Log for #openttd on 24th October 2019:
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06:19:53  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7776: Go To Depot default
06:22:50  <andythenorth> moin
06:36:22  <andythenorth> GH could use an easier way to add emoticons :P
06:45:01  <Eddi|zuHause> i do think there's a case to set some default behaviours
06:51:02  <andythenorth> changing current?  Or new options in settings?
06:54:22  <Eddi|zuHause> option
06:54:42  <Eddi|zuHause> well, possibly changing current default, but that's a big discussion...
06:55:12  <andythenorth> are options for defaults orthogonal to all the complications with orders, timetables etc?
06:55:49  <Eddi|zuHause> yes, mostly.
06:56:13  <andythenorth> if we're talking about I see the case for it
06:56:20  <andythenorth> just every setting has a cost
06:56:23  <Eddi|zuHause> unless you're completely revamping the way orders are given, they have no real relation with how they are presented
06:56:44  <andythenorth> scriptable UI :P
06:56:55  <Eddi|zuHause> ... no :p
06:56:59  <andythenorth> expose *all* defaults in the ini
06:58:10  <andythenorth> GS
06:58:45  * andythenorth looks in NoGo docs to see if GS can modify orders
06:58:51  <Eddi|zuHause> sure
06:59:07  <Eddi|zuHause> how else would an AI set up routes?
07:00:23  <andythenorth> I can't tell if NoGO has set as well as get
07:00:23  <andythenorth>
07:00:56  <andythenorth> but if it does, when the GS runs, it could just change all orders of type x to type y
07:01:04  <andythenorth> problem solved
07:04:21  <Eddi|zuHause> andythenorth: again, what i tried to tell planetmaker yesterday, the GS can't actually react on your actions. it can only continually scan the current game state, and that game state that it must observe may be huge
07:04:46  <andythenorth> yes
07:04:54  <andythenorth> that's why it's an interesting problem
07:05:21  <andythenorth> I am well aware it's not event driven in a callback-response fashion
07:05:35  <andythenorth> that's also why most of the 'fix x in GS' suggestions are useless :P
07:07:02  <andythenorth> maybe we should release an experimental OpenTTD with multi-GS :P
07:07:05  <andythenorth> and see what happens
07:07:19  <andythenorth> build binaries from a branch tracking master
07:08:55  <Eddi|zuHause> ... you could also release binaries where magic bulldozer is always enabled and see what happens...
07:09:13  <andythenorth> you think GS will always be unable to co-operate? o_O
07:09:19  <andythenorth> or it's a performance issue?
07:10:13  <Eddi|zuHause> there's absolutely no way that users can check whether two GS are conflicting, and i'd not trust the programmers to properly decide that either
07:12:05  <andythenorth> imagine the fun that can be had :D
07:12:31  <andythenorth> oof hidden deliberate griefing GS
08:06:52  <planetmaker> <Eddi|zuHause> there's absolutely no way that users can check whether two GS are conflicting, and i'd not trust the programmers to properly decide that either <-- under that assumption we should nver have allowed more than one NewGRF
08:07:33  <planetmaker> (not saying the assumption is wrong)
08:07:42  <Eddi|zuHause> planetmaker: but that was out of our control, as newgrfs existed before we implemented support for them
08:08:17  <Eddi|zuHause> als, with NewGRFs you can more easily separate them by scope
08:08:22  <Eddi|zuHause> *also
08:08:36  <planetmaker> that is easy to do with GS as well
08:08:40  <planetmaker> separating scope
08:09:09  <Eddi|zuHause> no, because the scope isn't built into the language as deeply as with NewGRFs
08:09:19  <Eddi|zuHause> and GS is more complex
08:10:08  <planetmaker> no... you can easily make vehicles which are useless - as the industries have different cargoes. You can easily make roads which no vehicle can use etc
08:10:15  <planetmaker> it's as inter-connected as GS
08:10:34  <planetmaker> where you have one which takes care of towns. The other helps logging. And the third calculates scores based on whatever
08:10:57  <planetmaker> NewGRF scoping only seemingly is more disconnected while it is not really
08:11:24  <planetmaker> (as every newgrf programmer knows... you have to take care of other newgrf)
08:11:35  <planetmaker> in some fashion at least
08:11:51  <Eddi|zuHause> this is a completely worthless discussion, tbh
08:12:04  <peter1138> Hellol.
08:12:10  <planetmaker> yes, indeed. You always seem to say that at some stage ;)
08:12:11  <peter1138> Is it lunch time?
08:12:24  <peter1138> Have state-machines been mentioned yet?
08:12:34  <Eddi|zuHause> huh? i don't remember saying that, at all...
08:43:15  <peter1138> Oh, we killed it.
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13:59:58  <supermop_work> yo
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16:15:22  <Eddi|zuHause> does anybody actually ever want to watch this?
16:30:54  <DorpsGek_III> [OpenTTD/OpenTTD] JMcKiern updated pull request #7710: Fix: Fix bugs in airport finite state machines
16:30:54  <DorpsGek_III> [OpenTTD/OpenTTD] JMcKiern dismissed a review for pull request #7710: Fix: Fix bugs in airport finite state machines
16:34:12  <DorpsGek_III> [OpenTTD/OpenTTD] JMcKiern commented on pull request #7710: Fix: Fix bugs in airport finite state machines
16:38:52  <andythenorth> Eddi|zuHause: I watch it for a few minutes every time to see what other games look like
16:38:53  <supermop_work> im watching now Eddi|zuHause
16:39:09  <supermop_work> im watching it autosave?
16:39:28  <Eddi|zuHause> it does that occasionally :p
16:39:29  <supermop_work> that constellation looked like it was flying pretty low
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16:47:17  <Eddi|zuHause> duno why i bother with these planes, almost nobody seems to use them
16:47:54  <milek7> flying under overpass on approach was weird ;P
16:53:42  <Eddi|zuHause> i should probably move that bridge out of the way :p
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18:46:12  <andythenorth> quiet day eh?
18:46:17  <andythenorth> did we even have lunch? :)
18:46:53  <Eddi|zuHause> i'm not entirely sure
18:49:15  <andythenorth> well I am going for dinner
18:49:16  <andythenorth> for definite
18:49:17  <andythenorth>  :P
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18:55:53  <Eddi|zuHause> ... i have no idea how to untangle this bottleneck... there isn't really much space for more parallel tracks...
19:04:11  <Eddi|zuHause> and it crashed
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21:00:37  <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7784: SDL2: Not possible to use the up/down keys in the console
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22:12:53  <DorpsGek_III> [OpenTTD/OpenTTD] nazdakka opened issue #7798: On a large and very heavily-developed map, ordering a vehicle to station A sends the vehicle to station B instead
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22:21:32  <LordAro> that's the same as the others
22:41:59  <glx> probably the known bug
22:45:43  <glx> hmm and DorpsGek_III is silent now
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