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Log for #openttd on 19th May 2018:
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05:51:33  <peter1138> hi
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06:24:57  <andythenorth> is it though?
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07:08:14  <Alberth> o/
07:13:56  <peter1138> its not
07:16:47  <LordAro> tiz
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07:46:46  <andythenorth> what we've got here is failure to communicate
07:51:10  <peter1138> Communication breakdown
08:02:47  <andythenorth> some men you just can't reach
08:02:57  <andythenorth> I don't like it any more than you do
08:03:40  <Alberth> right, openttd dropping revision number breaks BB
08:06:29  <andythenorth> oic :)
08:06:37  <andythenorth> wonder if it breaks grfs too? o_O
08:07:56  <Alberth> I don't see how it won't break grfs that use anything "introduced in rXYZ"
08:08:32  <andythenorth> maybe we need an adapter
08:08:43  <andythenorth> to preserve old revs :P
08:09:07  <andythenorth> or simply return that the github build is > any old rev number used in GS or newgrf
08:09:11  <Alberth> wouldn't just setting it to the latest rev work?
08:09:26  <nielsm> rev of the move + 1
08:09:40  <andythenorth> seems plausible
08:09:44  <Alberth> something like that
08:10:02  <peter1138> BB?
08:10:10  <Alberth> busy bee game script
08:10:15  <nielsm> or maybe even rev of the move + day difference of most recent git commit to day of the move
08:10:39  <peter1138> rev of move + number of commits since :p
08:10:51  <peter1138> (Wrong for branches but okay for master)
08:10:59  <nielsm> but is that easy to calculate?
08:11:19  <andythenorth> count hashes since hash xyz?
08:11:23  <andythenorth> it's easy at compile time no?
08:11:55  <nielsm> well it's (at least) linear time on the number of commits, I think?
08:11:57  <andythenorth> it will be interestingly broken for forks / patchpacks :P
08:12:02  <nielsm> (not well-versed in git data structures)
08:12:04  <andythenorth> but that applies to the svn rev too
08:12:44  <andythenorth> len git rev-list or something
08:12:56  <Alberth> if you want new features in-between releases, you do need some incremental number thing
08:14:02  <andythenorth> well
08:14:07  <andythenorth> we could strictly version the API instead
08:14:15  <andythenorth> so check the API rev, not ottd rev
08:14:30  <Alberth> could work
08:14:52  <andythenorth> kind of bureaucratic :P
08:14:57  <andythenorth> needs manual intervention every time
08:15:07  <nielsm> save game version already does
08:15:13  <Alberth> not unlike save game versions :p
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08:15:49  <andythenorth> we could have a CI guard for that, but it would be complex
08:16:04  <andythenorth> if there was a hash of the current API features, stored against a version
08:16:18  <andythenorth> then CI could fail if hash changes without rev bumping
08:16:21  <andythenorth> but TMWFTLB
08:16:59  <Alberth> you'd need a separate API description too then
08:17:39  <nielsm> or otherwise change from version-checking going forward to use feature detection
08:18:05  <andythenorth> have a test suite, and hash that :P
08:18:12  <andythenorth> layers in layers in layers :P
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08:23:23  <peter1138> Hmm, why is forbidding 90 deg turns for ships bad?
08:24:34  <Alberth> lots of narrow passages for ships
08:24:49  <Alberth> anything river or canal eg
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08:25:39  <Alberth> even 3 wide isn't enough if the ship is not at one of the sides
08:28:42  <peter1138> Is there any case where forbidding 90 deg turns for ships is good?
08:30:14  <Alberth> it looks better, but that holds equally for trains, I guess
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08:30:45  <Alberth> hmm, 1.5 doc has more parameters for publishing news than my fallback
08:30:48  <Wolf01> o/
08:30:52  <Alberth> o/
08:31:02  <Eddi|zuHause> <peter1138> rev of move + number of commits since :p <-- how would that work for people checking out stuff from before the move? or forking from there?
08:32:22  <peter1138> Er, before the move they have the rev already.
08:32:30  <peter1138> And forking from before the move... well that's stupid.
08:33:03  <Eddi|zuHause> people do stuopid things all the time
08:33:29  <peter1138> Anyway, if it's a fork, it's always gotta be maintained by them separately.
08:34:38  <Alberth> wouldn't it already break by checking out an old revision?
08:34:39  <peter1138> Alberth, hmm, I guess it would be nice to some allow ships to turn around on the spot (rather than instant reversing)
08:34:51  <Alberth> the revision number isn't in the source itself
08:35:26  <Alberth> that sound like a good idea, peter1138
08:35:30  <Eddi|zuHause> anyway, we really need some sort of finegrained counter, either automatic (commits? nightlies?) or manual (like savegame version)
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08:36:04  <peter1138> Issue I see is that ships get to a dock, and pathfind continuing forwards, so they do a loop forwards instead of just turning around.
08:36:05  <Alberth> I wonder if BB doesn't claim incorrect compatibility in this case
08:36:22  <Eddi|zuHause> Alberth: iirc, the revision number is in the commit message, and be build script checked that
08:37:12  <Alberth> yes, so git co <some-old.rev> ; ./configure ; make run    fails, as the rev number is not in the source
08:37:30  <Alberth> or would it?
08:37:32  <Wolf01> TL;DR what is the argument of the day?
08:37:40  <Alberth> 73
08:37:46  <Wolf01> 42?
08:37:59  <Alberth> would be a bit too obvious, wouldn't it? :)
08:38:19  <Wolf01> I could make a script to convert to ascii everything I write if you like it more ;)
08:38:41  <peter1138> I wonder if going out on the bike will make me feel better
08:38:49  <peter1138> (Got a cold coming on :()
08:39:37  <Wolf01> A cup of tea and a ginger biscuit
08:39:42  <andythenorth> peter1138: sometimes ships with 90º forbidden get stuck in a dead end river
08:40:05  <andythenorth> they leave a dock the 'wrong' way, then pathfinder fails to find a route out of the dead end somehow
08:40:15  <Wolf01> The real question is: why is the ship there?
08:40:17  * andythenorth had the lergy Monday/Tuesday, fell asleep at work
08:40:52  <Alberth> aliens dropped the ship there
08:41:22  * Wolf01 installs train mechanic simulator 2017
08:41:38  <Eddi|zuHause> why did the ship cross the road?
08:41:41  <peter1138> Bah, ICU crash :(
08:41:46  <Wolf01> Strange
08:43:19  <Wolf01> https://www.tt-forums.net/viewtopic.php?f=29&t=83268 andythenorth you needed something in canada?
08:43:49  <andythenorth> not that :P
08:53:36  <andythenorth> bbl
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08:59:26  <Eddi|zuHause> something made me think of V there: https://www.youtube.com/watch?v=pUpKv3RGwRw
09:00:04  <Wolf01> Ahaha
09:41:33  <Wolf01> Yeah, I repaired a diesel engine rubber springs, it was really easy!
09:42:00  <Wolf01> Now the brakes
09:42:17  <Eddi|zuHause> how are springs made of rubber?
09:42:48  <Wolf01> There are steel coil springs and rubber blocks on the suspension system
09:43:00  <Wolf01> At least the game says that
09:43:24  <Eddi|zuHause> i somehow just try to imagine a surgeon-simulator type game :ü
09:43:25  <Eddi|zuHause> :p
09:43:37  <Wolf01> Yeah, not so far
09:47:59  <Wolf01> Mmmh, brakes cost too much, and broken parts sell for a really low price... I made enough money to complete the current order, but what for the next one?
09:48:42  <Wolf01> Oh, going to scrap a locomotive
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10:12:16  <Alberth> Eddi: https://en.wikipedia.org/wiki/Operation_(game)  probably more common known as Dr Bibber :p
10:16:32  <Eddi|zuHause> Alberth: i know of that, but that's not really what i meant :)
10:17:33  <Alberth> :)
10:17:59  <Eddi|zuHause> Alberth: surgeon simulator is one of those "fun" games where the controls are so ill-defined that you're bound to kill the person anyway
10:18:24  <Alberth> ugh :(
10:18:52  <Eddi|zuHause> just go to youtube and pick a random video about it :p
10:19:26  <Wolf01> I can't understand the signals in this game
10:19:40  <Eddi|zuHause> that's common for signals :p
10:20:59  <Eddi|zuHause> https://www.youtube.com/watch?v=MOwYjeefaWA
10:21:20  <Alberth> signals are a bad feature, we should remove them in the next version
10:21:59  <Wolf01> Implicit PBS
10:24:08  <Wolf01> Better, timetable properly the trains so they won't collite
10:24:12  <Wolf01> *collide
10:24:18  <Wolf01> Puzzle game
10:24:37  <Eddi|zuHause> i think that game exists :p
10:24:51  <Wolf01> Train conductor iirc
10:25:16  <Eddi|zuHause> was thinking of train valley
10:25:25  <Wolf01> Ok, the most boring part of this game are the screws
10:27:30  <nielsm> A-train doesn't have signals, you have to timetable trains to not interfere
10:28:15  <nielsm> (at least based on the one version I've played)
10:28:33  <peter1138> Now that's an old series.
10:30:28  <nielsm> http://0x0.st/GDU.mp4
10:30:35  <nielsm> thing I set up last year
10:32:38  <Eddi|zuHause> they're all driving on the wrong side
10:33:06  <nielsm> it's japan, left is right
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10:40:17  <peter1138> Sir frosch123
10:40:24  <frosch123> moi
10:43:30  <Wolf01> Quak
10:43:39  <frosch123> peter1138: roadstops have two bits which can be either axis or diagdir
10:43:57  <Wolf01> Ow... I can't keep scrapped parts to repair them for later :(
10:45:05  <peter1138> frosch123, yes, but that depends on what the station graphics value is.
10:46:00  <peter1138> I will probably go with 0-3 = diagdirection, 4 = axis_x, 5 = axis_y
10:47:52  <peter1138> If I bother doing anything :)
10:49:36  <frosch123> that sounds equivalent to bit 2 deciding between axis and diagdir
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11:06:06  <Wolf01> Driving around the map looks like driving a model train where the coupling is attached to the truck, but I don't really bother, I'm used to the sudden 45 degree turns of OTTD :P
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11:09:05  <peter1138> frosch123, pretty much, yes.
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11:20:37  <Wolf01> Chance to repair 100% => repair failed
11:20:40  <Wolf01> WTF?
11:22:26  <Wolf01> I can't purchase a new part, I was expected to repair it...
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11:37:23  <peter1138> Nice.
11:37:50  <Wolf01> I could purchase it... loosing the bonus
11:37:55  <Wolf01> *losing
11:43:13  <Wolf01> "there's a problem on the exhaust system, go out and find the engine"... the engine was laying on the side
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12:13:33  <Wolf01> Awww damaged truck frame...
12:13:59  <andythenorth> peter1138: you on a bike then? o_O
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12:27:41  <peter1138> Not at the moment.
12:28:00  <peter1138> Thinking about it. Got a cold coming on so might go for something gentle.
12:28:53  * peter1138 hmms at #6689.
12:29:09  *** Eddi|zuHause2 is now known as Eddi|zuHause
12:29:12  <peter1138> So it improves hash collisions, but otherwise no performance improvement.
12:32:08  <LordAro> can't hurt
12:32:40  <peter1138> I did wonder if there's something in std:: to use instead.
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12:34:56  * andythenorth is in chesham, weather is tops
12:35:05  <andythenorth> near some kind of Chiltern cycleway
12:35:25  <Eddi|zuHause> you mean like a standard set of hash functions?
12:36:03  <Eddi|zuHause> there's occasionally a tradeoff between the number of collision, and the complexity of calculating the hash
12:38:53  <peter1138> Arr, Chesham is not far from me.
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12:53:13  <peter1138> if ((2 * Thash_bits) < 32) hash ^= hash >> (min(2 * Thash_bits, 31));
12:53:16  <peter1138> So...
12:53:22  <peter1138> Given that 2 * Thash_bits is < 32
12:53:36  <peter1138> I don't see the point of the min()
12:53:54  <peter1138> Never mind the redundant brackets.
12:55:24  <peter1138> hash ^= hash >> 24;
12:55:28  <peter1138> hash ^= hash >> 12;
12:55:40  <peter1138> Is what boils down to.
12:55:50  <peter1138> hash -= hash >> 17;
12:55:54  <peter1138> hash -= hash >> 5;
12:55:59  <peter1138> Is the replacement.
12:58:38  <Eddi|zuHause> i can't see a huge performance impact of ^ vs -
12:59:33  <peter1138> Yeah, it looks worse currently use to the if and min conditionals.
12:59:54  <peter1138> But Thash_bits is compile-time constant so they should be optimized out.
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13:11:54  <_dp_> performance comes from hash function quality, not ^ vs -
13:12:51  <_dp_> haven't checked if it's actually better but overall description sounds pretty reasonable
13:13:23  <_dp_> if hash function collides on straight lines it's not a good function
13:16:31  <peter1138> I think the issue here is that the system using the hash is vastly more costly than the hashtable and so its quality doesn't matter. But it's nice to make it better quality.
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13:23:43  <virtualrandomnumber> I think I found a bug in OpenTTD 1.8.0: https://i.imgur.com/2Q6gRFb.png
13:26:09  <virtualrandomnumber> if there's a conditional order jump and you type in the value "306", it is displayed as "307" after clicking OK
13:26:54  <nielsm> without knowing anything about how it actually works, my guess is that it can be a side effect of how speed values are stored and handled internally
13:32:46  <peter1138> Probably.
13:33:36  <_dp_> yeah, something gets lost when doing ConvertDisplaySpeedToSpeed and back with ConvertSpeedToDisplaySpeed
13:34:34  <Eddi|zuHause> it's basically a rounding error
13:41:10  <peter1138> There'll also be no vehicle with a max-speed of 306 km/h for the same reason, I guess.
13:41:18  <_dp_> 301->302, 303->304, 306-307, 308->309, 311->312, yeah, looks like rounding error
13:42:24  <_dp_> 2->3 lol
13:50:07  <andythenorth> oops
13:50:10  <andythenorth> Hog is broken
13:52:35  <andythenorth> who makes this stuff anyway?
13:54:59  <peter1138> Well...
13:55:33  <peter1138> Oh... villager is opening a door it can't reach. Nice.
14:05:13  <_dp_> ehm... why do condition orders work in mph instead of game internal units?
14:06:06  <Wolf01> I thought mph were the internal units
14:06:36  <Eddi|zuHause> internal units are weird
14:06:41  <_dp_> internal is kmh-ish/h
14:07:21  <_dp_> which is mph * 10 / 16  iirc
14:08:19  <_dp_> other way around, * 16 / 10
14:08:34  <Eddi|zuHause> some people were feeling 1mph=1.6km/h is not accurate enough
14:09:01  <_dp_> so it's about equal kmh but rounds well with mph %)
14:09:29  <Eddi|zuHause> ... i think catering for that made everything worse
14:10:50  <_dp_> well, whatever, speed orders are screwed because they store in mph
14:10:56  <_dp_> so it's actually a domain error
14:11:10  <_dp_> mph can't store half of kmh values even though game itself can
14:12:35  <_dp_> OrderConditionCompare(occ, v->GetDisplayMaxSpeed() * 10 / 16, value)
14:12:49  <_dp_> that's order condition very logic, like wtf xD
14:13:36  <Eddi|zuHause> how does that not desync when people play with different units?
14:13:44  <andythenorth> conditional orders are a bag of spanners
14:13:57  <_dp_> display there is not display speed)
14:14:45  <_dp_> don't ask me why GetDisplayMaxSpeed returns speed in game units xD
14:15:26  <_dp_> * Returns max speed of the engine for display purposes
14:15:30  <_dp_>  * @return max speed in km-ish/h
14:15:31  <_dp_> rofl
14:16:04  <Eddi|zuHause> for what other purposes are the other speed functions?
14:16:58  <_dp_> Eddi|zuHause, by the looks of it there are no other functions
14:17:38  <Eddi|zuHause> _dp_: i think you're treading down a wtf-fractal there
14:19:03  <andythenorth> hmm
14:19:10  <andythenorth> there is too much sun on my screen to fix Hog
14:19:21  <andythenorth> I can read irc because it's high contrast :P
14:19:39  <nielsm> make a high contrast graphics set
14:19:47  <nielsm> oh wait is that toyland?
14:19:53  <_dp_> well, I guess logic was that {VELOCITY} accepts kmh-ish/h values, so returning them counts as "display purposes"
14:20:05  <_dp_> and other stuff just piled on top of existing functions
14:21:39  <_dp_> and nobody noticed that it basically does ConvertKmhishSpeedToDisplaySpeed(v->GetDisplayMaxSpeed()) ...
14:27:53  <_dp_> I bet there is even some max speed value that doesn't work with "equals" condition even if you can put it there
14:28:19  <_dp_> because of different rounding for displaying max speed for vehicle and max speed in condition
14:28:40  <Eddi|zuHause> _dp_: shows how "well tested" this feature is
14:36:37  <andythenorth> and nobody understands conditional orders
14:37:01  * andythenorth *is* irrationally biased against conditional orders, sorry :)
14:37:34  <andythenorth> is there a guide somewhere about what they're for?
14:37:34  <_dp_> Eddi|zuHause, It kind of looks like it was specifically designed to avoid that so I may be wrong
14:37:54  * andythenorth found wiki page
14:38:03  <andythenorth> https://wiki.openttd.org/Conditional_Orders
14:38:11  <andythenorth> doesn't explain why they're useful though
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14:38:33  <andythenorth> the example is stupid
14:38:45  <andythenorth> why piss around making conditional orders for old vehicles?
14:38:48  <Eddi|zuHause> i always felt like it doesn't cover the most obviously useful cases anayway
14:38:56  <_dp_> I know conditional orders can be exploited for some SRNW
14:38:59  <andythenorth> old vehicles are auto-renewed, it's solving a non-issue
14:39:02  <_dp_> no idea what else xD
14:39:21  <andythenorth> conditional orders only seem to serve the purpose of giving weird people a topic for forum posts
14:39:27  <andythenorth> and bug reports about 'it doesn't work'
14:39:40  <andythenorth> the only case I ever wanted them for, they can't do
14:39:43  <andythenorth> which is partial loading
14:39:50  <andythenorth> 'leave when load is 70%'
14:40:05  <andythenorth> so that a train can collect from multiple places
14:40:14  <andythenorth> but that actually useful case isn't possible
14:41:10  <nielsm> does anyone have a suggestion what to do different here, if anything? https://github.com/OpenTTD/OpenTTD/pull/6775#discussion-diff-187805077R988
14:41:14  <nielsm> (also ping LordAro)
14:41:18  <_dp_> I'd probably use "renew vehicle if it's older than 3 year" but doesn't seem like they can do it either Xd
14:41:53  <andythenorth> they are as far as I can tell, nonsense
14:42:08  <Eddi|zuHause> andythenorth: i think partial loading is something that must be separate from conditional orders
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14:42:35  <Eddi|zuHause> andythenorth: conditional orders can only ever be evaluated when loading has already finished
14:42:49  <andythenorth> yes
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14:42:58  <andythenorth> seems like we shoudl delete them
14:43:29  <Eddi|zuHause> andythenorth: they still should be able to do the opposite: "wait until at least 70% full"
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14:43:49  <Eddi|zuHause> [but continue to load to 100% if available]
14:45:39  <andythenorth> the examples I've seen turn off 'full load' and loop the train around constantly
14:45:42  <andythenorth> which seems stupid
14:45:57  <andythenorth> totally logical, but stupid
14:46:53  <Eddi|zuHause> yes, it misses an improvement whereby a "gp tp <same station>" order is checked before leaving the station, and no movement takes place, just goes back to loading state
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14:48:59  <_dp_> Seems like current orders can be used for "if train is full jump to unload station"
14:49:16  <_dp_> somewhat reasonable for collecting cargo from a several stations
14:49:27  <andythenorth> somewhat
14:50:06  <Eddi|zuHause> _dp_: yes, but you can only collect from several places if each of them doesn't fill the whole train. you have no way of restricting the load below what's already waiting
14:51:54  <_dp_> Eddi|zuHause, I see no reason for collecting from several when one can fill the train
14:51:55  <Eddi|zuHause> there's also no "try to fully load, but wait at most X days" order
14:52:38  <_dp_> problem with collecting from several is that last station is much less likely to have anything collected from it
14:52:52  <Eddi|zuHause> _dp_: well, the equivilent problem exists for unloading
14:52:53  <_dp_> so don't see how that can be useful in an actual game
14:53:49  <_dp_> Eddi|zuHause, yeah, but unloading can't be done with conditional orders. And I tried to think of some use for them)
14:54:01  <_dp_> Eddi|zuHause, unloading is actualy much more useful with stuff like firs
14:54:54  <Eddi|zuHause> _dp_: well, conditional orderns with unloading works for things like PBI, where the industry stops accepting
14:54:57  <_dp_> Eddi|zuHause, can't you make train wait X days with timetables?
14:55:17  <Eddi|zuHause> _dp_: as in "if load > 0% after unloadingstation, go to overflowstation"
14:55:53  <Eddi|zuHause> _dp_: yes, but you cannot say which one takes precedence, the timetable or the full load order
14:56:07  <_dp_> Eddi|zuHause, don't make it full load?
14:56:30  <Eddi|zuHause> _dp_: you can say "full load or wait for X days", but it fills util full, and THEN waits another few days, if the time has not pased
14:56:41  <Eddi|zuHause> _dp_: you cannot cancel full load if the time is exceeded
14:57:17  <Eddi|zuHause> _dp_: and you can also not make it leave before the time exceeded, if the full load is reached
14:57:50  <_dp_> Eddi|zuHause, I mean just make it load if available and wait X days
14:57:57  <andythenorth> conditional unloading would also be useful
14:57:59  <_dp_> Eddi|zuHause, or does it not load then even if cargo comes?
14:58:05  <andythenorth> partial loading is about station rating
14:58:26  <Eddi|zuHause> _dp_: it does load that. but again, it won't leave if it fills up more quickly
14:58:37  <_dp_> Eddi|zuHause, ah, right
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15:00:21  <Eddi|zuHause> _dp_: you can sort of do it with "if load is not 100%, go back to loading station" orders, but that will make the train needlessly move, because the "just stay at the platform" feature is not implemented
15:01:02  <andythenorth> anything about conditional orders needs the 'that escalated quickly' gif :P
15:01:06  <andythenorth> also timetables
15:01:40  <Eddi|zuHause> it's a giant pile of incomplete features with a terribly undesigned UI glued on top
15:01:46  <_dp_> add conditional orders to know bugs :p
15:02:01  <_dp_> just like that: known bugs: 1) conditional orders xD
15:02:18  <Eddi|zuHause> we should start a NoOrders branch?
15:05:15  <_dp_> liberate trains! no one can order them! trains have feelings too!
15:07:24  <nielsm> LordAro: I think my dos music PR should be good now :)
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15:33:47  <andythenorth> trains go where the cargo is
15:33:50  <andythenorth> no orders needed
15:34:08  <andythenorth> calculate the graph
15:34:18  <andythenorth> calculate the valid refits
15:34:25  <andythenorth> calculate the cargo weighting
15:34:39  <andythenorth> then dice roll for which station, with weighting towards those with more cargo
15:34:53  <andythenorth> then dice roll for a valid destination
15:35:15  <andythenorth> could just be a new conditional order 'any accepting station'
15:35:32  <Eddi|zuHause> i would never want to play that game...
15:35:37  <andythenorth> imagine the chaos
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16:08:42  <_dp_> hm, that makes me worder, how does cargodist even work with conditional orders?
16:09:35  <andythenorth> very badly
16:12:15  <andythenorth> fonso had to do things like this 33034
16:12:18  <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/5674
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17:12:10  <peter1138> Hi
17:13:11  <peter1138> andythenorth, "also addresses"?
17:13:49  <peter1138> Although, point, having #6145 in the PR title doesn't link it.
17:19:41  <andythenorth> -also
17:19:48  <andythenorth> such wasted words
17:19:54  <andythenorth> good job they're not in short supply
17:20:02  <andythenorth> I could debug this nml template
17:20:08  <andythenorth> but it's very sunny isn't it
17:20:08  <Eddi|zuHause> "peak words"?
17:20:16  <Eddi|zuHause> (as in "peak oil")
17:21:20  <Eddi|zuHause> "from this point on, the rate of words produced by humanity will only drop"
17:24:20  <andythenorth> that might be to the good
17:24:35  <andythenorth> I'm not sure we're gaining much from everyone being able to spew words
17:29:52  <peter1138> Did someone decide how to slice water into regions?
17:30:30  <andythenorth> I think you did
17:30:52  <andythenorth> I was trying to figure out a flood fill idea, to handle the irregular edges
17:31:42  <Eddi|zuHause> make it able to slice in any generic way, then let it find out the best way?
17:33:07  <Xaroth> Didn't you have a patch for that, peter1138?
17:33:48  <peter1138> No
17:34:00  <peter1138> We lost Wolf01 again.
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17:35:36  <andythenorth> come back Wolf01
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17:44:45  <Eddi|zuHause> why don't i have Zak McKracken in my ScummVM?
17:47:11  * peter1138 ponders making his ship locks patch Yet Another Configuration Setting
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18:04:52  <andythenorth> Do It
18:05:01  <andythenorth> what does it do? o_O
18:05:58  <Eddi|zuHause> but we can't ever add more settings!!
18:06:05  <Eddi|zuHause> there are too many settings!!!
18:06:21  <Eddi|zuHause> it's even more sacred than the map array!!!!
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18:07:24  <andythenorth> there are too many settings
18:07:55  <Eddi|zuHause> there are, but citing that as a reason to not add new ones is crazy
18:11:31  <andythenorth> as long as there's a habit of removing dead settings, then adding new ones is to the good
18:11:43  <andythenorth> it's only a problem if no-one is culling the useless ones
18:12:56  <Eddi|zuHause> remove the 90° setting, make it always on for trains and always off for ships?
18:13:16  <peter1138> Nah, there are people who play with it off.
18:13:25  <Eddi|zuHause> screw those :p
18:13:33  <Eddi|zuHause> make them see the light! :p
18:13:45  <Eddi|zuHause> my way is the only true way to play the game!! :p
18:14:46  <andythenorth> remove it for ships
18:17:34  <andythenorth> so who approves peter1138's PR pile? :P
18:21:49  <Eddi|zuHause> typical steam: price: 10€, bundle with just that one thing in it: 9€
18:21:55  <LordAro> andythenorth: peter1138 ?
18:22:17  <andythenorth> peter1139 can probably review them
18:22:27  <LordAro> or petern
18:22:31  <andythenorth> fair
18:22:35  <andythenorth> first rule of fight club
18:22:47  <Eddi|zuHause> don't trust that guy
18:23:09  <peter1138> Eh? No, you can't review your own PRs.
18:25:16  <LordAro> could merge a few though
18:25:41  <LordAro> oh wait, no
18:25:44  <LordAro> all are review required
18:25:45  <LordAro> oh dear
18:27:10  <andythenorth> shall I review them? o_O
18:27:16  <LordAro> could do!
18:27:31  <LordAro> some of them have "reviews" from me, but i don't like to tick the approve button
18:27:31  <andythenorth> I think TB would revoke my privileges :P
18:27:36  <LordAro> i don't feel like i have that power
18:27:50  <andythenorth> well there are only about 3 people who can
18:27:59  <andythenorth> it's a bit...slow :P
18:28:17  <LordAro> need to add more people
18:28:22  <andythenorth> it's peter, frosch or TB
18:28:34  <LordAro> michi_cc & glx too
18:28:47  <andythenorth> probably RB too, if he has github login
18:28:55  <andythenorth> and alberth same
18:30:04  <Wolf01> Hmm?
18:37:51  <LordAro> at the very least we could make more people reviewers
18:37:56  <LordAro> like me & andy
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18:42:53  <Wolf01> Uh nice, zellepins for TF
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18:58:35  <andythenorth> making me a reviewer :o
18:58:41  <andythenorth> I wouldn't recommend that :P
19:16:15  <Wolf01> I might agree
19:20:58  <peter1138> LordAro, oops?
19:21:36  <LordAro> peter1138: admittedly i didn't even try compiling and just assumed it would work
19:22:22  <LordAro> i'll try again
19:22:23  <peter1138> Just {} isn't it?
19:22:36  <peter1138> Or { } depending on how you feels.
19:22:37  <peter1138> -s
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19:31:35  <Wolf01> andythenorth: should I push the explained TODOs to your repo?
19:31:50  <andythenorth> nah, that one's dead
19:31:54  <andythenorth> peter1138: already made fixes
19:32:04  <peter1138> I've got them somewhere.
19:32:07  <andythenorth> either we fork peter's, or he applies them ;)
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19:33:17  <LordAro> or he gives you commit permissions
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19:56:37  <frosch123> LordAro: what is a runtime-length string?
19:59:50  <frosch123> ah, only SLE_VAR_STRB used length
20:03:57  <LordAro> frosch123: pointer rather than array
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20:12:07  <frosch123> https://github.com/OpenTTD/OpenTTD/pull/6771/commits/d24269f0c6a62fc510b043943aff5cb3488914be#diff-b1530b23b24eb40dd2be64d0a9b21103R200 <- hmm
20:12:30  <frosch123> last time i commented that the code changes behaviour
20:12:52  <frosch123> now the commit is more complicated to read and still changes behavious
20:16:17  <Wolf01> "Disagree here - the condition is unchanged, it's just moved to an early return style instead of a boolean, which ultimately reduces the length of the code." <- LordAro that seem something Samu would say :(
20:18:48  <andythenorth> hmm
20:18:52  <LordAro> really?
20:19:04  <frosch123> why is that PR so broken?
20:19:15  <frosch123> everytime i add a comment it hides it as outdated
20:47:42  <peter1138> back
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21:05:16  <peter1138> frosch123, dunno, doesn't do that for me.
21:06:23  <frosch123> yeah, our OnTick stuff does not fit the usual threaded timers :p
21:07:02  <peter1138> ?
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21:07:23  <Wolf01> 'night
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21:56:21  <peter1138> Huh
21:56:45  <peter1138> Just had the game crash on startup with the ICU issue, like, half a dozen times in a row o_O
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22:03:55  <_dp_> frosch123, you reviewed old version, that's probably why it's outdated
22:05:39  *** KouDy has quit IRC
22:13:26  <_dp_> frosch123, and he seems to be right, it should work the same
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