!
17:20:44  <Wolf01> https://img-9gag-fun.9cache.com/photo/aGejLLX_700b.jpg
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17:38:20  <V453000> well there you go ;P
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18:04:16  <Wolf01> V, why no FFF yet? Was your turn heh? :D
18:04:32  <V453000> nah
18:04:46  <V453000> I'm probably not going to write anything for a while
18:04:52  <V453000> doing small things, not much to tell
18:05:09  <Wolf01> You could talk about slugs
18:05:42  <V453000> probably not :)
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18:30:05  <Alberth> Wolf01:  They added Belgium, but not Holland :p
18:30:30  <Alberth> while we are quite well connected
18:31:15  <Alberth> probably we didn't fit in the message they wanted to give :p
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18:46:19  <Eddi|zuHause> i'm surprised germany is even on that list
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19:21:11  <Wolf01> Miau
19:21:15  <andythenorth> hi
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19:37:56  * andythenorth back at a real laptop 
19:38:19  <andythenorth> phones and tablets really don’t cut it :P
19:38:31  <Wolf01> \o/
19:40:51  <andythenorth> everything is remarkably better on a proper device
19:52:51  <andythenorth> did anyone finish FIRS 3 while I was away? o_O
19:54:13  <Wolf01> There was a guy, andythe_ or something like it who wanted to do it
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19:58:31  <andythenorth> should port-type industries include a dock/heliport tile?
19:58:38  <andythenorth> (station)
19:59:29  <Wolf01> Like oil rigs but on shores?
20:00:24  <andythenorth> yup
20:01:48  <Wolf01> It would be better to have a port included
20:02:05  <andythenorth> I just argued in forums that it would suck :)
20:03:13  <gpsoft> Anybody knows how to analyse crash logs?
20:04:04  <Wolf01> Maybe they could be used to spoil cargo distribution in an infrastructure sharing flavour like oil rigs do
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20:15:37  <supermop_> andythenorth: port would be neat
20:16:17  <supermop_> esp when port builds itself in such a way it is awkward to fit your own dock in without terraforming
20:16:19  <andythenorth> double posts are BAD eh?
20:16:35  * andythenorth just released another FIRS, but last post in FIRS thread is mine :P
20:16:49  <supermop_> i guess the dock might get stuck by terrain sometimes though
20:16:55  <andythenorth> yup
20:17:01  <andythenorth> also heliports :P
20:17:35  <supermop_> really heliports could go anywhere i guess
20:19:33  <andythenorth> maybe we need newgrf industry stations :P
20:19:39  <andythenorth> probably not eh
20:19:46  <andythenorth> NewDocks would be better :)
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20:20:53  <Wolf01> Also NotWater could be better
20:21:40  <andythenorth> currently we’re NotShipping :)
20:21:45  <andythenorth> terrible pun :P
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20:25:56  <Wolf01> Shit, I lost track of the ant, they smell my biscuits :|
20:28:14  <andythenorth> that’s like a haiku
20:28:59  <Wolf01> If the structure is fine, then it would be my first one XD
20:41:01  <supermop_> Wolf01: no one says that after a few thousand years you cannot invent your own new poetry structure
20:41:35  <supermop_> should head to LGA soon, but flight delayed 2.5 hours
20:41:47  <Wolf01> :(
20:42:15  <supermop_> dislike laguardia
20:42:20  <supermop_> dislike united
20:42:31  <Wolf01> At least you aren't kept in detention like my last time
20:42:37  * andythenorth all done with flying today
20:42:50  <andythenorth> 3.5 hours
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20:49:56  <supermop_> wheres that to then
20:50:14  <supermop_> this one will just be LGA to ORD
20:50:40  <supermop_> but summer in the midwest means ORD has delays for thunderstorms almost daily
20:51:24  <andythenorth> flew back from Tenerife
20:57:34  <supermop_> ooh now its been delayed an additional 75 min
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21:01:59  <andythenorth> hmm
21:02:10  <andythenorth> poor branch discipline means Road Hog is a bit fucked :P
21:02:26  <andythenorth> I have fixes and code quality improvements mixed up with NRT stuff
21:03:00  <supermop_> better just get NRT into trunk then
21:03:07  <Wolf01> Yes
21:05:56  <andythenorth> what’s left?
21:06:04  <Wolf01> Stuff
21:06:24  <andythenorth> always :)
21:06:35  <Wolf01> Mainly fixes and a lot of features
21:06:49  <Wolf01> GameScript integration
21:07:02  <Wolf01> Maybe AI too
21:08:52  <Wolf01> BTW, I love calling stuff stuff, my ex coworker seldom still ask me how to call a new class and I reply "Stuff" without giving him time to write "and don't answer with "Stuff""
21:14:21  * andythenorth tests docklands and unspooled
21:14:43  <supermop_> andythenorth: they are just pixels
21:14:53  <andythenorth> isn’t it
21:15:07  * andythenorth wondering wtf to do about NRT spec :)
21:16:10  <supermop_> need level crossing pixels
21:16:32  <andythenorth> wondering if roads should be built like rail stations are built
21:16:42  <andythenorth> choose route/vehicle type
21:16:43  <supermop_> actually i think i drew level crossings, just didn't know how to code them
21:16:47  <andythenorth> then choose sprites
21:16:59  <andythenorth> appearance and routing should be orthogonal
21:17:05  <andythenorth> it’s more steps for building though
21:17:26  <andythenorth> is catenary appearance, or routing?
21:18:13  <andythenorth> supermop_: is docklands serious, or hax? :)
21:18:35  * andythenorth wondering if it would work better as road stops, or if it’s desirable that the tiles aren’t stops
21:18:41  <supermop_> it is seriously something i wanted to see in game for a long time
21:19:06  <supermop_> maybe, if road stops could be large and sprawling like richbk? wanted?
21:19:12  <supermop_> dk if that was who it was
21:20:51  <Wolf01> I sometime give a look at the vehicle movement code, it doesn't seem so difficult, maybe with a proper documentation...
21:21:49  <Wolf01> I may look on making 4 lanes roadstops or such
21:21:49  <andythenorth> road vehicle movement?
21:22:00  * andythenorth has read road vehicle movement code
21:22:04  <andythenorth> it’s not so bad
21:22:23  <andythenorth> any changes to stations, roadstops, airports
21:22:36  <andythenorth> always get stuck on ‘but we need a generic state machine for tiles, in newgrf'
21:22:45  <Wolf01> Yes
21:22:48  <andythenorth> which is, of course, fricking stupid and unachievable
21:22:55  <andythenorth> in any practical sense
21:23:17  <andythenorth> the number of people who could use such a state machine spec can probably be counted on two hands
21:23:28  <Wolf01> Yes, because you might want to differentiate the movement by vehicle and by the tile graphics too
21:23:37  <andythenorth> and the number of people who could design and implement the spec for it can be counted on no fingers or thumbs
21:24:04  <andythenorth> it’s not always winning to do it in newgrf
21:24:15  <andythenorth> hard-coding additional airports in ottd was a great move
21:24:39  <andythenorth> the gameplay cost of that was very low, compared to theoretical idea of having arbitrary airports
21:24:42  <andythenorth> most of which would suck
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21:25:36  <Wolf01> He didn't like this
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21:26:41  * andythenorth wonders if NRT should offer control over ‘sidewalks’
21:26:51  <andythenorth> but eh, they’re drawn behind the road layer
21:27:07  <andythenorth> basically an eye candy option, independent of the label
21:27:40  <Wolf01> There are sidewalk features like poles, trees
21:27:41  <andythenorth> same, I think as frosch is proposing with groundtypes, except I’m unclear exactly what groundtypes proposal is as yet
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21:27:49  <supermop_> andythenorth: the number of people who can or will use any new spec or feature for openttd can probably be counted on two hands
21:28:06  * andythenorth counts
21:28:13  <supermop_> i can count the number of people using NRT spec on one hand with fingers to spare
21:28:13  <Wolf01> I count 3
21:28:56  <andythenorth> I used all fingers & thumbs trivially
21:28:58  <andythenorth> :OP
21:29:08  <andythenorth> not even counting people who’ve rage quit
21:29:31  <andythenorth> I think there are 20 or 30 people creating credible work, and releasing
21:30:46  <supermop_> one day i will join them to make it 21
21:30:58  <andythenorth> basically if roads grew an eye candy option, then authors could add all the extra crap like parking lots, trees, fountains,
21:31:02  <andythenorth> road signs
21:31:05  <andythenorth> parked trucks
21:31:15  <Wolf01> You can already use objects for that
21:31:17  <andythenorth> snow ploughs
21:31:32  <andythenorth> yeah, but these would be in the 8px or so at the edge of the road
21:31:37  <andythenorth> flowerbeds
21:31:55  <andythenorth> concrete median (dividers)
21:32:31  <andythenorth> Wolf01: if you do figure out vehicle code, can you add a switch for ‘drift mode’?
21:32:38  * andythenorth has been watching Ken Block videos again
21:32:56  <andythenorth> drift is quite easy to simulate, I’ve done it in flash games
21:33:13  <andythenorth> but ideally the rotation point is moved towards the vehicle front
21:33:36  <Wolf01> Mmmmh
21:34:05  <andythenorth> how many bits are left in the map then?
21:34:42  <andythenorth> and what’s the idea about making tram and road both provided by same grf?
21:34:51  <supermop_> idk
21:34:52  <andythenorth> what is spec for that?
21:35:02  <Wolf01> https://www.tt-forums.net/download/file.php?id=195989&sid=218e644e737dbf645af9708cdbba4f73 the only problem with objects is that they need to be on the free tiles on the sides, and they can "overflow" on the road
21:35:10  <supermop_> seems like there is no need to enforcethat
21:35:15  <Wolf01> It might be difficult in cities
21:35:39  <supermop_> ok im going to try to go to the airport now
21:36:00  <supermop_> expect NRT to be in stable when i get back
21:36:04  <supermop_> later
21:36:09  <andythenorth> :)
21:36:50  <andythenorth> objects waste a lot of tiles Wolf01 ;)
21:37:09  <andythenorth> have you tried the docklands grf?
21:37:15  <Wolf01> Also, somebody just provided a patch to let cities build tramways, check the forum https://www.tt-forums.net/viewtopic.php?f=33&t=76806
21:37:39  <andythenorth> did he fork it from NRT? o_O
21:37:56  <Wolf01> <andythenorth> have you tried the docklands grf? <- yes, it's nice, finally got rid of the fake roads made with the non-track tiles stations
21:38:19  <andythenorth> I think it’s docklands that most shows weakness of curent spec
21:38:40  <andythenorth> all types there are equivalent, it’s just eye candy
21:38:48  <Wolf01> Yes
21:39:01  <Wolf01> That's the reason behind groundtypes
21:39:27  <Wolf01> And the same reason behind my suggestion to make NRT types dynamic
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21:40:45  <Wolf01> The only downside is that you have unified labels then, you can't make a HAUL road and a HAUL tramway
21:40:58  <andythenorth> we need a UI mockup for groundtypes
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21:41:15  <andythenorth> it’s something like objects, but more compact
21:41:20  <Wolf01> Yeah
21:42:15  <andythenorth> I don’t think it’s significant whether labels are unique or unified
21:42:38  <andythenorth> either is fine, it should be chosen to fit other more important constraints
21:43:13  <andythenorth> what’s the benefit of unifying?
21:44:33  <Wolf01> Both kind of vehicles see the same list
21:45:28  <Wolf01> Maybe you can even check if there's a tramway catenary from a trolleybus
21:46:10  <Wolf01> Just query the tile types and OR the properties
21:46:26  <Wolf01> If one of the two has catenary, then win
21:46:34  <andythenorth> any other benefits? o_O
21:47:00  <Wolf01> But I think we can already do that now, just change some stuff
21:47:24  <Wolf01> Like cycle the types instead of getting the vehicle roadtype
21:47:48  <Wolf01> I don't think there are many benefits
21:49:20  <andythenorth> the catenary thing seems to be an outsized problem :P
21:49:41  <Wolf01> BTW, the data structure will stay the same, is only the array in which are loaded the gfrs to change
21:50:14  <Wolf01> Yes, it's just the "CompatibleRoadType()" to change
21:50:18  <andythenorth> what’s the current set up, one catenary?
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21:50:35  <Wolf01> Yes, road catenary wins
21:50:36  <andythenorth> no, the spec says both types can define catenary
21:50:56  <Wolf01> But only road's one will be drawn, if present
21:51:14  <andythenorth> oh yes
21:51:16  <andythenorth> ok
21:51:23  <andythenorth> spec page mentions that
21:51:34  <andythenorth> maybe just draw both :P
21:52:04  <andythenorth> or leave it as is and [shrug]
21:52:45  <andythenorth> I guess the problem remains knowing if trams have a valid route or not
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21:53:43  <Wolf01> The game knows already what to do, the user has a hard way to tell if the route is valid
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21:54:14  <andythenorth> and in 8bpp, drawing both catenaries will always be hard
21:55:37  <andythenorth> hmm, well there will be a simplification somewhere
21:55:43  * andythenorth will sleep on it
21:56:17  <Wolf01> I would give a try with both catenaries, usually they should just overlap and draw 2 times the same pixels, worst case: http://ww3.hdnux.com/photos/25/23/56/5585806/3/rawImage.jpg
21:56:36  <andythenorth> I considered overlapping
21:56:46  <andythenorth> but that doesn’t solve the player routing knowledge :)
21:56:53  <andythenorth> no visual cue
21:56:55  <Wolf01> But back in time I made the transparent catenary options, so...
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21:57:22  <andythenorth> it comes down to either
21:57:30  <andythenorth> (1) distinct graphics or visual cue
21:57:58  <andythenorth> or (2) a specific ‘needs catenary on tile’ flag for vehicles
21:58:33  <andythenorth> requiring catenary limits potential for newgrf hax for weird stuff
21:59:02  <andythenorth> and means vehicle author has to duplicate information (tramtype label and flag)
21:59:18  <andythenorth> or having labels for electrified types is pointless
22:00:12  <andythenorth> or (I think suggested already)
22:00:37  <andythenorth> a single grf controls the tiles, and there’s a mapping of roadtypes:tramtypes
22:00:59  <andythenorth> e.g, if it’s ELRD, then any tram bits are ELRL
22:01:33  <Wolf01> (x) move the catenary to it's own bit into the tile (your first idea), add a tool to place catenary, newgrfs define catenary aspect (no separation between tramway and road ones|3 definitions: tram alone, road alone, road+tram|road = road+tram, tram alone)
22:02:04  <andythenorth> eh, they’re all a bit complex eh?
22:02:26  <Wolf01> There's no simple solution or we would already have done that
22:04:56  <Wolf01> With road+tram means the author need to define all the possible combinations he want to make possible, it's combinatory, you'll get a soccer field of catenary sprites
22:08:13  <andythenorth> the answer needs to come from player perspective
22:08:27  <andythenorth> I can’t be having stuck trams, as player :)
22:09:06  <andythenorth> the problem is that what looks like catenary in a sensible grf might be something else in a hax grf
22:09:22  <andythenorth> or rather, we can’t rely on multiple grfs to co-operate at all
22:10:11  <Wolf01> With groundtypes already you can only have only one grf's types on a tile
22:10:24  <Wolf01> Maybe even only one NRT grf at all
22:10:26  <andythenorth> hmm
22:10:34  <andythenorth> callback
22:10:54  <andythenorth> when adding roadtype/tramtype bits
22:11:29  <andythenorth> stick the current roadtype/tramtype in a var, and let the author return what type it should be changed to
22:11:44  <andythenorth> so e.g. if adding ELRD to a tile with ROAD and RAIL
22:11:59  <andythenorth> the cb returns ELRL
22:12:13  <andythenorth> assume authors do the right thing
22:12:49  <andythenorth> with a cb, everything falls to author
22:13:01  <andythenorth> they can check crazy stuff like date, terrain type, town zone, all kinds of crap
22:13:21  <andythenorth> but a good grf will just make sure that trams work on trolleybus road and vice versa
22:13:29  <andythenorth> and it’s all on the author to make it sane
22:14:19  <andythenorth> I think this also fixes town roads
22:14:43  <andythenorth> assuming that adding ELRL causes an upgrade to ELRD for the town-owned ROAD
22:15:26  <andythenorth> if the author doesn’t want automatic conversion like that, it’s up to them
22:15:35  <andythenorth> and they are responsible for confused players :P
22:16:04  <Wolf01> Yup, I agree
22:16:19  <andythenorth> also cbs are easy to spec and implement :P
22:16:44  <andythenorth> I think this does maybe imply only one grf per tile
22:16:47  <andythenorth> not sure
22:17:26  <andythenorth> authors can trivially be responsible for the upgrade graph when they control the inputs
22:17:39  <andythenorth> but not if the inputs (lables) are unknown and arbitrary (other grfs)
22:18:17  <andythenorth> I don’t know how ‘only one grf per tile’ would be explainable in gameplay
22:18:44  <andythenorth> seems like players would constantly see error message
22:19:11  <Wolf01> With 3 NRT grfs we already got a crash
22:19:27  <Wolf01> I'm for a single, well done NRT grf for each game
22:19:37  <andythenorth> that is appealing
22:19:46  <andythenorth> but goes against the prevailing trend for grfs
22:19:48  <Wolf01> Like a single, well done industry grf, railtype grf
22:20:28  <Wolf01> Eh, maybe you want american trams and european trucks
22:20:38  <andythenorth> I think it’s worth trying to keep the idea of multiple NRT grfs
22:20:52  <andythenorth> if authors stuck to a limited set of labels....
22:20:55  <Wolf01> Or a grf only provide pax trams and you want heavy equipments too
22:20:58  <andythenorth> it would be fine
22:21:11  <andythenorth> if we mostly had ROAD, ELRD, RAIL, ELRL
22:21:47  <Wolf01> We mostly have ROAD, ELRL :P
22:21:53  <andythenorth> and not ‘35mph trams with metre gauge, 120 pound rail and 600v DC electrification returning to ground’
22:23:10  * andythenorth wonders about forcing every type to specificy whether building it causes ELRD / ELRL upgrade
22:23:54  <andythenorth> and forcing every grf to specify whether it provides ELRD/ELRL
22:24:36  <andythenorth> ‘label if unpowered tile'
22:24:39  <andythenorth> ‘label if powered tile'
22:24:56  <andythenorth> dual labels for every type?
22:25:31  <Wolf01> This should open possibilities like "you can't upgrade RAIL to ELRL, xxRD can't have catenary"
22:25:40  <andythenorth> I like the dual labels idea
22:26:09  <andythenorth> it supports also the idea of types that don’t care about powered
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22:26:24  <andythenorth> e.g. MUDR or something for mud roads
22:26:30  <andythenorth> could stay as MUDR either way
22:26:50  <andythenorth> so I add ELRL to mud, flipping the powered bit for the tile
22:26:59  <andythenorth> and it stays as MUDR also
22:27:20  <andythenorth> I add ELRL to ROAD, flipping the powered bit for the tile
22:27:25  <andythenorth> and now we have ELRD
22:27:43  <andythenorth> but the type that already existed defines it’s own label
22:27:51  <andythenorth> so arbitrary grfs can combine safely
22:28:07  <Wolf01> You know that in 3 hours I only made a test suite for a single class with 2 assertions? ^_^
22:28:11  <andythenorth> :P
22:28:20  <andythenorth> does the test actually work?
22:28:28  <andythenorth> many tests don’t, in my limited experience
22:28:40  <andythenorth> I try breaking the app to test the tests
22:29:03  <Wolf01> I should exercise on test driven development, and I usually make only simple tests as I'm lazy
22:30:10  <andythenorth> if I downgrade ELRL to RAIL, does that unflip the powered bit for the tile?
22:30:15  <Wolf01> BTW, back on topic, you are elaborating this <Wolf01> (x) move the catenary to it's own bit into the tile (your first idea), add a tool to place catenary, newgrfs define catenary aspect (no separation between tramway and road ones|3 definitions: tram alone, road alone, road+tram|road = road+tram, tram alone)
22:30:16  <andythenorth> breaking the ELRD?
22:30:42  <andythenorth> I am forcing the idea that every type has to accomodate a catenary bit
22:31:09  <andythenorth> but it would be built implicitly, no need for an extra tool (and extra UI and crap)
22:31:16  <andythenorth> dual labels for every type
22:31:33  <andythenorth> I guess it’s OR and NAND
22:31:45  <andythenorth> either type can flip the bit on
22:31:58  <andythenorth> both types have to downgrade to flip the bit off
22:32:12  <Wolf01> You should have 3 possibilities: has catenary bit but no catenary (eg. MUDR) | has catenary bit and provides catenary (ROAD, ELRD) | doesn't allow catenary
22:32:30  <Wolf01> This because reasons
22:33:09  <andythenorth> ‘incompatible with types that flip the powered bit on’
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22:33:31  <Wolf01> Exactly
22:33:40  <Wolf01> <andythenorth> both types have to downgrade to flip the bit off <- Agreed
22:33:57  <andythenorth> frosch will explain to me tomorrow why this is stupid :D
22:34:01  <Wolf01> But how do you tell the player?
22:34:07  <andythenorth> player will figure it out
22:34:16  <andythenorth> also it doesn’t usually matter
22:34:25  <andythenorth> ROAD vehicles can route on ELRD
22:34:36  <Wolf01> You downgrade ELRL to RAIL but ELRD stays, you'll drive the player mad
22:34:51  <andythenorth> it’s better than breaking routes
22:35:15  <andythenorth> I can see the purpose of a separate catenary tool
22:35:18  <andythenorth> but eh
22:35:34  <Wolf01> But it's the same as now "I added ELRL to ROAD, nor I removed ELRL but the catenary is still there"
22:35:44  <andythenorth> yes
22:35:50  <andythenorth> I think that’s acceptable
22:35:52  <Wolf01> s/removed/downgraded
22:36:09  <andythenorth> confusing, but acceptable
22:36:18  <Wolf01> It's the same as now
22:36:25  <Wolf01> Just a bit more automatic
22:36:27  <andythenorth> except backwards :)
22:36:49  <andythenorth> it would try too hard to not have broken routes, opposite of current situation
22:37:04  <andythenorth> a catenary tool would assume unified catenary?
22:37:10  <Wolf01> No
22:37:33  <andythenorth> hmm
22:37:41  <Wolf01> A catenary tool would assume that the grf knows and tell the game how to upgrade a label
22:37:45  <andythenorth> I don’t hate it, I just think it’s more complexity
22:38:12  <Wolf01> I mean, you have RAIL, use catenary tool over it and you'll get ELRL, fine, thanks, simple
22:38:39  <andythenorth> but without unifying catenary, we’re back at where we started :)
22:38:47  <Wolf01> You have XYRL, you use catenary over it... which other label becomes?
22:39:12  <andythenorth> we’re stuck with player unable to detect why vehicles aren’t routing
22:39:21  <andythenorth> and only a few 8bpp pixels to show it
22:39:21  <Wolf01> Or, you unify the catenary...
22:39:41  <Wolf01> Which means you can't use the catenary to fake subways
22:39:52  <Wolf01> Which is a BAD use case anyway
22:39:56  <andythenorth> so many kittens died :P
22:40:04  <andythenorth> fuck all these proposed catenary hacks, seriously
22:40:13  <andythenorth> ‘but NRT must allow boatloads of shit’
22:40:19  <andythenorth> is making it not get shipped
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22:42:31  <andythenorth> catenary is not a good way to do ropeways, ski-lifts, subways, or eye candy
22:43:00  <andythenorth> if we want stuff like this https://thumbs.dreamstime.com/z/aerial-ropeway-westport-new-zealand-circa-buckets-carry-coal-down-to-railway-terminal-stockton-coal-mine-west-42428732.jpg
22:43:09  <andythenorth> then we should have a new transport type for it
22:43:09  <Wolf01> No, it's not, but until we'll provide authors a good way, they will hack things into it the wrong way
22:43:14  <andythenorth> and subways are always stupid
22:43:30  <andythenorth> hax is hax
22:43:37  <andythenorth> spec doesn’t need to be written around the hax
22:43:47  <andythenorth> then they’re not hax, they’re spec :P
22:44:25  * andythenorth votes unified catenary tool and unified appearance
22:44:49  <andythenorth> if it was drawn via a switch chain, author could swap sprites depending on types on the tile
22:45:04  <andythenorth> so actually multiple types could be drawn, just have to be combined in one sprite
22:45:31  <Wolf01> Yes
22:46:03  <Wolf01> Up to 14*14 combinations
22:46:56  <Wolf01> Maybe even 15x15 if you override ROAD and RAIL
22:46:59  <andythenorth> have fun drawing that :)
22:47:06  <Wolf01> Not my problem
22:47:06  <andythenorth> the work might put them off eh?
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22:47:50  <Wolf01> Server got annoyed?
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