Log for #openttd on 15th February 2019:
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00:00:04  <peter1138>
00:00:24  <peter1138> ^ J0anJosep thinks it should stay.
00:00:26  <glx> I was already about to read it
00:01:04  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships.
00:02:01  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships.
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00:03:41  <glx> wow YAPF had a no90 for roads too ???
00:03:46  <glx> how silly
00:03:52  <peter1138> It was there but never used.
00:04:04  <peter1138> Yapf has a load of cruft that's never used elsewhere.
00:04:18  <peter1138> Its own custom debug helpers.
00:04:23  <peter1138> CStrA, DumpTarget...
00:04:30  <glx> yeah only to slow down the compilation
00:04:54  <peter1138> They were 'borrowed' from ... smatz's workplace.
00:06:28  <glx> I personnaly can't read yapf code ;)
00:06:45  <peter1138> IKR.
00:07:15  <peter1138> I sometimes wonder about changing it to follow our naming conventions.
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00:26:11  <Samu> can I do something about
00:26:25  <Samu> I want to make it unavailable from 1.9.0 on
00:26:25  <Eddi|zuHause> uhm, KUDr did yapf, not smatz
00:29:01  <peter1138> Oops
00:29:11  <peter1138> It did feel wrong :-)
00:29:17  <peter1138> Yes, definitely KUDr.
00:29:39  <Eddi|zuHause> he didn't even want to make yapf, he wanted to make PBS
01:10:20  <peter1138> Which he didn't do.
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02:37:02  <nnyby> when i enable zBase the menu buttons seem twice as big as they should be. is there an easy way to change that?
02:37:21  <peter1138> Yes, don't switch back to not using zBase.
02:37:25  <peter1138> Err..
02:37:28  <peter1138> -don't
02:37:42  <peter1138> They're not even twice as big, it's just a random size.
02:37:57  <peter1138> Somebody conflated more colours with larger... :(
02:38:11  <peter1138> Frankly the whole thing is ugly.
02:38:25  <peter1138> All the vehicles are too big as well.
02:41:24  <nnyby> hah interesting... yeah. this bus is driving on both sides of the road!
02:43:22  <nnyby> i usually use opengfx but once in a while try zbase. it is impressive. seems a shame to dismiss for these issues that are maybe fixable? oh well.
02:43:42  <peter1138> Sure. The source is in, er, mercurial.
02:44:19  <nnyby> in general i do like opengfx more, but it would be nice if the sharpness remained the same when i zoom in all the way
02:44:38  <peter1138> OpenGFX is still pretty ugly.
02:44:52  <peter1138> Original TTD is, of course, the best.
02:45:15  <nnyby> is that what you usually play with? i should try that. i think i first played openttd when that was still required
02:45:21  <peter1138> Yes
02:45:44  <nnyby> then when i saw opengfx i was like ehh, this will do. and then i just got used to it cause it's easy and comes with the game
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02:52:48  <peter1138>
02:52:54  <peter1138> So that's an interesting thing...
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03:06:05  <peter1138> Well shit, I got it working...
03:08:05  <nnyby> haha wow, openttd with vector graphics?
03:08:26  <peter1138> I'd say render to normal sprites, but yeah.
03:08:37  <nnyby> yea these original graphics and sound sets are really great i forgot about these. using these from now on
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03:27:03  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships.
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03:45:16  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
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07:11:45  <andythenorth> moin
07:27:49  <Eddi|zuHause> i can't decipher what this last NRT update failed on. bunch of squirrel warnings and a linker error which is too long to display, but the silly azure log has no linebreak feature and i don't see a "view as text file" link
07:40:37  <andythenorth> Eddi|zuHause: there are artifacts you can download
07:40:52  <andythenorth> top right 'All logs'
07:41:11  <andythenorth> I can't give you the link because Azure isn't written sensibly
07:41:32  <andythenorth> oh wait$format=zip
07:41:42  <andythenorth> dunno if that helps though
07:41:57  <Eddi|zuHause> is there a format=txt?
07:42:44  <andythenorth> not for me
07:42:47  <andythenorth> throws an error
07:43:07  <andythenorth> json or zip
07:43:15  <peter1138> Oh. Hmm.
07:43:35  <peter1138> Yeah, fails for me. Strange.
07:45:16  <peter1138> Well, I know why, but it did work for me last night, but now it edoesn't :p
07:45:20  <peter1138> Ok so it was a bit late.
07:48:00  <andythenorth> hmm
07:48:04  <andythenorth> daylength?
07:48:14  <Eddi|zuHause> so,
07:53:22  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
08:02:22  <peter1138> See, no errors now :)
08:03:26  <andythenorth> \o/
08:04:42  <peter1138> Mmm fresh raw milk.
08:07:49  <andythenorth> so
08:07:57  <andythenorth> vehicle variants for 1.9.0? o_O
08:17:48  <peter1138> Unlikely. It's not as ready as NRT is.
08:17:54  <Pikka> andythenorth: no mail in hsts
08:18:00  <peter1138>
08:18:08  <peter1138> Pikka, correct.
08:18:22  <andythenorth> such icons
08:18:38  <Pikka> very
08:18:48  <peter1138> Bit small for a baseset ;(
08:19:03  <andythenorth> do I need a high speed mail car then? :P
08:19:11  <andythenorth> what about pax in HSTs? :P
08:19:32  <Pikka> only livestock and copper ore
08:20:28  <peter1138> Big cyclists though.
08:26:21  <andythenorth> HSTs with distributed power? :P
08:29:04  <andythenorth> ha ha, I found PACERS.grf
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08:38:15  <Eddi|zuHause> i don't know all that much about british trains, but i don't think pacers fall into the "HST" category :p
08:38:38  <andythenorth> so apparently Horse is broken with daylength
08:38:56  <peter1138> I think you mean daylength is broken.
08:39:44  <Eddi|zuHause> somehow my brain has learned to skip any sentence andy says which contains the word "broken"
08:40:13  <andythenorth> what's the point of daylength again?
08:40:16  <andythenorth> someone must know?
08:40:54  <andythenorth> is it just to have steam trains indefinitely?
08:41:04  <Eddi|zuHause> longer playtime with steam, mostly
08:41:24  <Eddi|zuHause> no, not "indefinitely"
08:42:13  <andythenorth> so not just "vehicles don't expire"?
08:42:32  <Eddi|zuHause> no... that is really "broken"...
08:42:38  <andythenorth> ok
08:42:48  <andythenorth> so Horse generations are 30 years apart
08:43:00  <andythenorth> so a parameter to set generation length, just a number?
08:43:13  <Eddi|zuHause> why?
08:43:17  <andythenorth> because daylength
08:43:21  <Eddi|zuHause> why?
08:43:30  <andythenorth> because it's a major issue for forums players?
08:43:33  <Eddi|zuHause> why?
08:43:45  <andythenorth> I can't get to 5 answers :(
08:43:48  <andythenorth> I don't know
08:43:55  <andythenorth> 3 whys :P
08:44:18  <Eddi|zuHause> all i heard so far was crazy nonsense that doesn't make sense
08:44:45  <Eddi|zuHause> to which the correct response is usually "do nothing"
08:46:28  <andythenorth> 2204 forum results
08:46:35  <andythenorth> ok so it's used to fix cdist
08:47:03  <andythenorth> also apparently peter1138 is working on it
08:47:56  <andythenorth> it's used to make tiles closer to real scale
08:48:05  <Eddi|zuHause> wrong link?
08:48:13  <andythenorth> no, read what Leif says :)
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08:48:30  <andythenorth> seems that daylength makes tiles 18km wide
08:48:36  <Eddi|zuHause> TL:DR?
08:48:36  <andythenorth> that's apparently important
08:49:00  <andythenorth> "Change: Decouple GUI timing from game ticks (#6780)" : "Hopefully, this is the first step towards a real variable daylength."
08:50:45  <Eddi|zuHause> "Change: work on a cure for cancer" - "hopefully that will solve the zombie apocalypse"?!?
08:51:07  <andythenorth> daylength is used to fix RVs
08:51:25  <andythenorth> daylength is used to make RL country scenarios more accurately scaled
08:51:52  <Eddi|zuHause> daylength has apparently suprassed "new map array" as the "fix for everything"?
08:52:39  <Eddi|zuHause> that mythical daylength will never exist.
08:53:07  <andythenorth> some guy in forums called Eddi keeps saying that :)
08:53:20  <andythenorth> I agree, I just wonder if I can do something amusing in newgrf
08:54:17  <Eddi|zuHause> that will end up in a horrible nightmare of "i want to combine X grf with Y grf but it doesn't have Z feature"
08:54:48  <andythenorth> so how about decoupling newgrf vehicle introduction from date?
08:54:53  <andythenorth> and having a tech level?
08:54:58  <Eddi|zuHause> and even if they both offered Z feature on the surface, the internals would be so different to be incompatible anyway
08:55:20  <andythenorth> hmm, I can do boats, trains, RVs, but I'm not doing planes
08:55:54  <andythenorth> ho ho
08:57:55  <Eddi|zuHause> andythenorth: the main problem is that the game has many skewed scale factors (lengths, timeframes) all mixed together in one ridgit framework, while lots of people want to loosen that up a bit with more free scaling of individual parts
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08:59:41  <Eddi|zuHause> which is part of the reason why any previous daylength approaches failed, they wanted to consolidate this multidimensional balance problem into 1 dimension (instead of the current 0 dimensions), which is, as far as maths is concerned, equally inappropriate
09:01:59  <Eddi|zuHause> there need to be separate scaling factors for things like tech progression, payment graphs, timetable cycles, acceleration, industry production, ...
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09:04:47  <Eddi|zuHause> i think that is how every daylength patch so far failed, they saw how every previous attempt resulted in a complicated horrible mess that was unfixable, and went "we need to approach this in a more simple way"
09:05:16  <Eddi|zuHause> ... which almost immediately collided with the reality that everyone who wants daylength wants it for some slightly different purpose
09:05:29  <Eddi|zuHause> which again added complicated horrible mess
09:05:56  <Eddi|zuHause> you need to approach it as a complex problem from the start, and break it down into individual problems
09:06:38  <andythenorth> does 'why?' even matter?
09:06:47  <Eddi|zuHause> yes
09:06:59  <andythenorth> but 'why?' is only helpful to meet a user need
09:07:05  <andythenorth> and the user needs are so confused...
09:07:23  <andythenorth> isn't 'why?' > 'because we can' ??
09:07:25  <Eddi|zuHause> which is exactly why you need to explore the "why?"
09:07:26  <andythenorth> except we can't :)
09:08:00  <andythenorth> if we approached this as 'game time should pass at an arbitrary rate', is that a good 'why?'
09:08:09  <Eddi|zuHause> you need to be clear on which section of this multidimensional problem you want to solve
09:08:40  <Eddi|zuHause> because if you take a step in the wrong dimension, everything will fall apart
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09:12:24  <andythenorth> so you think having one newgrf with arbitrary intro dates doesn't solve it? :)
09:12:49  <Eddi|zuHause> correct.
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09:20:33  <peter1138> I'm back...
09:20:39  <peter1138> Well, actually I'm in the office now.
09:20:43  <peter1138> Better late than never.
09:21:04  <peter1138> I'd work from home but then I wouldn't get my daily cycling fix.
09:23:01  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships.
09:23:06  <LordAro> peter1138: pfft, you call that late?
09:23:24  <peter1138> :)
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10:29:01  <Eddi|zuHause> interesting correlation: "on 19th april the GPS epoch rolls over to 0", "on 19th october is bicycle day" :p
10:29:09  <Eddi|zuHause> err
10:29:15  <Eddi|zuHause> s/october/april/
10:29:23  <Eddi|zuHause> dunno how i got october
10:33:15  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships.
10:39:09  <peter1138> I wonder how much cruft, and performance, we lose if we converted yapf to use std classes.
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10:50:31  <peter1138> Hi.
10:51:02  <Eddi|zuHause> what? get rid of 5 nested layers of templates?
10:52:06  <peter1138> :-)
10:53:46  <LordAro> Eddi|zuHause: implying std classes aren't also 5 nested layers of templates
10:54:36  <peter1138> Yeah but that's not our problem.
11:05:53  <Eddi|zuHause> i'd probably put yapf in the "don't touch it if it's not broken" category... you're probably looking at like 2 months of full-time dedicated work
11:07:57  <peter1138> Post 1.9, definitely.
11:22:47  <FLHerne> andythenorth: OTTD maps are pretty big, if you want to 'finish' a single-player game on even 1k*2k it takes real-world days
11:23:05  <FLHerne> (spread over several months of spare evenings, obviously)
11:23:51  <FLHerne> So without adjusting the flow of in-game time, you'd inevitably end up in 2050 before even really getting started
11:25:21  <FLHerne> My current game is only 128^2, 40 years in, and I'm still not quite finished connecting all the industries
11:25:57  <FLHerne> (close, though)
11:27:04  <FLHerne> The "making passengers feasible with CargoDist" side-effect of the current patch is, IMO, a bug
11:27:22  <FLHerne> It's useful, but that's orthogonal
11:36:33  <Eddi|zuHause> so, did steam crash or did i accidentally quit it and don't remember?
11:38:27  <peter1138> FLHerne, what current patch?
11:38:41  <peter1138> FLHerne, oh, daylength...
11:38:46  <peter1138> Yeah
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14:19:04  <Samu> hi
14:27:06  <peter1138> Hello.
14:47:47  <Samu>
14:54:35  <Samu>
14:54:44  <Samu> heh, im bored, sorry
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15:03:56  <drac_boy> hi there to anyone else who are getting a snowy head too :)
15:03:58  <drac_boy> heh
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15:10:17  <drac_boy> so anyway just curious if its a best-try or is there sometimes some sort of minimum ottd version for to apply a new patch to?
15:13:01  <nielsm> ?
15:13:15  <nielsm> patches are for specific versions
15:13:41  <nielsm> new patches intended for the next release version of ottd are written against current master at the time
15:14:06  <nielsm> and should be continually updated as long as they don't get merged, to ensure they can still merge after master has changed
15:14:55  <drac_boy> ah ok, just was trying understand the ongoing jgr thread so ty :)
15:27:29  <peter1138> Yup, they are effectively no longer patches, they have been integrated into his build.
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15:39:35  <drac_boy> anyway got an apt soon but .. have fun with the fresh snow if thats the case for anyone in here :)
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15:42:19  * andythenorth is in bright sun :P
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15:46:10  <nielsm> it's almost looking like spring here, atm
15:49:17  <Samu> i dont know how to work with classes
15:49:21  <Samu> time to give up
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15:50:20  <Samu> I'm trying to figure out a way to create an array of airport routes for my AI
15:51:13  <Samu> each route would have a group, an engine, location from, location to
15:51:25  <Samu> i just... know it is done with classes
15:51:30  <Samu> but not how
15:52:40  <Samu> is there a classes for dummies guide out there?
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15:56:54  <Samu> okay, I give up, before I lose my temper
15:59:23  <Samu> need to find a way to remove empty groups
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16:06:19  <peter1138> Hmm
16:06:31  <peter1138> You can get a list of vehicles in each group, right?
16:09:57  <Samu> yes, but sometimes, i move vehicles from a valid group into a renew group to upgrade engine, and that group becomes temporarily empty
16:10:24  <Samu> but since I don't keep track of groups for each route, a new group is created after the upgrade
16:10:33  <Samu> and the empty group becomes left behind, empty
16:12:25  <peter1138> I...
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16:12:32  <peter1138> Don't really know what you are doing :p
16:13:47  <peter1138> Delete the group when you move the vehicle out if it's the last one?
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16:14:10  <peter1138> Or periodically go through all the groups and delete empty ones.
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16:16:02  <Samu> ideally, I would move back the vehicles to the group they belonged in the first place
16:16:06  <Samu> after the engine upgrade
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16:16:25  <peter1138> Ok, so you need to remember which group it was in
16:16:36  <Samu> yes
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16:17:17  <peter1138> uhhh
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16:24:49  <Samu> current solution: clean up empty groups (even though they're supposedly temporarily empty)
16:24:58  <Samu> and recreate a new group
16:25:11  <Samu> it works, but it's dumb
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16:32:06  <Samu> if only autorenew/autoreplace didn't screw vehicle_ids...
16:32:21  <Samu> it would be so much easy
16:35:39  <Samu> there would be no need for renewal groups
16:35:55  <Samu> there would be no need to keep track of vehicles heading to depots
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16:39:02  <Samu> alright, this works
16:39:09  <Samu> stop mumbling
16:39:32  <Samu> next step is to create share orders
16:39:35  <Samu> for aircraft
16:39:52  <Samu> it's currently implemented for road vehicles, but not for aircraft
16:41:43  <Samu> it really helped speed up road vehicle management
16:41:54  <Samu> I assume the same would happen for aircraft
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16:48:12  <peter1138> why do you need renewal groups?
16:48:35  <Samu> to know which ones are currently heading to depots
16:48:42  <Samu> so I don't repeat sending them to depots
16:48:46  <peter1138> hmm
16:48:53  <peter1138> are you using sub-groups?
16:48:53  <Samu> it would stop sending them
16:48:56  <Samu> nop
16:49:11  <peter1138> you could create your renewal group as a child of the group the vehicle was originally in
16:49:23  <peter1138> then it gets renewed, and stays in the renewal group
16:49:38  <peter1138> then you can move it back to the parent group of the renewal group, then delete the renewal group
16:49:48  <peter1138> there may be an API call or two missing to be able to do that currently.
16:51:34  <peter1138>
16:51:40  <peter1138> ^ Yeah, actually it's available in that PR.
16:52:25  <peter1138> Ah, the matching call to make a new group with a parent is missing.
16:54:35  <Samu> return occupancy / vehicle_count; what if the group is empty?
16:54:39  <Samu> divide by 0?
16:54:47  <peter1138> Probably :-)
16:55:10  <peter1138> I haven't tested any of these calls as I don't write AIs.
16:56:57  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7224: Change: Use selected group as parent when creating a new group.
16:58:30  <Samu> @calc 0/0
16:58:30  <DorpsGek> Samu: Error: float division by zero
16:59:48  <peter1138> It's okay, it's a WIP PR :p
17:00:53  <Samu> current usage isn't displayed for gui
17:00:57  <Samu> so, -1?
17:02:34  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7225: Add: Various AI/GS functions that may be useful.
17:04:51  <Samu> a useful function: get capacity of an engine reffitted to cargo_type
17:05:28  <Samu> get price of a reffitted engine
17:05:35  <Samu> both without buying it
17:05:51  <Samu> useful for planning mode
17:06:01  <peter1138> players can't do that either.
17:06:26  <Samu> t.t
17:06:48  <peter1138> you can't refit engines
17:06:51  <peter1138> you can only refit vehicles
17:07:36  <Samu> that's ... sad :|
17:07:58  <peter1138> the capacity can vary depending on the vehicle
17:08:04  <peter1138> the joys of newgrf callbacks
17:13:48  <Samu> isn't there a way to pseudo-"buy a vehicle just to get capacity/price" for engine purposes?
17:14:37  <Samu> how does cloneing a vehicle do it?
17:25:49  <Samu> about the 90 degrees... I don't know
17:25:58  <Samu> it's okay, I suppose
17:27:08  <Samu> pathfinder will now attempt going at greater lengths just to avoid doing a 90 turn
17:27:13  <Samu> interesting
17:28:52  <peter1138> i think cloning buys everything and then undoes it all
17:29:21  <peter1138> Samu, you can tweak the penalties, it shouldn't go too much farther though.
17:29:53  <peter1138> Maybe the penalty should be lower for ships, as they are slower.
17:34:23  <Samu> there should be a penalty going through locks now
17:34:30  <Samu> they literally "stop"
17:34:45  <Samu> not literally
17:34:47  <Samu> lol
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18:00:52  <peter1138> Could do
18:01:11  <peter1138> But...
18:01:43  <peter1138> Kinda unlikely to find a shorter path except in test cases :p
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18:18:06  <Wolf01> so, that's how the city center lego set worked, nothing new
18:28:16  <peter1138> heh
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18:43:37  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7224: Change: Use selected group as parent when creating a new group.
18:46:54  <peter1138> Ok, that was weird. Rebooted my Debian VM and it came back with... no boot device. WTF.
18:47:12  <peter1138> Maybe time to start doing backups of it :p
18:54:45  <peter1138> Why is it you only spot bugs after you merge? :/
18:57:57  <andythenorth> life
19:02:34  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7233: Fix #7224: AI could no longer create groups.
19:08:54  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7233: Fix #7224: AI could no longer create groups.
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19:15:55  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7233: Fix #7224: AI could no longer create groups.
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19:19:57  <peter1138> Oh right, I can see the 'draft' status in the PR list after all.... the merge icon on the left is greyed out.
19:21:02  <peter1138> Hmm, should I change the existing AI CreateGroup() function, or create a new function?
19:21:29  <peter1138> Former requires a compat addition, the latter may be considered wasteful
19:21:54  <nielsm> squirrel doesn't have optional arguments at all does it?
19:22:12  <nielsm> since that'd be the obvious solution
19:22:37  <peter1138> As far as I know, no :(
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19:25:56  <peter1138> Squirrel’s functions can have default parameters.
19:26:19  <peter1138> But I don't know if that carries over to the C++/SQ Api.
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20:16:10  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7225: Add: Various AI/GS functions that may be useful.
20:17:31  <peter1138> ^ samu
20:18:27  <peter1138> Now you can create your replacement group as a child, and... then moved vehicles back to the parent group after replacement
20:18:52  <peter1138> Technically players can't see the group id, but they can see the heirarchy, so i guess that's fine? :)
20:23:34  <Markk> Hello everyone
20:24:04  <Markk> Just updated to 1.8.0 från 1.7.1 RC1, finally I can right-click scoll again, I've really been missing that.
20:24:26  <Markk> A question though, what does this button do?
20:24:58  <Markk> I haven't been able to figure out what it does.
20:25:38  <Markk> Or more like, I haven't done anything when I've been pressing it. Even under different cirumstances.
20:25:58  <nielsm> the square one restores the window size to the default
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20:26:17  <nielsm> and if you hold ctrl while clicking it, changes the default size for that window to be the current
20:26:21  <Markk> Ah, I see, nice!
20:26:30  <Markk> Oooh, even sweeter.
20:26:41  <Markk> That's some great news for my OCD.
20:26:47  <Markk> Thank you nielsm!
20:28:47  <Markk> Only thing I'm missing now is like two different levels to sticky windows. So you can have sticky windows, and more sticky windows. Would be great for when having some main windows and then opening some semi permanent windows, like when creating a bunch of new vehicles, when being able to close the semi permanent, but keeping the main ones.
20:29:52  <nielsm> that would be really hard to make a concise UI for I think
20:30:03  <nielsm> "superglued windows"
20:30:49  <peter1138> Was right-click scrolling now working?
20:31:37  <nielsm> win10 introduced a change in mouse handling somewhere that caused right-click scrolling to break, that's a long time ago
20:31:51  <Markk> peter1138: Yes, in Windows 10 there was some issues with that.
20:32:03  <Markk> I've not been able to use right-click scrolling for the last year or two.
20:32:06  <peter1138> o
20:32:13  <peter1138> I wonder what fixed it.
20:32:30  <Markk> An update!
20:32:31  <Markk> :D
20:32:31  <nielsm> pretty sure a code change in ottd was required
20:32:34  <Markk> Yep
20:32:46  <peter1138> c722cb26b8bc61d720c8a7a037e3c8639851599c
20:33:04  <peter1138> So the question is... why did it take you so long to change to 1.8.0? :p
20:33:19  <peter1138> Yeah, I remember working on that now.
20:33:30  <Markk> I've just gotten used to it.
20:33:38  <peter1138> Had the same idea as michi_cc but he got there first :D
20:34:42  <peter1138> Ah, 1.8.0 was April 1
20:35:09  <peter1138> At the end of that month, we also added a different right-click scroll method that doesn't fix the cursor in place.
20:35:25  <peter1138> Which I needed cos I develop under VNC :-)
20:36:06  <Markk> Oh, have I been so slow to upgrade... But I'm usually fine with the version I'm playing on, if there's not anything I'm really annoyed by. That's why I just upgraded, after reading some forum posts about the scroll issue.
20:43:53  <peter1138> Heh
20:58:46  <Samu> openttd launcher
20:58:57  <Samu> keeps openttd up to date and launches openttd
20:59:00  <peter1138> Urgh.
20:59:01  <peter1138> Steam :p
21:01:28  <Markk> Oh, is OTTD on Steam now as well?
21:01:58  <peter1138> No :(
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22:20:49  <DorpsGek_II> [OpenTTD/OpenTTD] EarthlingKira commented on pull request #6965: Add: Option for population-linear town cargo generation
22:25:43  <DorpsGek_II> [OpenTTD/OpenTTD] EarthlingKira commented on pull request #6965: Add: Option for population-linear town cargo generation
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22:58:06  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6965: Add: Option for population-linear town cargo generation
22:59:17  <peter1138> q
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23:06:40  <Samu> I will consider using sub-groups once the functions are in 1.9.0 for real
23:07:10  <peter1138> Please test it!
23:07:20  <peter1138> I can't do it.
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23:10:22  <Samu> oh
23:10:38  <Samu> ok,
23:11:33  <Samu> poor version 8
23:11:52  <Samu> it's having so much test code
23:15:33  <Samu> got to change API to 1.9
23:15:44  <Samu> hmm not sure if that's gonna work for the rest of the code
23:16:31  <peter1138> Well...
23:17:02  <peter1138> You could just copy the compat functions you need...
23:18:30  <Samu> I just finished implementing share orders
23:18:36  <Samu> for aircraft, this is all too fresh
23:19:19  <Samu> function WrightAI::BuildAircraft(tile_1, tile_2, silent_mode = false, build_multiple = false, skip_order = null)
23:19:31  <Samu> it's becoming a really messy function
23:20:38  <peter1138>
23:21:00  <peter1138> I guess I should test it though, heh.
23:24:35  <peter1138> Hmm, I wonder how.
23:28:45  <peter1138> Hmm, judging by Accepts/Supplies in the station windows, it seems to be good still.
23:34:09  <Samu> uhmm where is the doxygen stuff
23:35:44  <Samu> oh, it's not even in master
23:35:48  <Samu> :|
23:36:12  <peter1138> Nope, it's MASSIVE.
23:37:00  <peter1138>
23:37:03  <peter1138> My copy of it.
23:37:13  <peter1138> Oh actually it's only 4.7MB, but still.
23:37:37  <peter1138> Waiitit
23:37:39  <peter1138> it's not nrt lol
23:38:01  <peter1138>
23:38:04  <peter1138> ^ better link
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23:38:09  <drac_boy> hi
23:38:26  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #6965: Add: Option for population-linear town cargo generation
23:38:57  <peter1138> Ok, NRT docs put bac.
23:38:58  <peter1138> +k
23:39:25  <drac_boy> just wondering if I got this right, the only thing you can alter is the cosmetic sprites .. to have the refit menu intentionally change any running parameter would require something like the regear "cargo" used by the nars set or alike right?
23:39:46  <drac_boy> sorry about if I'm not wording the question too well after a long day :-|
23:40:02  <peter1138> What?
23:40:33  <Eddi|zuHause> i think the answer is "no"
23:40:51  <peter1138> I think so too.
23:41:50  <Eddi|zuHause> you can alter all sorts of things with regular refits. just the general consensus is that every time someone tried it turned out to be a bad idea
23:42:43  <drac_boy> eddi yeah I didn't liek the regear cargo thing in nars either .. but anyway ty for letting me check about this
23:42:48  <drac_boy> like* meh
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23:45:06  <Eddi|zuHause> no, i mean stuff that sounds like a good idea, like ships changing capacity in FISH
23:45:54  <drac_boy> ah well I guess that one could be nice too .. not having to make a 400 tonnes boat wait a long time for 170 tonnes of cargo
23:51:02  <drac_boy> anyway just carry on :)
23:53:45  <Eddi|zuHause> you also got a few sets which use passenger cargo instead of regearing cargo (since they figured out how to set a capacity of 0)

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