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Log for #openttd on 29th January 2018:
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09:40:48  <Samu> music https://www.youtube.com/watch?v=jJfurAIplc8
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15:52:24  <supermop_work> hi Alberth
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15:58:13  <Alberth> o/
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16:09:58  <crem4> \o
16:13:43  <supermop_work> waiting for andy and wolf to thank them for shipping
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17:15:26  <Samu> hi
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18:10:21  <supermop_work> hi Wolf01
18:10:28  <supermop_work> thanks for shipping
18:10:57  <Wolf01> Does it work fine and as intended?
18:15:55  <supermop_work> at work so haven't tried yet
18:18:33  <Samu> Wormnest:
18:18:58  <Samu> i'm testing several ai's on a copy of btpro server 7 world
18:19:03  <Wormnest> Hi Samu
18:19:08  <Samu> your ai does really bad
18:19:25  <Wormnest> Oh well you can´t always win
18:19:29  <Samu> he's bridge happy for some reason
18:19:52  <Samu> also when pathfinding fails, he doesn't quite remove all the rails
18:20:00  <Samu> leaves some behind
18:20:11  <Samu> your ai, i mean WormAI
18:20:18  <Samu> NoNoCAB does better
18:20:46  <Wormnest> Does the server have higher bridge costs
18:20:58  <Samu> no, there's no newgrf used
18:22:02  <Samu> the current best AI is BorkAI, which is really strange, he does bad everywhere else
18:22:43  <Wormnest> It all depends on setting and sometimes a bit of luck
18:23:05  <Samu> it's a server starting in 1935
18:23:15  <Samu> there's no ships
18:23:29  <Samu> airplanes are quite weak, WormAI always starts with trains
18:23:34  <Samu> but can't take off
18:23:52  <Samu> loan is £150k
18:24:22  <Wormnest> Yea that might not be easy. I really need to add roadvehicle support
18:26:12  <Samu> i'm trying to make the goal to be similar to server 7, reach €25M or £12,5M company value
18:26:26  <Samu> let's just say most AIs are quite poor
18:26:30  <Samu> compared to hoomans
18:27:36  <Samu> i might try some other btpro server, i kinda like their settings setup
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18:27:57  <andythenorth> o/
18:28:00  <Samu> apparently my own setting choices have been too kin d for ais
18:28:04  <Samu> kind*
18:28:08  <Samu> easy*
18:29:06  <andythenorth> Wolf01: hi
18:29:36  <Samu> but ok, i think the most glaring issue is WormAI making too many bridges
18:29:51  <Wolf01> o/
18:30:05  <Samu> if it built normally, it would probably start better
18:32:35  <andythenorth> Wolf01: I'm trying to repro the NRT bug reports :)
18:33:12  <Wolf01> There are no bugs.
18:33:32  <supermop_work> testing now
18:33:49  <Wolf01> I don't make bugs, is other's code which doesn't mesh fine with mine :P
18:35:47  <andythenorth> ha ha
18:37:20  <andythenorth> Wolf01: the bridge report is valid :)
18:41:57  <Samu> cluelessplus might be the first to get £12,5M value
18:42:39  <Samu> Wormnest: do u got 1.7.2 installed? join this server
18:42:57  <Samu> https://www.openttd.org/en/server/114360
18:43:17  <Wormnest> Nope and Iḿ busy with other things too
18:43:37  <Samu> ok, it's where the AIs are playing
18:45:13  <supermop_work> nrt working as expected for me
18:45:24  <supermop_work> i dont have haul in this game tho
18:50:57  <supermop_work> ooh
18:51:17  <supermop_work> cc on catenary poles on town owned roads
18:51:31  <supermop_work> flickers colors when a bus drives through
18:53:13  <supermop_work> by which i mean it cycles through to a new random cc
18:55:01  <andythenorth> that's interesting
18:55:18  <andythenorth> something happening to tile bits?
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18:58:13  <supermop_work> no idea
18:58:57  <supermop_work> i guess the cat gets redrawn when a vehicle moves through tile
18:59:22  <supermop_work> and because towns have no CC
18:59:41  <supermop_work> it just picks a random one each time it is drawn
18:59:52  <supermop_work> that's my working theory
19:01:03  <supermop_work> not sure its practical to try to get cc of whoever last converted the tile
19:01:38  <supermop_work> so propose to either disable cc when owner=town or none
19:01:59  <supermop_work> or give all towns a cc
19:03:13  <andythenorth> it's an interesting problem :)
19:03:35  <andythenorth> maybe Eddi|zuHause knows what to do
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19:18:00  <andythenorth> disabling CC for towns would leave it just default blue
19:18:54  <frosch123> buoys are grey
19:22:44  <andythenorth> so is it solved problem?
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19:38:06  <supermop_work> im fine with blue for towns if grey is too hard
19:38:57  <andythenorth> it's probably easy to do
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19:42:50  <andythenorth> looking how buoys do it
19:42:59  <andythenorth> L397 in station_land.h?
19:43:34  <Wolf01> andythenorth: you can fix the bridges problem, not hard to do, see how it's done for roads
19:43:48  <andythenorth> ok
19:44:07  <andythenorth> currently lost in buoys ;P
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19:46:10  <andythenorth> frosch123: did you mean 'buoys have no CC, so catenary doesn't need it'? o_O
19:46:43  <Wolf01> BTW, catenary throws a warning in debug when used with CC
19:47:31  <supermop_work> andythenorth: i think he means that grey has a precedent as an identifying color for neutral infrastructure
19:47:45  <frosch123> andythenorth: no, i meant that company coloured stuff that is not owned by anyone is currently coloured grey
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19:48:07  <frosch123> OWNER_NONE and OWNER_TOWN are grey
19:48:13  <frosch123> in various places
19:48:21  <frosch123> i only remember buoys, but i think there was more
19:48:32  <Wolf01> Time to colour buoys
19:48:34  <andythenorth> ok, so I remap CC to grey if it's OWNER_NONE || OWNER_TOWN?
19:48:45  <andythenorth> that can't be impossible :P
19:49:05  <Wolf01> It's just a matter of "if"
19:50:53  <andythenorth> and remapping the sprite palette
19:51:01  <andythenorth> I was hoping to cargo-cult it
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19:51:11  <andythenorth> but I can't find buoy drawing code
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22:02:02  <Wolf01> 'night
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22:38:12  <peter1138> Uh oh, reverse engineered locomotion -> openloco
22:38:37  <peter1138> https://github.com/OpenRCT2/OpenLoco/blob/master/src/openloco/openloco.cpp#L381
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22:53:25  <Eddi|zuHause> is that something different from the aprils fools joke from like 10 years ago?
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23:23:13  <supermop> late andy
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23:33:32  <supermop> andythenorth: what should a basic/essential spool roster be? just road and elrd?
23:33:44  <supermop> dirt? gavel as haul?
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