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Log for #openttdcoop.devzone on 3rd March 2015:
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16:47:45  <DevZone> Project Busy Bee GameScript build #22-push: SUCCESS in 10 sec: https://jenkins.openttdcoop.org/job/busy-bee-gs/22/
16:48:20  <DevZone> Project OpenGFX+ Industries build #112-push: SUCCESS in 34 sec: https://jenkins.openttdcoop.org/job/ogfx-industries/112/
16:48:45  <Alberth> just as you thought BB translations are stable... :)
16:48:53  <DevZone> Project road-hog build #648-push: SUCCESS in 32 sec: https://jenkins.openttdcoop.org/job/road-hog/648/
16:49:06  <planetmaker> hm?
16:49:11  <planetmaker> aren't they stable?
16:49:28  <Alberth> push #22 proves they are not :p
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16:51:29  <DevZone> Project xussrset - Trains from Russia build #878-push: SUCCESS in 3 min 56 sec: https://jenkins.openttdcoop.org/job/xussrset/878/
16:53:41  <planetmaker> well, just a translation update of some $random language ;) Not something I need to worry about as translator into another $random language ;)
16:54:21  <DevZone> Project Iron Horse build #1297-push: SUCCESS in 5 min 27 sec: https://jenkins.openttdcoop.org/job/iron-horse/1297/
16:55:29  <Alberth> fair enough :)
16:55:47  <Alberth> nobody provided a translation to  dutch yet :p
16:56:07  <DevZone> Project 2ccts build #406-push: SUCCESS in 1 min 46 sec: https://jenkins.openttdcoop.org/job/2ccts/406/
16:56:13  <DevZone> Project FIRS Industry Replacement Set build #385-push: SUCCESS in 4 min 43 sec: https://jenkins.openttdcoop.org/job/firs/385/
16:56:23  <Alberth> not many dutch BB players, I guess
16:56:36  <DevZone> Project ecs build #84-push: SUCCESS in 28 sec: https://jenkins.openttdcoop.org/job/ecs/84/
16:58:38  <planetmaker> maybe I should use OpenTTD translations to learn Dutch :P
16:59:14  <Alberth> :)
17:00:54  <Alberth> play OpenTTD with the Dutch language, and the Dutch train sets
17:01:10  <Alberth> and of course a dutch town name set :)
17:01:27  <planetmaker> :D
17:01:31  <planetmaker> it's actually an idea
17:01:58  <Alberth> unfortunately not geographically correct :(
17:02:01  <planetmaker> not necessarily the NewGRFs (though they are nice, too) ;)
17:02:27  <planetmaker> there's a Netherlands scenario which certainly has the right towns in the right places
17:03:10  <Alberth> not sure, I played with the first(?) dutch train set, and it had lots of RL stuff in it
17:04:28  <planetmaker> well, the trains might be RL-inspired... but what does that teach me?
17:05:06  <Alberth> dutch railways?  :p
17:05:43  <Alberth> they do have a nice yellow colour though
17:06:02  <Alberth> easy to find in the game
17:06:21  <planetmaker> that's true
17:07:12  <planetmaker> maybe I should just ask my friend I'm flying with to Faroer to only talk Dutch to me during the holiday. It will get exhausing, though :P
17:07:57  <Alberth> quite
17:08:54  <Alberth> aside from any physical activities you may do there :)
17:11:22  <Alberth> btw how to continue with opengfx+trains?
17:12:08  <Alberth> we sort of decided that the 32bpp stuff needed to be split away from the 8bpp stuff
17:12:19  <planetmaker> I've no plans currently. But yes
17:12:35  <planetmaker> should I create a fork?
17:13:14  <planetmaker> opengfx-trains32bpp?
17:13:25  <planetmaker> zbase-trains?
17:13:51  <planetmaker> what do you want to do? :)
17:13:54  <Alberth> zbase-trains gives the wrong impression perhaps?
17:14:02  <planetmaker> yeah, likely. It's a bad name
17:16:03  <planetmaker> so... ogfx-trains32bpp? Or any better suggestion?
17:16:15  <Alberth> I just want to fix minor things, like smoke in front of engine :)
17:16:16  <planetmaker> though I guess we could still rename the repository later, if needed
17:16:49  <planetmaker> on the 8bpp version, I assume?
17:17:39  <Alberth> well, currently, the 8bpp and 32bpp versions are not considered to be the same engine
17:18:11  <planetmaker> they should have been. But yeah, they aren't
17:18:25  <Alberth> so either that needs to be decoupled, or it needs to be split
17:18:35  <Alberth> (it seems to me)
17:19:12  <Alberth> I have no objection to fixing both engines, although I likely won't play 32bpp with that set
17:19:57  <Alberth> I have no better suggestion for the repo-name
17:20:26  <Alberth> also there is the issue that loaded wagons don't show cargo
17:20:32  <Alberth> in 8bpp
17:21:19  <Alberth> so either that needs to be fixed, or the change needs to be taken out
17:21:44  <Alberth> but I have no idea if the latter is feasible
17:22:22  <planetmaker> I just forked OpenGFX+ Trains, creating a ogfx-trains32bpp project+repo
17:24:05  <planetmaker> thus use the existing ogfx-trains repo for the 8bpp stuff and the new one for 32bpp
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17:24:46  <Alberth> nice
17:25:08  <planetmaker> hm... 504 on devzone repo view of the new repo... bad :(
17:27:58  <Alberth> now do a very big reverse merge ? :)
17:29:07  <planetmaker> reverse-merge?
17:29:28  <planetmaker> repositories are identical, thus not really much to merge
17:29:51  <Alberth> I mean reverse merge of all the 32bpp additions
17:33:34  <planetmaker> ah. Well... be careful, you cannot reasonably backout a merge :)
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17:33:53  <planetmaker> but yes, that makes sense
17:34:23  <planetmaker> (I mean careful as in not break your history / un-merge more / different  than you intent)
17:34:36  <V453000> serioze 32bpp mayhem cometh? :P
17:36:19  <planetmaker> http://hgbook.red-bean.com/read/finding-and-fixing-mistakes.html <-- backing out a bad merge. you need to give explicitly the parent you do (not) want
17:36:20  <Webster> Title: Chapter 9. Finding and fixing mistakes (at hgbook.red-bean.com)
17:37:42  <Alberth> yeah, I wasn't going to push anything without double checking :p
17:45:20  <frosch123> have there been any ogfx+trains addition since the last release?
17:45:30  <frosch123> maybe you could just branch off from 0.4
17:46:25  <Alberth> what does that mean?
17:46:57  <Alberth> hg co 0.4; hg ci new_stuff   ?
17:47:29  <Alberth> wouldn't that be terribly confusing?
17:47:55  <Alberth> stripping isn't really an option with published commits afaik
18:06:01  <frosch123> i mean renaming the current "default" branch to something else
18:06:06  <frosch123> and starting a new default branch from 0.4
18:09:38  <planetmaker> There's 0.3.0 as last release version
18:09:53  <planetmaker> which was released from some point in default branch
18:10:13  <planetmaker> old branches could be closed by means of hg commit --close-branch
18:10:22  <planetmaker> thus they would be hidden by default
18:10:36  <frosch123> ok, then i probably meant 0.3.0
18:10:41  <frosch123> whatever is latest on bananas :)
18:11:13  <frosch123> OpenGFX+ Trains	0.3.0	197477 times	4F472B31	GPL v2
18:12:10  <planetmaker> but that would remove most translations which would not be nice
18:12:33  <planetmaker> the backout of the "wrong" merge seems more promising. And possibly a few other dedicated backouts
18:12:42  <frosch123> hm, true, to lose the translation credits :)
18:13:33  <planetmaker> though... looking at logs: the 32bpp additions start immediately after 0.3.0
18:13:59  <planetmaker> hg revert --all -r0.3.0 --exclude src/lang/*
18:14:00  <frosch123> i think there is a temporal gap between 0.3.0 and whatever comes next
18:14:03  <planetmaker> or something might work, too :)
18:14:43  <planetmaker> o  public   [295:7df54347eb33 default] 2012-01-21 23:00 +0100 planetmaker <ottd@planetmaker.de>
18:14:48  <planetmaker> o  public   [299:d047d287b9dd default] 2012-04-12 18:28 +0200 graham@localhost6.localdomain6
18:15:17  <Alberth> hmm, scripts etc should be excluded too perhaps? :)
18:15:26  <planetmaker> yes
18:15:54  <planetmaker> .devzone, too
18:17:05  <planetmaker> hm, there's some commits which might be useful as well
18:17:46  <planetmaker> so maybe frosch's suggestion to start with r298 and then port back the changes which are interesting is nicer :)
18:19:19  <Alberth> currently I am still pondering whether renaming default is even possible :)
18:19:43  <planetmaker> you don't need to rename it. hg is easy with using anonymous heads
18:20:10  <planetmaker> create a new head on default, update to the old head, hg ci --close-branch the old head
18:20:14  <DevZone> Project xussrset - Trains from Russia build #879-push: SUCCESS in 3 min 42 sec: https://jenkins.openttdcoop.org/job/xussrset/879/
18:20:33  <Alberth> ok, sounds easy enough :)
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20:41:22  <alexnoob> hi all
20:45:08  <frosch123> hi alex
21:10:03  <alexnoob> I have a question: do you play with breakdowns on or off?
21:10:39  <frosch123> personally i play with "on", but i am the minority
21:11:47  <alexnoob> ok, I find the breakdowns quite common, even on "low" settings
21:12:12  <alexnoob> and it doesn't help the logjam at my busy stations
21:12:58  <frosch123> well, with and without breakdowns is more or less the same
21:13:07  <frosch123> breakdowns just result in a lower average speed
21:13:14  <frosch123> resp. more space requirement of trains on tracks
21:13:44  <frosch123> i like it because it kind of makes the "reliabitily" of a train the most important property
21:13:56  <alexnoob> exactly
21:14:12  <frosch123> a slower weaker train may perform better if it is more reliable
21:14:26  <frosch123> and reliability is different every game, while speed is always the same
21:14:34  <frosch123> anyway, it depends on the vehicle set you are using
21:14:40  <alexnoob> although, using the regular set, I'm in 1997 and the highest reliability among trains is "only" 86%
21:14:58  <alexnoob> I have the default openttd trains (using a USA scenario, which is quite fun)
21:14:59  <frosch123> if the vehicle set has proper stats, then you do not need breakdowns
21:15:12  <frosch123> but for most vehicle sets it adds something
21:15:57  <frosch123> the default vehicle set is maybe a bit small
21:16:04  <frosch123> there are not many engines in general
21:16:28  <alexnoob> yup
21:16:58  <alexnoob> but it was the scenario or the newgrf in my case  (i didn't wanna mess the settings)
21:21:19  <alexnoob> I realise it's even worse as I'm playing in a sub-artic map
21:21:44  <alexnoob> only one steam and no electric trains :'(
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