Log for #openttd on 1st January 2020:
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00:01:21  *** Wormnest_ has joined #openttd
00:05:14  <Pikka> o/
00:06:27  <LordAro> merry christmas
00:11:19  <greeter> it was the merriest of christmas' here
00:11:30  <greeter> err, well, for me, i wasn't here christmas lol
00:12:49  <Markk> It's been 2020 for over an hour here now. I wonder if this is the start of the Roaring Twenties.
00:13:15  <greeter> i think it has to be the 20ies everywhere first :-P
00:13:54  <Markk> I think you have to high standards. :)
00:13:57  <Markk> too*
00:14:02  <greeter> lol maybe
00:14:13  <greeter> i don't want these to be the roaring 20ies because i remember what came after them
00:14:22  <Markk> Yeah
00:14:36  <Markk> But I think we're heading for a new recession, unfortunately.
00:14:58  <Samu> wow factorio made it into one of the best selling games, i didn't know that
00:15:03  <greeter> that's quite possible. the last recession was more than 10 years ago so we're about due. the writing isn't much on the walls though, yet
00:15:06  <Samu> i heard you guys talking about it
00:15:08  <Markk> For me, we could wait until the 30's, but it's not up to me, it's up to the higher power. Wall Street.
00:15:26  <Markk> greeter: Exactly.
00:17:26  <Markk> It's a heavy topic we don't need to go in to now. We can think about it tomorrow, when we wake up with a banging hangover. :D
00:18:18  <greeter> i won't have that problem personally
00:18:43  <Samu> factorio enters the scene
00:18:43  <Markk> That's great and same here!
00:19:00  <Samu> wasn't there a factorio dev on this chat?
00:19:06  <greeter> that's good :-)
00:19:28  <Markk> Then we can wake up sober and not hungover and think about the possibility of an economic crisis within the foreseeable future!
00:19:34  <Markk> :D
00:19:52  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #7888: Fix #7787: missing beep for some main toolbar buttons
00:20:10  <glx> oups wrong ref
00:20:30  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7888: Fix #7787: missing beep for some main toolbar buttons
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00:21:00  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #7888: Fix #7787: missing beep for some main toolbar buttons
00:21:00  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #7888: Fix #7787: missing beep for some main toolbar buttons
00:21:31  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7888: Fix #7787: missing beep for some main toolbar buttons
00:21:38  <LordAro> :)
00:22:06  <glx> too many similar numbers :)
00:22:11  <Markk> spnda: Seems like a very strange game.
00:22:18  <Markk> Never heard of it before.
00:22:38  <spnda> Markk which game?
00:22:57  <spnda> I don't think you meant to tag, ddid you?
00:23:01  <Markk> Factorio.
00:23:11  <Markk> Oh
00:23:22  <Markk> I meant Samu.
00:23:22  <glx> I'm sure there's other places with missing beeps, but I don't want to check everywhere :)
00:23:27  <Markk> He has already left, that's why. :)
00:23:32  <Markk> spnda: Sorry about that.
00:24:30  <spnda> No issue
00:25:04  <LordAro> Markk: it's a good game
00:25:25  <LordAro> highly recommended
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01:18:05  <DorpsGek_III> [OpenTTD/OpenTTD] rofl0r commented on issue #6896: game crashes on first autosave if compiled without lzo but with lzma
01:18:05  <DorpsGek_III> [OpenTTD/OpenTTD] rofl0r closed issue #6896: game crashes on first autosave if compiled without lzo but with lzma
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03:46:56  <DorpsGek_III> [OpenTTD/OpenTTD] Hezkore opened issue #7889: [Request] Company rating via Server Admin Port
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09:10:46  <andythenorth> yo
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09:21:09  <andythenorth> so first commit of the decade?
09:21:21  <Pikka> yes?
09:30:38  <Eddi|zuHause> choose wisely
09:30:50  <Eddi|zuHause> "fix obiwan in docs"
09:31:27  <andythenorth> 'fix copyright notice on website'
09:31:33  <andythenorth> definitely done that one before ^
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09:33:35  <nielsm> hny
09:34:19  <andythenorth> hi :)
09:34:20  <andythenorth> Copyright &copy; 2005-{{ site.time | date: '%Y' }} OpenTTD Team
09:34:29  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7888: Fix #7887: missing beep for some main toolbar buttons
09:34:30  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed issue #7887: Beep sound is missing
09:34:31  <andythenorth> so I guess we just need to trigger a redeploy
09:34:43  <andythenorth> [static site innit]
09:36:03  <Eddi|zuHause> fun fact: if you use  instead of %Y, you can get the new year a few days early :p
09:36:10  <Eddi|zuHause> %G
09:53:22  <nielsm> or late
09:53:32  <nielsm> depending on weekday of 1/1
09:59:07  <Eddi|zuHause> what's the dividing point? thursday?
10:00:38  <andythenorth> does OpenTTD support alternative calendar formats?
10:01:16  <Eddi|zuHause> no, it's fixed as "backdated gregorian calendar with year 0"
10:01:52  <Eddi|zuHause> which is at least 3 wtfs stacked on top of each other :p
10:03:08  <andythenorth> introduce 24 month calendar, daylength objective achieved :P
10:03:14  <andythenorth> just 12 new names needed
10:03:43  <Eddi|zuHause> i think we had that discussion already
10:04:58  <andythenorth> presumably timetables depend on the existing 12 months? o_O
10:05:07  <Eddi|zuHause> no
10:05:19  <Eddi|zuHause> timetables are tick-based
10:05:23  <andythenorth> how is that realistic?
10:05:32  <andythenorth> train companies run different timetables in different months
10:07:01  <Eddi|zuHause> there's a 24h clock patch that is completely independent from daylength, that helps with timetabling oddities
10:07:24  <Eddi|zuHause> ... like the fact that you can't have padding so a timetable always starts at the first of the month
10:07:51  <andythenorth> I thought timetables were for accurately re-creating RL trains?
10:08:01  <andythenorth> it's quite common in model trains to run to a timetable
10:08:06  <Eddi|zuHause> ... but then people wanted to synchronize daylength with the clock which lead to gargantuan daylength factors
10:08:08  <andythenorth>
10:08:35  <andythenorth> maybe we started from the wrong point
10:08:40  <andythenorth> RL trains run to diagrams
10:09:11  <andythenorth> ooops, we're not going to rebuild the game to be a train simulator
10:09:17  * andythenorth pulls back from the cliff
10:09:20  <LordAro> andythenorth: when there's something to update, the copyright will be updated :p
10:09:35  <LordAro> merry new year all
10:09:41  <Eddi|zuHause> andythenorth: there's at least half a dozen timetabling patches
10:10:34  <Eddi|zuHause> andythenorth: including one that adds diagrams
10:11:31  <andythenorth> I had an idea about rebuilding the game around a real-time clock first
10:11:36  <andythenorth> let's not eh
10:12:47  <andythenorth>
10:13:20  <Eddi|zuHause> andythenorth: you should start with eliminating the original daylength of 74 ticks, which is a really awkward number because it doesn't have useful prime factors
10:13:48  <andythenorth> was it based on something esoteric but relevant at the time?
10:14:08  <andythenorth> meanwhile
10:14:09  <Eddi|zuHause> no idea
10:14:27  <Eddi|zuHause> we likely just inherited it from CS
10:15:48  <Eddi|zuHause> also, i just learned that today is CS' birthday
10:16:11  <andythenorth> is it? :)
10:16:14  <andythenorth> that's nice
10:17:32  <Eddi|zuHause> also that i'm now older than he was when he programmed TT
10:17:35  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7889: [Request] Company rating via Server Admin Port
10:18:25  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7376: More than max_no_competitors could be created in network games
10:19:15  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7550: Add: Screenshot window (& simplify the about/help DropDown)
10:23:51  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7880: Fix: Remove some redundant steps during world generation
10:37:02  <andythenorth> \o/
10:37:03  <andythenorth> etc
10:42:07  <LordAro> seems that settingsgen does not update the output file if the contents haven't actually changed, causing make to rerun the rule for every build (the ini files have been touched by git or whatever, but haven't otherwise changed)
10:42:32  <LordAro> michi_cc: any idea why e7bb220fdd8 (r22254) was necessary? :)
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10:51:54  * andythenorth makes LESS
10:51:56  <andythenorth> instead of MOAR
11:01:03  <Pikka> o/
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11:15:13  <andythenorth> Gronk!  I used it
11:15:19  <andythenorth> 400hp, 565t train
11:15:30  <andythenorth> it does travel at maximum speed though, downhill
11:15:36  <andythenorth> 35mph
11:25:17  <Samu> LordAro, #7376 is trying to generate the correct number of AIs in multiplayer, unless that revert did some magic
11:25:28  <Samu> maybe I should verify
11:37:32  <Samu> nop, it's still bugged
11:38:28  <Samu> [img] i wanted 4 AIs, it started 5
11:49:55  <LordAro> Samu: put it in the PR
11:55:50  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games
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12:00:06  <Samu> honestly, I should change DAY_TICKS to 1, to prove myself that my fix is correct
12:00:27  <Samu> but TrueBrain insisted it should be DAY_TICKS
12:01:15  <LordAro> TrueBrain is usually right with these things
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12:04:26  <Samu> it makes the whole point of the fix useless
12:04:58  <Samu> it was a fix with checking  tickly in mind
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12:08:52  <Samu> it works
12:09:01  <Samu> even with a 1
12:12:14  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games
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13:16:15  <Pikka> andythenorth, maximum speed when pushed off a cliff?
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13:56:06  <Wolf01> Hmmm, the year started just fine. The car doesn't start. And I need it to get to work tomorrow.
14:00:11  <Pikka> extended holiday! o/
14:01:09  <Wolf01> Yeah... no
14:11:12  <Wolf01> So python 2.7 is officially dead?
14:13:00  <michi_cc> LordAro: I think because Visual Studio looks at modification time or something and not the contents to decide whether to rebuild.
14:15:38  <LordAro> michi_cc: but that's what make does
14:17:01  <LordAro> can't imagine VS uses the contents instead...
14:17:21  <michi_cc> Ah, I don't mean the settingsgen step, I mean the EXE build step after it. I faintly remeber there to be a problem that VS would rebuild the EXE every time.
14:18:23  <michi_cc> I'm not on my main computer right now so I can't search the old IRC logs from back then.
14:19:27  <michi_cc> It is of course entirely possible that this was VS problem that has long vanished with the current VS version.
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14:29:19  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame.
14:47:21  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame.
14:49:38  <Samu> I'm not sure how to answer this
14:51:28  <Samu> _switch_mode != SM_LOAD_GAME does exactly that
14:53:06  <Samu> scripts that have yet to start will need to run throught AddRandomDeviation and SCRIPTCONFIG_RANDOM
14:53:39  <Samu> I'm not sure I understand the question
14:54:43  <Samu> _switch_mode != SM_LOAD_GAME is true for scripts that will have to start
14:57:11  <Samu> the problem was with random ai's start_date specifically
14:59:24  <Samu> while random, start_date is pushed as extra config, and deviated, and once it changed to the actual script, it would rerun the changeset again, with both the script specific settings, but this would include start_date again
14:59:40  <Samu> damn english
15:01:47  <Samu> commit 2 added the start_date parameter to random ai (before it's actually a script) so that it could be deviated
15:02:33  <Samu> but by doing so, once the script was chosen, the changeset would run again, but now since it includes start_date, it would then be deviated a 2nd time
15:03:28  <Samu> it's a fix to my fix
15:59:42  <TrueBrain> <- this made me smile :)
16:03:18  <TrueBrain> hmm .. and there have been 0 complains about the migration .. I guess that is a good thing :D
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16:32:17  <TrueBrain>
16:32:20  <TrueBrain> might be interesting
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16:40:37  <TrueBrain> hmm, LGTM fails to build because it auto-installs allegro .. lets disable allegro for it for now :)
16:43:45  <LordAro> plenty of extra CI things we can do for nml
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16:49:06  <supermop_Home> yo
16:50:19  <LordAro> ho
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17:00:54  <andythenorth> yo
17:16:40  <Wolf01> oy
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17:26:36  <andythenorth> hmm
17:27:24  <LordAro> mmh
17:28:12  <andythenorth> Better Living Through Chemistry
17:28:18  <andythenorth> the FIRS economy I want to make
17:28:26  <andythenorth> but I'm pissing around with Horse tank wagons :P
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18:04:19  <andythenorth> better than Horsing around with piss tank wagons I guess
18:05:58  <supermop_Home> half of one...
18:06:11  <supermop_Home> half a dozen of one
18:06:49  <supermop_Home> just don't give us a new 'horse piss' economy
18:07:20  <andythenorth>
18:07:39  <andythenorth> urea and ammonia will feature in BLTC
18:09:56  <andythenorth> I'd like to draw this, but at 1x zoom pixels, the shallow slopes never work
18:14:48  <andythenorth> supermop_Home: 'chemicals tanker' (as now)...or 'shiny tanker' ?? :P
18:14:49  <andythenorth>
18:14:53  <Heiki> that shape reminded me of
18:14:56  * andythenorth obsessing on names
18:15:04  <andythenorth> boom
18:21:50  <andythenorth> ??
18:21:52  <andythenorth> too silly?
18:22:26  <andythenorth> I tried 'Stainless Tanker' but there's a Stainless Steel cargo which is not carried by this vehicle, might be confusing
18:23:08  <nielsm> corrugated tanker, maybe?
18:23:25  <nielsm> (too long maybe)
18:23:52  <Samu> I can't reopen this
18:24:20  <nielsm> you should be able to make a new PR from the same branch though
18:24:21  <Samu> I totally forgot about it, but I already fixed it
18:25:15  <Samu> the blabla-brach-name was force-pushed or recreated. it says
18:25:48  <nielsm>
18:25:51  <nielsm> make a new PR of it
18:26:56  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #7890: Fix #6452: Reset only editable and visible settings from GUI
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18:45:54  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:45:55  <DorpsGek_III>   - Update: Translations from eints (by translators)
19:47:15  <Samu> what does openttd do when there's 2 of the same AI with the same version
19:48:14  <Samu> CivilAI-25 has a bug   function GetVersion()     { return 24; }
19:48:30  <Samu> GetVersion is the same as CivilAI-24
19:48:59  <peter1138> Ok
19:49:30  <Samu> lists it as 25
19:49:42  <Samu> openttd treats it as 24, but there's already another 24
19:50:04  <Samu> online content says there's an update
19:50:13  <Samu> constantly
19:50:50  <Samu> no matter how many times I download, there's always an update
19:50:58  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain opened pull request #13: Fix: check for URLs including trailing slash
19:52:00  <peter1138> Ok
19:52:28  <DorpsGek_III> [OpenTTD/DorpsGek] LordAro approved pull request #13: Fix: check for URLs including trailing slash
19:52:48  <TrueBrain> that is quick LordAro :P
19:52:59  <LordAro> TrueBrain: i just happened to look at my laptop :p
19:53:07  <LordAro> should integrate LGTM with the CI
19:53:12  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain merged pull request #13: Fix: check for URLs including trailing slash
19:53:19  <TrueBrain> yeah, I was thinking the same
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19:53:32  <TrueBrain> OpenTTD really first needs CMake support to do it properly
19:53:37  <TrueBrain> other projects are easier
19:53:40  <LordAro> some code formatter would be good as well
19:53:43  <LordAro> (for the python)
19:53:51  <LordAro> TrueBrain: well when we branch for 1.10... ;)
19:54:12  <TrueBrain> flake8 is already running on the code, but that is a linter
19:54:14  <LordAro> i was playing around with clang-format a bit yesterday - it's still not quite flexible enough to do what we want
19:54:19  <TrueBrain> not sure there is a prettyfier?
19:54:29  <LordAro> `black` is pretty good as far as python formatting goes
19:54:47  <LordAro> it's "nice" because basically the only configuration option it has is line length
19:54:49  <TrueBrain> don't know it; let me check :D
19:54:58  <LordAro> everything else is just "no do it this way"
19:55:02  <LordAro> like go-fmt
19:56:23  <TrueBrain> meh, black uses double-quotes instead of single-quotes
19:56:35  <TrueBrain> -    commits_url = commits_url[len(""):]
19:56:35  <TrueBrain> +    commits_url = commits_url[len("") :]
19:56:37  <TrueBrain> that is an odd one
19:56:59  <LordAro> there might be an option for quotes as well
19:57:08  <LordAro> and yeah, that is a bit odd
19:57:09  <TrueBrain> you ... just ... said .... :P
19:57:13  <LordAro> shh
19:57:36  <LordAro> it's rather less configurable than clang-format, anyway
19:57:46  <TrueBrain> the diff with DorpsGek is minor :P
19:59:01  <TrueBrain> and the quotes, I don't really care .. single or double, as long as it is the same everywhere
19:59:08  <TrueBrain> so yeah, black might be a nice addition
19:59:24  <TrueBrain> but first .. I need to migrate the rest of the stuff to AWS ... *stay focused*
20:00:42  <LordAro> there is an option for skipping string "normalisation", but not one or the other it seems
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20:01:08  <TrueBrain> flake8 already makes sure they are all the same tbh
20:01:25  <TrueBrain> how do I retrigger a project on LGTM .. hmm
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20:43:33  <Samu> i can't load this savegame without getting a crash
20:43:44  <Samu> ---------------------------
20:43:44  <Samu> Error!
20:43:44  <Samu> ---------------------------
20:43:44  <Samu> Assertion failed at line 227 of d:\a\s\src\road.h: roadtype < ROADTYPE_END
20:43:44  <Samu> ---------------------------
20:43:44  <Samu> OK
20:43:46  <Samu> ---------------------------
20:44:38  <spnda> just wondering, any difference in using n > 2 or n >= 3?
20:45:21  <Samu> missing newgrfs, "k"
20:45:37  <Samu> i forget these ppl like to load bloated mods
20:46:05  <LordAro> spnda: in general? no
20:46:39  <LordAro> (technically speaking a C++ object might do different things for < & <= operators, but that basically never happens)
20:48:36  <LordAro> nielsm: (emergency network save) - any particular reason why this wasn't threaded? (false as the last parameter of SaveOrLoad)
20:48:54  <LordAro> it hangs the client when saving a large game
20:49:12  <LordAro> (and also saves twice in several cases)
20:49:58  <Samu>
20:50:07  <Samu> newgrf is not online even
20:55:16  <spnda> anyone know if there will ever be a openttd 2.0 or will it go on as 1.11, 1.12, 1.13...
20:55:54  <nielsm> LordAro, mainly that I don't understand the implications of one or another, I think
20:56:04  <LordAro> spnda: haha
20:56:10  <andythenorth> if it's semver, 2.0 won't happen any time soon
20:56:32  <nielsm> in my mind, there is one copy of the game data and if you do a threaded save then what happens if the game attempts to load the title screen save meanwhile?
20:56:35  <spnda> OpenTTD 1.99
20:56:38  <andythenorth> I'd bet against a 2.0 unless there's a fork
20:56:57  <andythenorth> because we pretty much guarantee savegame compatibility
20:57:08  <andythenorth> and because nobody will want to break newgrf or AI or GS APIs
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20:57:18  <andythenorth> so there will never be a trigger for 2.0 under semver
20:57:22  <nielsm> imo 2.0 pretty much just means "lots of stuff changed since 1.0"
20:57:31  <Samu> there is 1.11.0
20:57:47  <nielsm> like, when cdist was added that could have been 2.0
20:57:58  <spnda> oh 1.11 is already a milestone
20:58:03  <andythenorth> I find semver too strict and religious personally but eh
20:58:48  <LordAro> nielsm: most of the SaveOrLoad calls appear to be threaded
20:58:49  <nielsm> yeah for a game 2.0 does not (and should not) mean "totally incompatible with previous versions"
20:58:54  <LordAro> except for a couple, whcih is a bit weird
20:59:11  <nielsm> it just means "very different gameplay-wise from the 1.0 version"
21:00:24  <nielsm> semver is a library versioning thing, not an application versioning thing
21:00:38  <spnda> I would say 2.0 is a lot of improvements and changes vs the 1.0 version
21:00:39  <nielsm> for applications, version numbers are purely PR
21:00:46  <andythenorth> +1
21:00:56  <andythenorth> we do major versions so we have something to talk about
21:01:41  <andythenorth> we = my job
21:01:45  <andythenorth> not openttd :P
21:05:48  <nielsm> what are the major milestones in ottd? the "good enough for 1.0" condition was opengfx complete, right?
21:10:41  <peter1138> Whatever was convenient at the time.
21:11:15  <nielsm> may as well do the java thing and just remove the leading 1.
21:11:32  <nielsm> internal version 1.10, PR version 10
21:11:44  <peter1138> And Chrome, and Firefox, and... yeah...
21:16:25  <milek7_> linux just bumps major version for no reason
21:17:26  <nielsm> yeah, PR version
21:21:08  <andythenorth> I had a horrible idea
21:37:53  <nielsm> so horrible it can not be spoken
21:43:22  <andythenorth> kinda
21:43:38  <andythenorth> cargo subtypes are widely used to set vehicle colour choices
21:44:01  <andythenorth> but they suck because they are often a large set of menu options
21:44:25  <andythenorth> n cargos * p colour choices, possibly with x different options for different vehicles in the consist
21:45:02  <andythenorth> if there was a menu with only the subtypes, and not the cargos, it would be more usable :P
21:45:13  <andythenorth> it's horrible, and not how the implementation works but eh
21:49:20  <nielsm> a matrix selection thing?
21:49:32  <nielsm> cargos in rows and variations in columns?
21:49:35  <andythenorth> oof
21:49:44  <nielsm> and unavailable combinations are grayed out
21:49:52  <andythenorth> that's interesting, but matrixes have usability challenges
21:49:55  <andythenorth> interesting though
21:49:59  <nielsm> oh yes
21:50:27  <andythenorth>
21:50:37  <andythenorth> the subtypes route is....hmm
21:50:46  <andythenorth> well I didn't want to use it :)
21:52:21  <nielsm> what we really need is a new GUI to customise the visual design of a train
21:52:35  <andythenorth> well maybe
21:52:36  <nielsm> separate from the functional design
21:52:48  <Samu> give openttd paintbrush tools
21:53:01  <nielsm> hmm... yeah actually that could work
21:53:10  <andythenorth> this last month I've tried 2 or 3 approaches to different vehicle colour schemes in Horse
21:53:15  <andythenorth> to see what works etc
21:53:28  <nielsm> depending on the cars currently in the depot, build a palette of available variations, and you can select them and "repaint" cars individually
21:53:41  <andythenorth> 'apply colour scheme'
21:54:30  <andythenorth> I previously had the idea of just grouping vehicles in the buy / auto-replace menus
21:54:40  <andythenorth> we have lots of IDs, each colour scheme can use an ID
21:54:45  <nielsm> and then you get players confused how that relates to company liveries and group liveries
21:55:07  <andythenorth> I'm kind of in favour of the groups thing again
21:55:30  <andythenorth> so a vehicle just has an optional 'parent vehicle ID' property
21:55:35  <andythenorth> then the rest is UI changes
21:55:52  <nielsm> so many bad ideas :D and I'm off to bed, work thursday and friday
21:55:53  <andythenorth> minimal newgrf change, minimal AI/GS change, minimal OpenTTD change
21:55:59  <andythenorth> bye :)
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