Log for #openttd on 6th March 2020:
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00:02:52  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8030: Fix: [AI/GS] Consider neutral station setting when creating tile lists
00:04:27  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8021: Fix #8020: Add missing docking tiles around industry neutral stations
00:05:10  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #7613: Generating too many news messages at once crashes the game.
00:05:10  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8026: Change: Keep News Window usable by only storing the 1024 latest news messages
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08:55:30  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #8021: Fix #8020: Add missing docking tiles around industry neutral stations
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13:27:28  <Samu> hi
13:29:14  <Samu> about #8021, do i have to do anything? like removing AfterLoadScanDockingTiles() and have no changes on afterload.cpp?
13:30:55  <Samu> considering the last comments, it seems so, but...
13:32:02  <Samu> just want to make sure
13:32:59  <LordAro> Samu: if no one's asked you to do anything, you don't need to
13:33:08  <LordAro> but probably no one's looked in detail yet
13:36:50  <Samu> there is already no savegame bump, I did as glx22 told me
13:37:10  <LordAro> we know Samu
13:37:14  <LordAro> please try to stop repeating yourself
13:37:39  <Samu> sorry:| sometimes I can't tell
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13:59:48  <peter1138> I don't even know what I missed :p
14:01:25  <LordAro> peter1138: a brief glance over #8021 wouldn't go unwanted :p
14:01:29  <LordAro> peter1138: also hi
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14:11:21  <peter1138> LordAro, that's what I mean. I don't know what I missed.
14:12:33  <LordAro> peter1138: well there was previously a savegame bump in there, as the docking tiles are saved
14:12:37  <peter1138> Urgh. I ate a hot cross bun to supplement my salad and now I have carb-brain :-(
14:12:40  <LordAro> but we decided it wasn't necessary
14:13:09  <peter1138> LordAro, again... I mean, did I miss something in my original patch regarding docking tiles...
14:13:31  <peter1138> I can read the history but it's typical Samu-style no-actual-useful-info...
14:17:05  <LordAro> peter1138: the screenshot is the most helpful thing there, it has to be said
14:21:37  <peter1138> I don't remember how I left it but I'm pretty sure when I left it is was either *just* the original tile, or EVERY adjacent tile was a docking tile.
14:21:51  <peter1138> I had debug code to highlight the docking tiles, heh.
14:22:36  <peter1138> The picture is just a mess of samu putting signs down.
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15:03:03  <Samu> I cannot reproduce point number 3 of this
15:03:51  <Samu> or i misunderstand the request
15:04:28  <Samu> "Fails when two locks are built, blocking eachother." - that's the intended behaviour
15:05:03  <Samu> "This function will return true between the lock tiles" - that's not true
15:05:10  <Samu> it returns false on my testings
15:15:21  <Samu> "AITile.IsWaterTile - returns false when a buoy was placed on the tile." this one is a bit tricky
15:15:44  <Samu> should be renamed perhaps?
15:17:37  <Samu> ah, I see where he's coming from
15:18:23  <Samu> on the AI side: return ::IsTileType(tile, MP_WATER) && !::IsCoast(tile);
15:18:28  <Samu> on OpenTTD side: return IsTileType(t, MP_WATER) && IsWater(t);
15:19:16  <Samu> that means a ship depot is true for AI side, and false for OpenTTD side
15:19:41  <Samu> and a buoy is false on both
15:20:25  <Samu> since it returns true for ship depot, maybe one would also expect it to return true for buoy
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15:47:58  <Samu> it also returns true for locks
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16:02:11  <Samu> "- AIRail.RemoveRail - this function returns true, even if a train was on a part of the railway track that was requested to be removed." I couldn't reproduce this, I have a feeling he misused the function
16:03:21  <Samu> "Then, all track parts that were not occupied by a train are removed" - i think he removed the wrong track, that's why it returned true
16:03:30  <Samu> train was not on the track
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17:21:58  <Samu> I am bored! there's nothing to fix! :p
17:24:45  <Samu> I don't understand timetables, so I'll pass
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17:46:15  <andythenorth> yo
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18:20:35  <Wolf01> peter1138: humble choice
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19:23:03  <DorpsGek_III_> [OpenTTD/OpenTTD] Berbe opened pull request #8031: 1.10 merged backports
19:28:59  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #8031: 1.10 merged backports
19:36:02  <Samu> it's an exact copy, doesn't even include the new ones
19:36:39  <DorpsGek_III_> [OpenTTD/OpenTTD] Berbe updated pull request #8031: 1.10 merged backports
19:38:25  <Samu> oh, now it has 14 commits
19:38:28  <Samu> not 13
19:38:37  <DorpsGek_III_> [OpenTTD/OpenTTD] Berbe closed pull request #8031: 1.10 merged backports
19:41:22  <andythenorth> does anyone play FIRS?
19:41:37  <Samu> i tried AIs playing firts, does that count?
19:41:40  <Samu> firs*
19:41:41  <andythenorth> kinda
19:41:54  <andythenorth> they usually don't understand FIRS far as I know
19:41:55  <Samu> but then i never know which vehicle sets to use
19:42:04  <Samu> i maybe pick bad ones
19:43:40  <Samu> btw it was thx to firs that PR 8030 exists
19:44:11  <_dp_> I played firs recently but can't say I understood it either :p
19:45:12  <_dp_> well, I guess, for a very long games it may make sense
19:45:14  <Samu> some AIs were trying to transport Sand from Dredge sites on water, via trucks/trains
19:45:30  <Samu> with serve neutral industries setting off
19:45:43  <andythenorth> I am curious
19:45:46  <_dp_> but for short ones it's pretty much the same as default industries with a wonky boost mechanics
19:45:58  <andythenorth> I have been failing to finish FIRS v4 for a looooooong time
19:46:06  <andythenorth> can't get motivated :P
19:48:26  <andythenorth> I hate the idea of shipping this
19:51:58  <_dp_> why? except for a lime kiln producing farm supplies I don't see any issues on a first glance
19:52:40  <_dp_> though exact cargo flow doesn't matter much imo, just the complexity of it
19:52:54  <_dp_> but some people like it complex I guess
19:53:03  <Samu> FIRS needs industries with 16 cargos in/out to be really extreme
19:53:12  <Samu> or is it 64? i forgot
19:53:56  <nielsm> 16 in/16 out, 64 different cargo types in a game total
19:54:18  <Samu> create a super farm, producing many cargo types
19:54:21  <nielsm> (so one industry can serve up to 32 of those 64 cargo types, if there is no overlap in its inputs and outputs)
19:54:35  <_dp_> imo it's already at the limit of being playable as it is
19:54:45  <andythenorth> Extreme isn't rewarding
19:54:47  <andythenorth> it's just dumb
19:55:16  <andythenorth> I just don't know if I can be bothered with the feedback when I remove it
19:55:21  <andythenorth> so I could just never release v4
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19:58:23  <_dp_> imo the main argument for removal would be that many people use it when they rly shouldn't
19:59:09  <_dp_> they just want to be all pro and cool but don't understand a thing about the game :p
19:59:41  <andythenorth> maybe if I remove it, then quit forums
19:59:43  <_dp_> and end up transporting passengers the whole game xD
19:59:44  <andythenorth> and don't read reddit
20:02:21  <nielsm> newgrfs need to support in-game documentation (more than just what the various regular build screens and info windows show)
20:03:27  <frosch123> people read?
20:03:46  <nielsm> well you can have something to point at
20:04:03  <nielsm> _some_ people read
20:04:07  <glx> they often have a readme
20:04:27  <glx> well "often"
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20:05:02  <nielsm> could also just have a way to show pictures in the readme, that would probably require a way to load a png image in a way that allows it to be drawn on screen
20:05:20  <nielsm> which might not be sensible without removing support for 8bpp blitters and display modes
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20:09:02  <_dp_> I don't see how images would help anything for firs extreme :p
20:09:23  <_dp_> there is already interactive cargo flow in the game and it's not that bad
20:09:32  <_dp_> but there's just too much stuff xD
20:10:07  <_dp_> though I guess images may help things like yeti with a neat cargo flow diagrams
20:10:28  <andythenorth> nielsm: can't we just publish the docs on bananas :P
20:13:11  <andythenorth> has anyone ever played catch with lit firelighters?
20:13:46  <glx> why would anyone do that ?
20:14:18  <andythenorth> (1) it's fun
20:14:23  <andythenorth> (2) it's regrettable
20:14:33  <andythenorth> but until you try it, you don't know what you'll regret
20:14:44  <andythenorth> and if you don't try, you regret not trying
20:14:51  * andythenorth will delete FIRS Extreme :P
20:15:02  <andythenorth> I will regret it, but until it's done I won't know why
20:28:11  <nielsm> yeah the real cool thing would be to write a tutorial-GS that teaches how to play a specific GRF :D
20:30:15  <glx> I guess you never looked at andythenorth newgrf sources :)
20:42:05  <andythenorth> oof :)
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21:00:19  <peter1138> Wolf01, it's probably shit again. Not been impressed :/
21:02:20  <andythenorth> I wondered about lunch also
21:02:29  <peter1138> We've not had lunch for weeks.
21:02:31  <andythenorth> very confusing
21:02:34  <andythenorth> I have lost weight
21:02:37  <peter1138> You must have wasted away!
21:02:45  <andythenorth> let's do Lunch!
21:03:26  * andythenorth had chicken burger and chips
21:03:30  <andythenorth> on deliveroo
21:03:38  <andythenorth> from a burger bar 0.2 miles away
21:03:44  <andythenorth> peak capitalism
21:03:45  <peter1138> Oh!
21:03:57  <peter1138> I had curry from the freezer that I made last weekend.
21:05:13  <peter1138> Well, partly, some of it was left over veg that I cooked yesterday, and a bit of tuna steak.
21:05:21  <peter1138> Tuna curry, yum.
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21:09:45  <peter1138> Doom, eh?
21:14:28  <andythenorth> Blitz, eh?
21:19:18  <peter1138> Ballroom?
21:21:59  <Wolf01> peter1138, nah, something nice this time, a lot of rpgs, some side scrolling, planet coaster, F1 2019, turok (yes that old one)
21:23:42  <peter1138> Hah, nice.
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21:25:39  <Wolf01> 198x looks interesting
21:35:32  <Samu> my internet is failing me
21:41:01  <Wolf01> TF:2 the new straight road tool is nice... still no bridge upgrade tool
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22:16:54  <andythenorth> bed bed
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