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Log for #openttd on 12th May 2018:
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06:05:13  <andythenorth> o/
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07:03:26  <Wolf01> Moin
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07:45:26  <andythenorth> but where is cat?
07:45:47  <Wolf01> Oh, there is cat
07:46:02  <Wolf01> Did you see the new technic crane?
07:46:09  <Wolf01> *HUGE*
07:46:26  <Wolf01> >4000 parts
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07:51:57  <andythenorth> such big
07:52:01  <andythenorth> probably buy
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08:24:58  <andythenorth> ;/.54
08:25:41  <Wolf01> Was it a spider on the keyboard or is some andy's child?
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08:37:38  <andythenorth> my mac now turns the screen off when it's plugged into the charger
08:37:54  <andythenorth> I was pressing keys to try and stop it doing that :P
08:38:06  <andythenorth> this is what a 33% price premium gets you
08:43:59  <Wolf01> Why do you still buy mac?
08:44:48  <andythenorth> lock in
08:44:52  <andythenorth> no way out
08:45:23  <Wolf01> Like me with MS, but at least I'm happy
08:45:51  <andythenorth> relearning computing from scratch would be too hard
08:47:17  <Wolf01> You wouldn't be changing to a commodore and basic 1.0, most of the softwares you use on a mac are available for windows and linux too
08:48:03  <Wolf01> And if you switch to another unix based system you don't even need to relearn the basic commands
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08:49:31  <andythenorth> UI is very different
08:49:47  <andythenorth> and there's not much gained by switching to Linux, same endless "but it doesn't work" issues
08:49:59  <andythenorth> it would be Windows (10?) or nothing
08:50:47  <Wolf01> Sure you wouldn't switch to windows XP, 10 is the right choice :P
08:50:51  <andythenorth> everyone I know who has recent Windows says it's awesome
08:50:59  <andythenorth> 100% reliable, totally user friendly
08:51:45  <Wolf01> 100% is a bit too much, let's say 95%, but it's really easier to use now
08:53:15  <andythenorth> if Apple continues to nosedive I'll have to switch
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08:59:49  <andythenorth> ugh, had to restart
08:59:56  <andythenorth> should never ever ever have to restart
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11:12:48  <peter1138> Hello
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11:17:43  <andythenorth> lo peter1138
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12:44:10  <Wolf01> I could have lunch now, that should be a good idea
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14:59:15  <snail_UES_> does the SVN server for OTTD still work? I’ve been trying for a few days, but it seems I can’t connect
15:00:12  <LordAro> snail_UES_: read yo news http://www.openttd.org/en/news/235
15:01:44  <snail_UES_> thanks! I seem to have missed that
15:02:57  <snail_UES_> someone should also updated Wiki pages such as https://wiki.openttd.org/Compiling_on_(GNU/)Linux_and_*BSD
15:03:09  <LordAro> almost all of the wiki is in need of updating :p
15:05:32  <LordAro> but that's the lovely thing about wikis - anyone can update them
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18:25:48  <peter1138> Those devs refusing to add things
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19:35:00  <Wolf01> Back from lunch
19:35:42  <LordAro> lunch?
19:35:54  <Wolf01> -> [14:44:12] <Wolf01> I could have lunch now, that should be a good idea
19:36:23  <LordAro> but that was... 5 hours ago?
19:36:27  <Wolf01> So?
19:36:49  <Wolf01> More like 7
19:37:07  <TrueBrain> very tempted to move a topic into the naughty-bin .. are random rants of unneeded porpotions bannable offenses on forums?
19:37:12  <TrueBrain> I dont know the forum rules ....
19:37:17  <Wolf01> Link?
19:38:31  <TrueBrain> hmm, seems it is not against the rules
19:38:40  <TrueBrain> *sad panda*
19:38:44  <peter1138> ;(
19:38:57  <TrueBrain> owh, no, rule 1d
19:39:22  <peter1138> What've I done!
19:39:27  <TrueBrain> meh .. I am not really a forum moderator :P I just have rights ... hmmm
19:39:39  <TrueBrain> guess I should leave it to a moderator :P Who is moderating the forums?
19:41:22  <peter1138> Hmm, I wonder what brought that on.,
19:41:46  <TrueBrain> no clue either; just a very misplaced way of trying to get a point across
19:42:01  <TrueBrain> orudge: lot of spam on the forum lately; something we can do about that? (something I can do about that?)
19:43:07  * LordAro looks
19:43:17  <LordAro> aw, babby had tantrum
19:43:20  <TrueBrain> its one of the few ways to get on my bad side :)
19:44:20  <peter1138> Hmm, weather forecast was wrong, it's been raining for hours :(
19:44:29  <peter1138> Soggy trails tomorrow then :(
19:46:22  <TrueBrain> locked the topic, and asked orudge / moderators if this should result in a warning or not ..
19:46:27  <TrueBrain> at least the minimum I could do :)
19:47:39  <TrueBrain> I just love these posts .. telling a community is shit in the most shittiest way possible .. that is some self-reflection right there yo!
19:48:00  <LordAro> depending on how serious they are, they might not see/care about any warning
19:48:34  <TrueBrain> I once got the manual how to ban spammers etc ... really cannot find it :D
19:48:50  <TrueBrain> and the person I thought could do something about it, reported it .. so clearly he cannot :D
19:49:28  <TrueBrain> it is also possible my rights are more limited than they used to be ... :D
19:50:31  <Wolf01> https://www.tt-forums.net/viewtopic.php?f=33&t=75637&p=1206985#p1206985 could I write something like this? Oh wait, I did
19:50:35  <peter1138> It's way too complex.
19:51:40  <TrueBrain> Wolf01: did you really write "hookers"? :D
19:51:45  <Wolf01> Yes
19:52:01  <Wolf01> Is it a forum for families?
19:52:11  <TrueBrain> I see I can move the topic to the right place .. but I cannot ban the spammer it seems
19:52:24  <TrueBrain> Wolf01: who knows!
19:52:40  <TrueBrain> so we really need orudge I guess to ban the spammer? Hmm
19:52:50  <peter1138> https://github.com/PeterN/OpenTTD/commit/bdfc1daebb60079daec391c8ea987f615f6fc38c#diff-ab96138f12d2f8f9159fa122ab5e789e
19:52:57  <peter1138> ^ That really is just nasty
19:53:20  <TrueBrain> that really really is :P
19:53:24  <Wolf01> Split value in 2 sets of bits?
19:53:26  <TrueBrain> still fighting the map bits ...
19:53:39  <peter1138> Wolf01, there's other places where it's already done.
19:53:42  <peter1138> But yeah, nasty.
19:53:46  <Eddi|zuHause> back when i was admin on a forum you could "ban" people by moving them into a group that had no permission to post anything
19:54:19  <TrueBrain> I know there is also a warning system, but I cannot find that too .. guess I no longer have permission :P
19:54:27  <Wolf01> Mmmh, move the bits to make space? Savegame conversion
19:54:33  <glx> pure maparray abuse
19:54:45  <peter1138> Wolf01, I don't think it's possible.
19:54:54  <peter1138> You'd end up splitting something else.
19:55:22  <peter1138> bridge ramps have very little space available.
19:55:39  <Wolf01> And they want more roadtypes too..
19:55:42  <Eddi|zuHause> need to rewrite them for custombridgeheads anyway :p
19:55:44  <peter1138> Oh, they have loads, but in a different place to everything else.
19:56:10  <peter1138> And railtype is an oddity. It's always in the same place regardless of tile type (if the tile type has rails)
19:56:33  <Wolf01> Makes sense
19:56:51  <TrueBrain> orudge: I know we asked this 10 years too, but how many cookies do we have to give for patchpacks to get their own subforum? Is that possible?
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19:57:02  <TrueBrain> getting a bit annoyed by a 70-page-topic
19:57:12  <Eddi|zuHause> maybe we should have classes in the map array, that do all this bitstuffing with properties?
19:57:29  <peter1138> Eddi|zuHause, just write it in a modern language :D
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19:58:58  <peter1138> Eddi|zuHause, C structs can have bitfields anyway.
19:59:22  <Eddi|zuHause> well, structs and classes are really the same thing
20:00:22  <peter1138> NewMapArray!
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20:01:31  <TrueBrain> I tried to move a topic ... I totally failed ... I so hate forums .. impossible to moderate :(
20:01:37  <TrueBrain> so we will have to do with the spam a bit longer :P
20:02:20  <Wolf01> Couldn't you just delete the spam?
20:02:33  <Eddi|zuHause> well, the idea would be that you encapsulate all the map accessors by (virtual?) functions, so the code that tries to access the map can work without knowing whether it's now a rail, road or bridge tile
20:02:57  <TrueBrain> Wolf01: as I remember, tt-forums never (ever) deletes stuff; we have an (invisible) spam bin for that
20:03:04  <TrueBrain> but ... the way I think it should work, doesn't :P
20:03:06  <Wolf01> Oh
20:03:13  <Wolf01> Funny
20:03:36  <Eddi|zuHause> yeah, that's how it worked in that other forum i was involved with as well
20:03:57  <TrueBrain> YES! I MANAGED! \o/
20:04:01  <Eddi|zuHause> a hidden forum where all the garbage posts went to rot
20:04:08  <Wolf01> \o/
20:04:49  <TrueBrain> owh, found a "warn user" button
20:04:58  <TrueBrain> but only when people report something
20:04:59  <peter1138> Problem with bit-fields is the compiler can "optimise" them.
20:05:00  <TrueBrain> lol
20:05:01  <TrueBrain> irony
20:05:09  <TrueBrain> peter1138: volatile, fixed
20:05:11  <TrueBrain> :P
20:06:05  <LordAro> heh
20:06:23  <LordAro> static_assert(sizeof(..)) ?
20:06:48  <peter1138> :(
20:07:11  <peter1138> We could just do what every other game does.
20:07:18  <LordAro> or do you mean optimise in another sense?
20:07:25  <peter1138> Just not care about memory usage.
20:07:30  <LordAro> haha
20:07:50  <peter1138> LordAro, it may or may not honour the bit-field packing you intended.
20:08:24  <LordAro> hrm
20:08:29  <TrueBrain> awh, I cannot warn myself
20:08:41  <LordAro> i guess that would come after any static_assert too
20:08:51  <glx> but it can be handled by save write/load function
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20:09:47  <Wolf01> "If the limit is raised, it should be raised to something sensible, like 16k or 65k. " :D
20:09:53  <LordAro> is it a case of compilers "can" not honour the bitfields, but every compiler does anyway?
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20:10:05  <Wolf01> Also o/ andy
20:10:11  <LordAro> iz
20:10:17  <TrueBrain> its an ANDY
20:10:19  <Eddi|zuHause> 64k railtypes?
20:10:35  <TrueBrain> 64k? GO FOR THE MOON OR GO AWAY
20:10:50  <Wolf01> YEAH WHY NOT?!?!?!? Just make an addition for the map array, like an external drive or such
20:10:53  <TrueBrain> I totally and utterly forgot OpenTTD uses a bit array :)
20:11:02  <andythenorth> I am quitting btw
20:11:07  <andythenorth> I am fucked off with this community
20:11:12  <TrueBrain> good riddance
20:11:18  <LordAro> finally
20:11:18  <TrueBrain> wondered when you would sodd off tbfh
20:11:33  <TrueBrain> AWH NO andythenorth PLEASE STAY
20:11:33  <glx> the good old time when the array was accessed directly :)
20:11:37  <TrueBrain> dont make me lock your topic too :P
20:11:38  <andythenorth> try playing world of tanks blitz
20:11:40  <glx> without accessors
20:11:43  <Eddi|zuHause> andythenorth: while at it, replace all your GRFS on bananas with garbage versions, and edit all your posts to "..."
20:11:51  <LordAro> glx: oh no
20:11:53  <TrueBrain> owh, tempting Eddi|zuHause
20:11:57  <TrueBrain> I can do that for him
20:11:58  <Wolf01> <andythenorth> try playing world of tanks blitz <- AHAHAHAHHA
20:12:25  <Wolf01> Replace all your GRFs on bananas with bananas
20:12:44  <Wolf01> Banana trains, banana vehicles, banana ships, banana industries
20:12:44  <TrueBrain> I wonder how long it will take for someone to take away my admin rights on the forum, if I just go and change every topic andythenorth makes into ...
20:12:52  <andythenorth> in Blitz, you get DMs saying 'get cancer and die'
20:12:59  <andythenorth> that's a bad community
20:13:15  <TrueBrain> <3 andythenorth
20:13:20  <peter1138> Nah, that's normal. Toxic is when a dev refuses to add features.
20:13:20  <TrueBrain> I wouldnt do that to you
20:13:26  <Eddi|zuHause> toxic communities in competetive free-to-play games? unheard of!!!
20:13:37  <andythenorth> mostly played by early teen males?
20:13:42  <TrueBrain> peter1138: exactly! Devs are here to do their job! MAKE THEM DO THEIR JOB
20:13:43  <TrueBrain> ffs
20:13:48  <andythenorth> this is old though
20:13:51  <andythenorth> let's do something fun
20:13:57  <andythenorth> can we commit NRT as one big diff pls?
20:14:06  <peter1138> I figured out what that 32 railtype patch needs.
20:14:07  <TrueBrain> I mean, why did NOBODY review the PERFECT work of peter1138 yet! I has been there for over 24 hours!? Omg .. we are doooooommmmeeeeeddddddd
20:14:13  <peter1138> 9 bit bytes.
20:14:17  <andythenorth> I'm bored of worrying about how we finish NRT
20:14:21  <TrueBrain> peter1138: 9? Why not 16? :)
20:14:33  <Eddi|zuHause> TrueBrain: that would be too easy :p
20:14:34  <andythenorth> can we not just rewrite the map?
20:14:36  <TrueBrain> andythenorth: honestly nothing wrong with 1 big diff
20:14:43  <Wolf01> peter1138: just implement trits and all problems are solved, plenty of space
20:14:44  <andythenorth> peter1138: ^ that's 2 votes
20:14:52  <TrueBrain> we did so many things with 1 big diff
20:14:53  <Wolf01> +1
20:14:54  <TrueBrain> NoAI
20:14:58  <TrueBrain> TGP
20:15:01  <TrueBrain> YAPF
20:15:08  <TrueBrain> Network Rewrite
20:15:11  <TrueBrain> Makefile Rewrite
20:15:19  <TrueBrain> should I continue? :)
20:15:20  <Eddi|zuHause> C++ rewrite
20:15:26  <andythenorth> NoGo
20:15:33  <peter1138> TrueBrain, I did suggest it but nobody else cared :p
20:15:36  <LordAro> tbf, there are several PRs that have been sitting there for a while...
20:15:47  <TrueBrain> LordAro: yeah, we lack code reviewers
20:15:51  <TrueBrain> feel free to step up
20:15:52  <LordAro> i haven't looked to see who they're waiting for
20:16:12  <peter1138> Anyone, usually.
20:16:14  <TrueBrain> peter1138: it is a balancing act; if making several patches out of it just for that as goal, we are doing it wrong
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20:16:23  <TrueBrain> if the code is good, or good enough ...
20:16:35  <peter1138> I did find some TODOs when I reviewed NRT.
20:16:45  <TrueBrain> of course more patchesis nicer, IF anyone is going to review them
20:16:59  <peter1138> Wolf01, andythenorth, any idea if they were looked at?
20:17:11  <andythenorth> let's look now
20:17:27  <TrueBrain> we need at least 1 extra pair of eyes to go over all the code, at some point .. so if that was already done .. I mean ..
20:17:30  <Wolf01> Yes, they are harmless
20:17:37  <TrueBrain> code reviews are not to add more work
20:17:41  <andythenorth> https://github.com/andythenorth/NotRoadTypes/issues/22#issuecomment-381306216
20:17:45  <Wolf01> Nothing that couldn't be addressed in a second step
20:17:56  <TrueBrain> LordAro: regarding code reviews .. every time I come to the same conclusion: we need a github app, that adds a workflow
20:18:05  <TrueBrain> as I really have no clue what stage those PRs are in
20:18:09  <TrueBrain> are we waiting on author or not
20:18:18  <TrueBrain> but just adding labels is not enough
20:18:27  <andythenorth> Wolf01: I have NFI what those TODOs are supposed to say :)
20:18:29  <TrueBrain> as if it has label: waits-for-author, and author pushes new stuff, the label should be removed
20:18:34  <andythenorth> do you?
20:18:34  <TrueBrain> introducing, GitHub Apps ..
20:18:36  <LordAro> adding assignees?
20:18:45  <Wolf01> BTW I would like to change some things before, so we could set them on the clay (so it can be changed again in future)
20:18:54  <LordAro> looks like both the music & osx stuff requires michi_cc
20:18:57  <TrueBrain> we already notice that the default GitHub workflow is just annoying as fuck .. it makes comments "outdated" at the time of posting ...
20:19:12  <TrueBrain> and I did notice we should be more decicive in feedback
20:19:13  <peter1138> Wolf01, make it 5 bit instead of 4 ;)
20:19:15  <Wolf01> Like: remove the check for electrification downgrading the town roads
20:19:43  <Wolf01> Community has spoken, there is no griefing, so no need to be so strict on downgrading towns
20:19:51  <andythenorth> can we add that in a later commit?
20:20:34  <Wolf01> And I would like to finish the town roadtypes branch too, so we could have that too (which should remove 1 or 2 TODOs too)
20:20:34  <LordAro> 6751 is waiting on zuu, i think. 6754 is waiting on either frosch or wants closing
20:20:55  <TrueBrain> peter1138 / andythenorth / Wolf01: btw, NRT is exactly what a fork would be perfect for btw, if we could produce nightlies for them
20:21:01  <LordAro> 6771 looks done, pending a review
20:21:13  <andythenorth> TrueBrain: remember you did that? o_O
20:21:14  <Wolf01> Eh, I agree
20:21:28  <TrueBrain> andythenorth: I dont .. which is I guess the issue?
20:21:37  <TrueBrain> I really wanted to avoid creating a GitHub app ....
20:21:39  <LordAro> same for 6777
20:21:41  <andythenorth> https://www.openttd.org/en/download-ratt
20:21:48  <TrueBrain> owh, yeah
20:21:50  <TrueBrain> fair enough
20:21:50  <andythenorth> ^ you built my fork for last year or so
20:21:58  <andythenorth> proves that the whole Github route is valid
20:22:00  <LordAro> and 6780, which probably also needs some testing
20:22:18  <andythenorth> fork route + official binaries has been awesome
20:22:22  <LordAro> TrueBrain: wait wait, what do you want a "github app" for?
20:22:27  <andythenorth> gets newgrfs to appear, and gets tested
20:22:34  <TrueBrain> LordAro: for many things ... workflow for one
20:22:44  <TrueBrain> but I hit a bit of a roadblock with the current Jenkins plugins
20:22:51  <LordAro> how so?
20:22:58  <TrueBrain> they are shit :D
20:23:06  <TrueBrain> how to explain best ... so many tiny issues :D
20:23:06  <LordAro> the workflow bit :p
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20:23:16  <TrueBrain> workflow I explained a bit earlier
20:23:22  <TrueBrain> I would like the labels to be done for me
20:23:26  <TrueBrain> GitHub doesnt really supply this
20:23:43  <TrueBrain> (as I doubt we can learn a PR author to reassign his PR .. they are most often just not aware of a workflow)
20:24:01  <TrueBrain> but maybe more important .. I would like to be able to do in a PR: bot, build release
20:24:10  <TrueBrain> and that he creates a release for me for anyone to download
20:24:27  <TrueBrain> you would think that already exists ... and it does .. just nowhere in a form you can apply it on your own project
20:25:10  <TrueBrain> btw, LordAro, feel free to review any of the PRs above
20:25:31  <peter1138> Remember that guy who flounced and also edited the content of every old post?
20:26:03  <TrueBrain> LordAro: and a GitHub App can do exactly what I want .. and it is not difficult to create
20:26:05  <andythenorth> he later did similar thing on simuscape
20:26:07  <TrueBrain> just .... we do have to create it
20:26:10  <andythenorth> anyway
20:26:14  <andythenorth> let's make stuff
20:26:20  <TrueBrain> I was hoping to use stock stuff .. as custom stuff never goes well (nobody wants to support it)
20:26:29  <TrueBrain> and I dread the fact I have to write it by myself (again?)
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20:26:44  <andythenorth> Wolf01: do you know what each TODO is for?
20:26:53  <Wolf01> Some of them yes
20:27:05  <andythenorth> do they just need better comments?
20:27:10  <TrueBrain> LordAro: other cool shit you can do, that if something is tagged, it releases and publishes it
20:27:13  <TrueBrain> which is REALLY cool
20:27:16  <Wolf01> Some others are just placeholders for new implementations
20:27:27  <LordAro> TrueBrain: by app, do you mean bot?
20:27:32  <TrueBrain> GitHub Apps
20:27:34  <TrueBrain> look them up
20:27:38  <TrueBrain> they are "sort of" a bot
20:27:47  <LordAro> oh, right
20:27:50  <TrueBrain> (just a way of GitHub to interact with other stuff)
20:27:54  <andythenorth> is this like greenlight deploy stuff?
20:28:01  <peter1138> I might just play Elite: Dangerous.
20:28:03  <LordAro> incidentally, there was a check thing announced the other day
20:28:04  <TrueBrain> and ...... 5 days ago they added Checks API, which is VERY cool
20:28:09  <LordAro> seems to be travis on- yes
20:28:11  <TrueBrain> yes ...
20:28:14  <LordAro> :p
20:28:19  <TrueBrain> but no Jenkins integration yet or something
20:28:22  <TrueBrain> like shit :P
20:28:24  <Wolf01> Like the town one: rtid = RoadTypeIdentifier(ROADTYPE_ROAD, ROADSUBTYPE_NORMAL); <- has a TODO for towns to chose their own roadtype
20:28:28  <TrueBrain> so possible we should just use Travis
20:28:43  <TrueBrain> and it is not difficult to do all this stuff .. just time
20:28:46  <TrueBrain> and the weather is nice outside
20:28:55  <andythenorth> Wolf01: so that could just be deleted as a comment, or expanded to explain future work?
20:29:00  <andythenorth> TrueBrain: isn't it
20:29:04  * andythenorth had a BBQ
20:29:14  <TrueBrain> me too!
20:29:17  <Wolf01> Maybe explain it as future work could be the right way
20:29:19  <TrueBrain> were you .... at my BBQ?
20:29:21  <peter1138> Nice? It's been pissing down :(
20:29:27  <Eddi|zuHause> why did nobody tell me ESC was on?
20:29:30  <TrueBrain> all my windows are currently open :)
20:29:34  <peter1138> Because it's tedious rubbish.
20:29:41  <TrueBrain> Eddi|zuHause: because absolutely nobody gives a fuck?
20:29:49  <Wolf01> There are 2 cases where there is an actual bug (a plain return true because the proper check doesn't seem to work)
20:29:53  <TrueBrain> LordAro: either way, go review PRs PLZZZZZ :D
20:29:55  <Eddi|zuHause> that used to be different :p
20:31:36  <glx> TrueBrain> all my windows are currently open :) <-- too cold outside right now to do that
20:32:43  <Wolf01> The NRT code really need to be revised, but I'm not the right one, I'm like a construction worker, I build the rooms, but for the refinement you would need a painter :P
20:33:46  <LordAro> TrueBrain: i'm supposed to be playing a boardgame!
20:33:47  <LordAro> later
20:33:53  <TrueBrain> LordAro: enjoy :D
20:34:24  <andythenorth> http://dev.openttdcoop.org/attachments/download/9043/IMG_4209.JPG.JPG
20:34:37  <andythenorth> ^ was warmer and sunnier than picture suggests
20:34:58  <Eddi|zuHause> .jpg.jpg?
20:35:05  <Wolf01> :D
20:35:29  <andythenorth> Eddi|zuHause: shrug apple
20:35:58  <andythenorth> "so good they named it twice"
20:36:24  <peter1138> https://github.com/PeterN/OpenTTD/commits/nrt-block < some changes I made to NRT
20:37:06  <andythenorth> let's just fix the TODO comments and merge that then
20:38:23  <Wolf01> this->roadtypes[ROADTYPE_ROAD] = ROADSUBTYPES_NORMAL; // Road is always available. // TODO <- this one is... I don't have words
20:39:36  <andythenorth> me neither :P
20:39:40  <andythenorth> what does it mean? o_O
20:39:52  <Wolf01> All and nothing
20:40:30  <Wolf01> It ensures you have at least road with no grfs
20:41:03  <Wolf01> But with grfs you might not want road
20:41:35  <Wolf01> And it's a bit of bullshit imho
20:41:40  <glx> weird this chan is not talking about eurovision ;)
20:41:54  <Wolf01> I don't listen to pop
20:42:13  <Wolf01> At least not actively
20:43:02  <andythenorth> nil points
20:43:25  <andythenorth> oh is this the 'road is always available' thing?
20:43:44  <nielsm> any chance my DOS music PR will get looked at soon? :/
20:44:19  <LordAro> glx: i got a breaking news alert about some guy crashing our country's song
20:44:27  <LordAro> other than that, nothing
20:44:32  <Eddi|zuHause> maybe initialize the default roadtypes by some file in src/table?
20:47:10  <Wolf01> How could I see a text diff on github?
20:47:33  <LordAro> Wolf01: add .diff to the url
20:48:03  <Eddi|zuHause> i hate github for not making these things more obvious
20:48:11  <Wolf01> Clearly I need to install a github extension to add buttons for these hidden features
20:49:59  <Wolf01> if (tile == end_tile && !CanConnectToRoad(tile, rtid.basetype, dir)) { // TODO <- what?
20:50:19  <Wolf01> And 2 lines below, what again
20:50:54  <Wolf01> /* Trying to convert other's road */ // TODO allow upgrade? <- no, only town roads
20:51:25  <Wolf01> return ::Company::Get((::CompanyID)company)->infrastructure.GetRoadTotal((::RoadType)roadtype); // TODO <- again, what?
20:51:46  <Eddi|zuHause> those are the best TODOs
20:52:09  <Wolf01> Maybe they were just placeholders to remember where to change for rtids, and they weren't removed
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20:54:14  <Wolf01> The only one I'm sure about is this: IsRoadAllowedHere() ... RoadTypeIdentifier rtid(ROADTYPE_ROAD, ROADSUBTYPE_NORMAL); // TODO <- there is a patch for this
20:54:46  <Wolf01> At least all the ones in town_cmd.cpp
20:55:22  <Wolf01> The patch need to be finished, the random algorythm is flawed and need to be implemented better maybe with an UI
20:55:56  <Wolf01> Also towns need to store the roadtype somewhere and not in the tile in the center
20:56:16  <peter1138> Towns only have one road type?
20:56:23  <Eddi|zuHause> surely towns have enough off-map storage
20:57:05  <andythenorth> so are the TODOs invalid?
20:57:15  <Wolf01> I made it so towns decide a random roadtype when they get founded, and that is the roadtype of the center tile, if you upgrade it, towns continue to build with the new one
20:58:38  <Wolf01>  	if (company == OWNER_DEITY || company == OWNER_TOWN || _game_mode == GM_EDITOR || _generating_world) {
20:58:38  <Wolf01> -		avail_roadtypes = ROADTYPES_ROAD;
20:58:38  <Wolf01> +		return true; // TODO
20:58:43  <Wolf01> This one is valid
20:59:16  <Wolf01> It should perform a check, but which one?
20:59:17  <Eddi|zuHause> surely there should be some logic where towns evaluate the available roadtypes
20:59:32  <Eddi|zuHause> and build the "best" one available at the time
21:00:14  <Wolf01> I can't agree, towns my build the one they like between a set of available
21:00:19  <Wolf01> *may
21:00:37  <peter1138> That may be the "best"
21:00:51  <Eddi|zuHause> and surely i don't want the towns to expand with troleybus roads, just because i happen to build a route through the center
21:00:53  <peter1138> But the "best" definitely needs to come from a list of actually available roadtypes
21:01:10  <Wolf01> Eddi|zuHause: right, that's what I want to solve
21:01:28  <peter1138> Just add the road type to the town struct.
21:02:28  <Wolf01> But if you have asphalt, stone, cement, wetroad, all of them may be equivalent as "best one"
21:03:07  <Eddi|zuHause> sure, but you still have to decide for one
21:03:20  <andythenorth> dice roll
21:03:26  <peter1138> Wolf01, "best" is in quotes for a reason :-)
21:03:26  <andythenorth> there is pretty much no way to know
21:03:29  <Wolf01> Or they might depend on the age, towns start with stone and then continue with asphalt, so you have an old fashioned city center
21:03:33  <andythenorth> dice roll
21:03:41  <andythenorth> some towns make 'dumb' choices
21:04:01  <Wolf01> I now can decide for all the roads set as buildable by towns in the grf
21:04:39  <Wolf01> Sure I should move the roadtype to the town struct so you can make the center tile what you want
21:05:06  <Wolf01> But towns can't build trolleywire if that's not set in the grf as buildable
21:05:14  <Wolf01> And it's already working
21:05:38  <Wolf01> Supermop already made a test grf
21:05:58  <andythenorth> peter1138: does the 32 railtype patch actually work?
21:06:34  <peter1138> andythenorth, yes.
21:10:57  <peter1138> The drop down list is horrible when it has so many items.
21:13:18  <Wolf01> That's why we split trams and roads
21:14:23  <Wolf01> BTW, what about a pool with 30 positions for roadtypes instead of hard 15/15?
21:15:06  <Wolf01> It shouldn't be so hard to change
21:15:25  <Wolf01> And the UI just need to filter
21:16:21  <peter1138> I don't understand what you mean.
21:16:38  <peter1138> Isn't it split at 15/15 because you have 4 bits for road and 4 bits for tram?
21:16:39  <Wolf01> You could have 25 roadtypes and 5 trams
21:17:27  <Eddi|zuHause> i don't think that works as easy as you think
21:17:37  <Wolf01> Mmmh, yes, the map array need 2 more bits
21:17:48  <peter1138> And if you have 2 more bits, you can just make it 31/31 :p
21:17:53  <Wolf01> :P
21:18:04  <peter1138> Also, why 15 not 16.
21:18:04  <Wolf01> I'm a bit stupid
21:18:19  <Wolf01> Because 0 is invalid
21:18:24  <peter1138> Why do you need invalid?
21:18:40  <Wolf01> Or 15 is invalid, I don't remember
21:18:57  <Wolf01> That's a good question
21:19:22  <Eddi|zuHause> i think we discussed that before, but i don't remember the outcome
21:19:48  <Eddi|zuHause> i think i suggested something along the lines of "invalid is when there's no roadbits"
21:19:58  <peter1138> Eddi|zuHause, that's what I was thinking.
21:20:17  <Wolf01> Maybe it wasn't enough
21:21:29  <peter1138> Only one I can think of is bridge/tunnel tiles and level-crossings don't have road bits.
21:22:36  <peter1138> (But may have enough bits free to use 2 bits as a road bit for each base type)
21:23:05  <peter1138> Hmm
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21:23:36  <peter1138> Otoh.... 8 bits
21:24:38  <peter1138> 8 bit index to a roadtype/tramtype combination table
21:25:07  <peter1138> then you can have "no limit" to either type, as long as there is no more than 256 combinations on the map :p
21:25:21  <peter1138> (possibly per company but that makes buyouts harder)
21:26:29  <peter1138> I was considering doing the same for railtypes, although keeping it a 4 bit index.
21:26:47  <peter1138> As you don't actually have combos there.
21:27:02  <peter1138> But 4 bits is more restrictive.
21:27:34  <Wolf01> Interesting
21:27:35  <peter1138> And also the use of bitmasks elsewhere makes going beyond 32 a pain.
21:29:17  <andythenorth> 65k or bust :P
21:29:24  * andythenorth not helpful
21:29:32  <peter1138> Could be some weird edge-cases where you couldn't remove a road type from a tile for no logical gameplay reason.
21:29:41  <peter1138> andythenorth, adding another 32 bits per tile?
21:29:52  <andythenorth> smaller maps
21:29:53  <peter1138> That'll please the 16kx16k map players :D
21:30:06  <andythenorth> those players already have terrible lives
21:30:12  <andythenorth> it's a service
21:30:20  <andythenorth> to reduce the map size :P
21:30:39  <peter1138> Meh, only 1GB. I have 32GB, don't care about others.
21:31:17  <andythenorth> lucky you :P
21:31:23  <peter1138> > bed
21:31:30  <andythenorth> fair plan
21:31:34  <andythenorth> you convinced me too
21:31:56  <andythenorth> bye Wolf01
21:32:35  <Wolf01> nn
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21:38:10  <Wolf01> Here he is, see what you have done!
21:40:28  <supermop> hello
21:40:48  <supermop> agree with andy - either 1M or 4 rail types
21:41:45  <Wolf01> :)
21:47:26  <Eddi|zuHause> more railtypes than you can have vehicle IDs?
21:47:57  <peter1138> Why not? It's just stupid devs refusing to do it.
21:48:31  <peter1138> (My bed sheets were still damp, so waiting on the dryer)
21:48:48  <Wolf01> Customer wants it, make it... code is a mess... it's your problem, not customer's
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22:39:34  <Wolf01> 'night
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