Times are UTC Toggle Colours
00:20:28 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/JJUnd 00:31:57 *** Wormnest has quit IRC 00:40:33 *** tokai|noir has joined #openttd 00:40:33 *** ChanServ sets mode: +v tokai|noir 00:45:56 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/JJUcF 00:47:25 *** tokai has quit IRC 00:58:22 *** Wormnest has joined #openttd 01:43:17 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz opened issue #8252: Possible duplication of functionality in `screenshot.cpp` https://git.io/JJUWw 01:51:03 <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #8253: Very large company values are not graphed correctly https://git.io/JJUWy 01:52:30 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 01:53:34 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/JJUW7 02:07:33 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/JJUlJ 02:09:57 *** D-HUND has joined #openttd 02:12:55 *** glx has quit IRC 02:13:17 *** debdog has quit IRC 03:02:30 *** Flygon has joined #openttd 03:18:12 *** Wormnest has quit IRC 03:58:54 *** Wormnest has joined #openttd 04:06:01 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz opened pull request #8254: Add: Extend DECLARE_ENUM_AS_BIT_SET with extra operations https://git.io/JJUBh 04:26:06 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8254: Add: Extend DECLARE_ENUM_AS_BIT_SET with extra operations https://git.io/JJUBh 04:48:17 *** Gustavo6046 has quit IRC 04:48:43 *** Gustavo6046 has joined #openttd 04:51:02 *** Wormnest has quit IRC 04:57:04 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8254: Add: Extend DECLARE_ENUM_AS_BIT_SET with extra operations https://git.io/JJUBh 05:06:58 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8254: Add: Extend DECLARE_ENUM_AS_BIT_SET with extra operations https://git.io/JJUBh 05:08:46 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8254: Add: Extend DECLARE_ENUM_AS_BIT_SET with extra operations https://git.io/JJUBh 05:19:20 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8254: Add: Extend DECLARE_ENUM_AS_BIT_SET with extra operations https://git.io/JJUBh 05:19:44 *** Wormnest has joined #openttd 05:35:01 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 06:02:52 *** sla_ro|master has joined #openttd 06:11:21 *** keoz has joined #openttd 06:18:46 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8251: Fix: 8250: NRT: Company infrastructure window always omits last road/… https://git.io/JJUuK 06:19:21 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8247: Fix #8162: Improve Error Message When Converting Town Owned Road https://git.io/JJUu6 06:21:21 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8254: Add: Extend DECLARE_ENUM_AS_BIT_SET with extra operations https://git.io/JJUu1 06:21:40 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8236: Fix #7772: Show destination on mouseover when vehicle stopped (and not in depot) https://git.io/JJUuM 06:23:31 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8227: Fix: Thread unsafe use of SendPacket for PACKET_SERVER_MAP_SIZE https://git.io/JJUu5 06:23:47 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8218: Add: [CMake] More improvements for install https://git.io/JJUud 06:39:42 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8254: Add: Extend DECLARE_ENUM_AS_BIT_SET with extra operations https://git.io/JJUzZ 06:45:29 *** andythenorth has joined #openttd 07:16:12 *** andythenorth has quit IRC 07:19:23 *** keoz has quit IRC 07:28:19 *** andythenorth has joined #openttd 07:33:50 *** WormnestAndroid has quit IRC 07:34:03 *** WormnestAndroid has joined #openttd 07:45:49 *** WormnestAndroid has quit IRC 07:46:06 *** WormnestAndroid has joined #openttd 08:09:48 *** nielsm has joined #openttd 08:21:42 *** iSoSyS has joined #openttd 08:33:59 *** b_jonas has quit IRC 08:37:16 <andythenorth> hmm 08:37:19 * andythenorth lost in AWS 08:37:26 <andythenorth> 'we can rebuild him!' 08:42:16 *** Flygon_ has joined #openttd 08:43:33 *** iSoSyS has quit IRC 08:45:12 *** Flygon has quit IRC 08:59:20 *** cHawk has quit IRC 09:09:07 *** cHawk has joined #openttd 09:15:28 *** cHawk has quit IRC 09:54:44 *** cHawk has joined #openttd 10:10:07 *** arikover has joined #openttd 10:20:40 *** keoz has joined #openttd 10:35:31 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #8251: Fix: 8250: NRT: Company infrastructure window always omits last road/… https://git.io/JJJq2 10:35:33 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed issue #8250: NRT: Company infrastructure window always omits last road/tramtype https://git.io/JJfRr 10:38:24 *** andythenorth_ has joined #openttd 10:44:43 *** andythenorth has quit IRC 10:48:55 <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/JJUDe 10:51:13 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 10:51:49 *** gelignite has joined #openttd 10:57:45 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/JJUDr 10:59:45 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz opened pull request #8255: Prepare: Update core function headers for refactor of GUI rendering https://git.io/JJUDi 11:03:57 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz opened pull request #8256: Refactor GUI rendering (based on JGRPP) https://git.io/JJUDh 11:06:12 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz opened pull request #8257: Refactor GUI rendering: Add documentation and name `Viewport` consistently https://git.io/JJUyq 11:09:13 <LordAro> oh heavens. 11:09:19 <LordAro> that's not what i wanted at all 11:14:10 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8255: Prepare: Update core function headers for refactor of GUI rendering https://git.io/JJUyr 11:16:17 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/JJUyP 11:16:45 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on issue #8219: Inexplicably low redraw rate on multiplayer server https://git.io/JfHiF 11:17:10 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8255: Prepare: Update core function headers for refactor of GUI rendering https://git.io/JJUyX 11:18:34 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/JJUyH 11:20:01 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/JJUy5 11:21:01 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8257: Refactor GUI rendering: Add documentation and name `Viewport` consistently https://git.io/JJUyA 11:55:19 <dP> Is there any reason it checks savegame version while saving or it's just a bug and should be removed? https://github.com/OpenTTD/OpenTTD/blob/master/src/saveload/town_sl.cpp#L256 11:59:58 <nielsm> that seems weird yes 12:00:30 <nielsm> the savegame version should be the current after loading has finished 12:00:35 <Eddi|zuHause> i think that was a hack so it could be backported to release branch 12:00:54 <LordAro> https://github.com/OpenTTD/OpenTTD/commit/59d8b0204fbb6c54da18e49a72ced5d83b0141dc 12:02:58 <LordAro> Eddi|zuHause: can't see it in the 1.1 branch 12:05:30 <dP> anyway, it's seemingly safe to remove now 12:06:09 <andythenorth_> hmm 12:06:21 <andythenorth_> seems the AWS options are mutually exclusive 12:06:22 <Eddi|zuHause> i wouldn't make any assumptions about "safeness" before we cleared up what the intention was 12:06:25 <dP> also there is some reserved space in the save, I assume it's no longer needed as well? https://github.com/OpenTTD/OpenTTD/blob/master/src/saveload/town_sl.cpp#L199 12:06:55 <andythenorth_> either (a) setup for http straight to S3 XOR (b) use a cloudfront distribution to get https 12:07:07 <andythenorth_> I did (a), now I need to reverse the instructions and start again 12:07:39 <Eddi|zuHause> didn't we clean up a lot of these CONDNULLs a while ago? 12:08:05 <dP> Eddi|zuHause, yeah, I've seen them removed in some places but this one is still there 12:08:14 <dP> can remove it as well while I'm at it 12:09:04 <Eddi|zuHause> where in this damn github interface can i see a list of commits to a branch? 12:10:53 <andythenorth_> https://github.com/OpenTTD/OpenTTD/tree/release/1.10 12:10:57 <andythenorth_> it's fiddly to find 12:11:13 <andythenorth_> '24, 174 commits' 12:11:19 <andythenorth_> https://github.com/OpenTTD/OpenTTD/commits/release/1.10 12:11:27 <andythenorth_> [replace branch as needed] 12:13:41 *** arikover has quit IRC 12:13:55 *** arikover has joined #openttd 12:30:33 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl opened pull request #8258: Codechange #8258: Remove unused town cargo caches from the savegame https://git.io/JJUHp 12:32:51 <dP> also #backport_requested for #8159 ;) 12:33:00 <dP> for 2 out of 3 commits xD 12:41:20 <LordAro> nothing is backport requested at present 12:41:38 <LordAro> if we decide to do a 1.10.3, then we'll go through all PRs 12:43:08 <dP> I though the whole point of that label was to mark prs so they don't get forgotten accidentally 12:43:09 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8258: Codechange #8258: Remove unused town cargo caches from the savegame https://git.io/JJUQX 12:43:32 <LordAro> dP: yeah, but that's only when they're scattered in amongst PRs that are marked as such 12:43:37 <LordAro> here, none of them are marked 12:45:15 <dP> it kind of already happened with that #8159 and 1.10.2 :p 12:45:25 <LordAro> i probably shouldn't have approved that PR, given it fails the CI :p 12:47:37 <dP> that CI doesn't seem to be feeling well :p 12:48:07 <LordAro> it seems to have broken loading one of the regression test saves 12:52:31 <dP> hm, its output looks jibberish to me but I did find one bug... 12:55:09 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl dismissed a review for pull request #8258: Codechange #8258: Remove unused town cargo caches from the savegame https://git.io/JJUQX 12:55:09 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #8258: Codechange #8258: Remove unused town cargo caches from the savegame https://git.io/JJUHp 12:55:45 <LordAro> dP: azure's output isn't very clear, you need to click a lot to get the actual output 12:56:35 <dP> LordAro, what actual output do you mean? I clicked a lot but still only got some nonsense 12:56:42 <dP> while there was indeed a regression 13:01:13 <dP> oh, found it, just didn't expect the actual error be in grey when there is a huge block of red "errors" nearby. 13:23:47 <CornsMcGowan[m]> hello, asking before i start work on this feature 13:24:03 <CornsMcGowan[m]> would something like the Factorio railplanner be accepted into trunk? 13:25:01 <CornsMcGowan[m]> a build tool more powerful than polyline where you can set a start/end point and uses path search algorithms to find the best solution 13:25:47 <CornsMcGowan[m]> i've made WIP feature branches before but never got around to finishing, below are implementations for canals and rails respectively 13:25:47 <CornsMcGowan[m]> https://gfycat.com/soupymisguidedelver 13:25:47 <CornsMcGowan[m]> https://gfycat.com/rectangularrichairedaleterrier 13:26:40 <nielsm> personally I'd say it's against the spirit of the game 13:26:51 <CornsMcGowan[m]> i'd intend to include bridges/tunnels as well 13:27:33 <CornsMcGowan[m]> and also implement a new DoCommand for building non-straight rails (so I don't have to chain DoCommand together) 13:27:59 <CornsMcGowan[m]> i think it would be beneficial to a lot of players, especially on mobile devices where building is often tedious 13:39:25 <CornsMcGowan[m]> i just remembered i've asked the same question before 13:50:37 <CornsMcGowan[m]> from last year: LordAro says "i'm not going to complain if someone else decides it is desirable" 13:50:37 <CornsMcGowan[m]> FLHerne says "I don't think I'd /use/ it, but I have no objection to it existing" 13:51:44 <andythenorth_> I really didn't get on with polyline 13:52:04 <andythenorth_> but Railroad Tycoon 2 / 3 had auto-route between start and end point 13:55:57 <CornsMcGowan[m]> oh i didn't know that :0 13:56:09 <CornsMcGowan[m]> https://www.tt-forums.net/viewtopic.php?p=1222286#p1222286 old forums post where I asked about implementing as well 14:02:39 <CornsMcGowan[m]> oh man the RRT2 interface is quite something 14:07:34 <Eddi|zuHause> i see a handful of issues with a feature like this: a) tweaking it to make "sane" routes", b) live-switching between preferring tunnels, bridges or cuttings, c) setting minimum curve radius and slope distances, d) adding a second track to an existing rail, etc. 14:08:47 <Eddi|zuHause> if i were using a feature like this, i'll see myself constantly fighting against it because it doesn't build the exact route i have in mind 14:11:12 <Eddi|zuHause> what is an "optimal" route varies widely during gameplay, depending on what engines you have available, or how much money you have 14:11:30 <CornsMcGowan[m]> thats true indeed (re the optimal route) 14:12:17 <CornsMcGowan[m]> we could make the weighting of slopes adjustable with an interface similar to the signal auto spacing GUI 14:26:27 <CornsMcGowan[m]> Eddi|zuHause: can you elaborate on those points? 14:26:48 <Eddi|zuHause> in what sense? 14:26:55 <CornsMcGowan[m]> like, what would need to change in order for you be less opposed to using the feature 14:27:12 *** Compu has joined #openttd 14:32:32 <FLHerne> CornsMcGowan[m]: I'm not sure I agree with myself :p 14:32:51 <FLHerne> I still wouldn't use it 14:33:44 <FLHerne> Players who care at all about aesthetics won't use it, because no-one's figured out an algorithm to build nice-looking routes 14:35:37 <FLHerne> But for the efficiency-uber-alles people it still won't beat "perfectly straight line over every mountain, and buy all the locos" 14:36:19 <CornsMcGowan[m]> i understand re: aesthetics 14:37:01 <CornsMcGowan[m]> but for efficiency wouldn't it be well suited? given we can indeed tweak it to produce the fastest route between points 14:37:28 <CornsMcGowan[m]> also i imagine mobile users would enjoy the feature since it relives the tedium of building rails, roads and canals 14:37:58 <FLHerne> Well, as you can see on some competitive servers, the optimal route is normally a perfectly straight line disregarding terrain :p 14:38:40 <CornsMcGowan[m]> lmao thats true, and its possible to give slopes the same weight as flat tracks so it would construct such a path 14:38:48 <CornsMcGowan[m]> unless you mean terraforming as well 14:39:03 <FLHerne> Locos to go up continous slopes at full speed are cheaper than the lost income from a longer route, which is silly, but eh 14:39:29 <FLHerne> Sure, but we have a tool to build straight lines already ;-) 14:39:29 <CornsMcGowan[m]> yeah its not the nicest look 14:39:47 <FLHerne> I can see the appeal for mobile 14:40:07 <FLHerne> Well, I can't, because I can't see how anyone plays on mobile at all, but... 14:40:12 <CornsMcGowan[m]> HAHA 14:40:30 <CornsMcGowan[m]> well i think the addition of this feature makes it slightly more palatable for them 14:40:45 <FLHerne> My phone is fairly large-screened, and I still found it incredibly frustrating 14:41:03 <CornsMcGowan[m]> FLHerne: is there anything you would change about the railplanner to make it more appealing to you? 14:41:14 <FLHerne> Not really? 14:41:20 <FLHerne> I guess I don't see the point 14:41:36 <FLHerne> The economic model of OTTD is ridiculous and uninteresting 14:42:12 <FLHerne> Timetabling is awkward and un-fun except for the results you can produce 14:42:38 <FLHerne> So...the part I find fun is designing and building routes 14:42:48 <FLHerne> If you automate that, why are you playing? 14:43:12 <Eddi|zuHause> <CornsMcGowan[m]> like, what would need to change in order for you be less opposed to using the feature <-- i don't think the feature is in a state where i could make a useful contribution 14:43:15 <FLHerne> Oh, and playing model-railway with scenery and objects 14:43:36 <Eddi|zuHause> i mean, i could make a dozen suggestions that will be unimplementable 14:43:43 <Eddi|zuHause> but nobody would be helped by that 14:43:48 <CornsMcGowan[m]> i want to hear them :p 14:43:52 <FLHerne> Which is also defeated by automation unless you achieve the Holy Grail of a track-planner that builds non-hideous double-track railways 14:44:20 <nielsm> at the absolute minimum I think there needs to be an enforced construction delay, and it must construct in segments, rather than giving players a way to build 1000 tiles of complex-routed rail in a single tick 14:44:50 <CornsMcGowan[m]> a suggestion Alberth made in the TT-forums amounted to: limit the amount of track that could be built at once 14:46:17 <CornsMcGowan[m]> e.g. some arbitrary limit like 100 tiles can be built with each click 14:47:01 <CornsMcGowan[m]> nielsm: "there needs to be an enforced construction delay, and it must construct in segments" can't that be implemented via the current burst/time period construction limits? 14:47:15 <Eddi|zuHause> for a useful track planner i need: a) a preview that lets me tweak it before doing any actual construction, b) tweakable settings (curve radius, slope steepness, tunnel/bridge percentage, ...), c) movable intermediate nodes 14:47:26 <Eddi|zuHause> that should keep you busy for a while 14:47:54 <CornsMcGowan[m]> a) is already done, b) amounts to implementing a gui similar to the signal spacing adjustments 14:48:09 <CornsMcGowan[m]> c) can be acheived by: building shorter sections at a time i guess 14:48:23 <Eddi|zuHause> no, c) is the opposite of that 14:48:40 <Eddi|zuHause> top-down vs. bottom-up 14:48:56 <CornsMcGowan[m]> Eddi|zuHause: re: point a), do you consider the current ghost preview (i.e. the same style as current track construction) sufficient? 14:48:56 *** cHawk has quit IRC 14:49:22 <nielsm> yes extending the current landscaping limits system to also apply to track building, and then have track construction somehow queue up segments, would be okay 14:49:44 <nielsm> the main thing being that players who prefer to build manually aren't disadvantaged 14:49:51 <CornsMcGowan[m]> FLHerne: i also enjoy track building, but i find building longer stretches tedious - my main entertainment comes from building junctions and stations 14:50:30 <Eddi|zuHause> CornsMcGowan[m]: the graphical representation is not the point. the point is that you set the nodes down, and can move them, and only when everything is right, you press the "now do the construction" button 14:50:57 <CornsMcGowan[m]> i see, so a Confirm/Cancel window like what the mobile app does 14:51:04 <CornsMcGowan[m]> and yeah the node placement stuff 14:52:34 <Eddi|zuHause> CornsMcGowan[m]: think like the google maps route planner where you can drag the suggested route around 14:52:42 <CornsMcGowan[m]> ah yeah that one 14:53:13 *** iSoSyS has joined #openttd 14:53:19 <Eddi|zuHause> you can add/remove intermediate nodes if you don't agree with the suggested route 14:53:43 <CornsMcGowan[m]> Eddi|zuHause: i feel like i'm getting the short end of the stick - what if i implement all these features and your feedback is "ah i still don't like it" 14:53:50 <Eddi|zuHause> and it has alternative routes for certain optimisation criteria (e.g. speed vs. length) 14:54:26 <CornsMcGowan[m]> nielsm: what do you mean by disadvantaged? 14:55:31 <Eddi|zuHause> CornsMcGowan[m]: i don't think i can dispel these concerns of yours 14:55:35 <nielsm> a player building manually would probably spend several months of game time on building a route that a player using the autobuilder could build in half a month of game time 14:56:27 <CornsMcGowan[m]> i see, but i feel the two players you propose aren't playing to the same goal 14:56:56 <andythenorth_> the most yak-shaving-reduction tool for me would be building 1, 2, 3, or 4 tracks at once 14:57:06 <andythenorth_> with some magic slope adjustments 14:58:04 <LordAro> CornsMcGowan[m]: not all patches are meant for "vanilla" 14:58:07 <nielsm> also consider AI 14:58:11 <LordAro> tis the way of things 14:58:27 <nielsm> if you make such a tool available to players, AI writers will also want it 14:58:39 <nielsm> and then suddenly the entire pathfinding part of AI writing is shunted away 14:58:46 <Eddi|zuHause> well, i'd say AI would be the primary beneficiary of this tool 14:58:51 <CornsMcGowan[m]> um, doesn't AI already have access to the A* pathfinding library 14:59:18 <nielsm> not really no, AIs technically have to implement pathfinding themselves 14:59:20 <nielsm> in squirrel code 14:59:26 <Eddi|zuHause> no, AI authors reimplemented A* in their own libraries 14:59:30 <nielsm> and it just happens that most use the same library for it 14:59:51 <CornsMcGowan[m]> i see 15:00:19 <nielsm> and as far as I understand, that was one of the design goals for NoAI, to explicitly _not_ provide any built-in pathfinding 15:00:49 <CornsMcGowan[m]> oh spooky, i didn't know that 15:00:54 <CornsMcGowan[m]> is there a reason for that? 15:01:22 *** crem has quit IRC 15:01:26 <CornsMcGowan[m]> nvm you said already what could possibly happen 15:02:15 <CornsMcGowan[m]> hm shame 15:02:22 <CornsMcGowan[m]> i really do think mobile users would benefit from this 15:02:37 <CornsMcGowan[m]> and PR'ing to trunk is the only way to get it there i think 15:03:58 *** iSoSyS has quit IRC 15:04:12 <nielsm> give the mobile version a virtual touchpad to move the mouse cursor around and it'll play (almost) the same as for most laptop users 15:06:23 *** virtualrandomnumber has joined #openttd 15:06:35 <CornsMcGowan[m]> i guess so 15:06:47 *** virtualrandomnumber has quit IRC 15:09:10 <CornsMcGowan[m]> wasn't there a time before Autorail and Autoroad 15:10:12 <nielsm> yes originally there were only directional build tools 15:10:56 <nielsm> and originally in Transport Tycoon the diagonal rail tools were not draggable 15:11:11 <Eddi|zuHause> i remember playing the original game and always pressing 1-4 for directions 15:11:32 <nielsm> I personally never use autorail, it's too finicky to hit the direction I want to build, but always use autoroad 15:11:54 <nielsm> yep left hand on 1234 keys and right hand on mouse 15:12:02 <CornsMcGowan[m]> omg non draggable diagonal rail 15:12:03 <Eddi|zuHause> i always use autorail, but only with dragging 15:12:08 <nielsm> and QWE keys for switching to landscaping tools 15:12:30 <CornsMcGowan[m]> i use autorail/road and yeah QWE landscaping 15:12:42 <Eddi|zuHause> once you start dragging, it's not important where you started the click 15:12:49 <CornsMcGowan[m]> also the ctrl-F6/7/8 for the build tools and the rest of the number row 15:13:53 <nielsm> hm maybe I should derail a valley or two, for a change 15:14:25 <nielsm> they claim to have improved stability a lot with last week's patch 15:14:39 <CornsMcGowan[m]> what do you mean derail a valley :0 15:15:02 <nielsm> Derail Valley, a train driving simulator 15:15:17 <CornsMcGowan[m]> oh yeah that game 15:16:21 *** sla_ro|master has quit IRC 15:17:46 <CornsMcGowan[m]> huh 15:18:03 <CornsMcGowan[m]> nielsm: https://wiki.openttd.org/AI:RailPathfinder describes how to use the pathfinder 15:19:27 <Eddi|zuHause> that's a horrible page 15:19:37 <Eddi|zuHause> it misses some basic introductions 15:19:54 <nielsm> the pathfinder it talks about is a library 15:19:56 <nielsm> not built-in 15:20:39 <CornsMcGowan[m]> i see 15:29:26 *** glx has joined #openttd 15:29:26 *** ChanServ sets mode: +v glx 15:32:20 <CornsMcGowan[m]> i guess we'll start with step 1: implementing a burst/64k frame limit for construction? 15:32:54 <CornsMcGowan[m]> would y'all accept that into trunk 15:35:20 <nielsm> yeah that'd be a good feature imo, since it would also limit what modified clients can do 15:36:06 <nielsm> tuning the default limits could be a bit time consuming, it would probably involve benchmarking a bunch of skilled players 15:37:57 <dP> imo if there is automatic rail tool it should do a bloody good job 15:38:10 <dP> last thing I want to see is people building spaghetti just because it's faster 15:38:24 <CornsMcGowan[m]> HAHA 15:39:27 <CornsMcGowan[m]> nielsm: how would we go about benchmarking players 15:40:50 <nielsm> implement all the construction limits and just set the limits to infinite, but also add some logging of what values the limits hit 15:41:40 <nielsm> so it's possible to pull statistics like "95% of the time veteran players never go above X burst" 15:41:55 <nielsm> or whatever 15:43:33 <CornsMcGowan[m]> hm 15:43:41 <CornsMcGowan[m]> curiously 15:44:01 <CornsMcGowan[m]> actually i'll see how straightforward it is to implement this first 15:44:51 <dP> also I still think it's better to make a polyrail smarter than do a fully automatic rail planner 15:45:07 <dP> it's still about as fast for most practical purposes but leaves player with a much more control 15:48:29 <CornsMcGowan[m]> what about limiting the max path length for the rail planner? e.g. max 50 track sections built/planned at once 15:48:40 <CornsMcGowan[m]> also im not sure how to make the polyrail smarter 15:48:52 <andythenorth_> I can't remember what the usability issue was with polyrail 15:48:59 <andythenorth_> something was 10% wrong with the implementation 15:50:10 <dP> starting new polyrail is a bit tricky to figure out but once you do it's great 15:51:36 *** jottyfan has joined #openttd 15:58:54 <CornsMcGowan[m]> nielsm: what actions would construction limit include? 15:59:52 <CornsMcGowan[m]> i don't think stations should be included 16:02:12 <CornsMcGowan[m]> since i think they're the one element that can be built in a rectangle area rather than a line 16:09:17 <CornsMcGowan[m]> okay i'm going to 16:09:32 <CornsMcGowan[m]> implement this feature on my fork 16:09:46 <CornsMcGowan[m]> y'all can get a feel of how it works when its in a playable state 16:10:33 <CornsMcGowan[m]> and if its agreed it shouldn't be in trunk then it can be kept as a patch or proposed to 3rd party clients 16:23:04 <CornsMcGowan[m]> is the maintainer of the mobile app on here? 16:23:58 *** HerzogDeXtEr has joined #openttd 16:24:36 *** Progman has joined #openttd 16:30:45 *** frosch123 has joined #openttd 16:50:02 *** cHawk has joined #openttd 16:51:08 *** sla_ro|master has joined #openttd 17:22:15 *** Flygon_ has quit IRC 17:22:27 *** Wolf01 has joined #openttd 17:23:36 <Wolf01> o/ 17:29:26 *** b_jonas has joined #openttd 17:40:12 <Gustavo6046> Oh, so that one tune in I think it was Modern Motion... turns out it was a Hotel Giant track. Gee, I never knew it, until I saw it in a video completely unrelated to OpenTTD. I was like, "whaaa" 18:11:33 <supermop_Home> hi 18:28:06 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz closed pull request #8255: Prepare: Update core function headers for refactor of GUI rendering https://git.io/JJUDi 18:28:06 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8255: Prepare: Update core function headers for refactor of GUI rendering https://git.io/JJTT8 18:28:32 <b_jonas> Minningwell Ridge local authority doesn't allow this. Hey town council, did you know that I own all the roads here, I built them for you before I made you rich from oil, so I can just destroy enough of them to place my railway tracks. Joke's on you, local authority, with your insatiable hunger of trees! I love being a tycoon with lots of cash and no morales. 18:31:32 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8255: Prepare: Update core function headers for refactor of GUI rendering https://git.io/JJTTg 18:32:52 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8255: Prepare: Update core function headers for refactor of GUI rendering https://git.io/JJTT6 18:35:25 <andythenorth_> yo 18:35:47 <nielsm> what do you do when your diesel loco is low on fuel and you know the route will be mostly downhill for the next several km? 18:36:13 <nielsm> you of course switch off the engine to save fuel, and pray to have enough brake reservoir for managing the speed downhill 18:36:59 <andythenorth_> you need regen :P 18:40:10 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8257: Refactor GUI rendering: Add documentation and name `Viewport` consistently https://git.io/JJTTh 18:40:54 <b_jonas> another one built? just how many oil refineries does this map need? 18:41:44 <CornsMcGowan[m]> yes 18:42:21 <Wolf01> Bah, redeemed only 3 games on this month's humble choices 18:42:43 <milek7> nielsm: brake reservoir? 18:42:59 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8255: Prepare: Update core function headers for refactor of GUI rendering https://git.io/JJTkT 18:44:27 <nielsm> pressurised air tank filled by the locomotive's compressor, used to recharge the brake pipe pressure when brakes are released 18:50:43 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8257: Refactor GUI rendering: Add documentation and name `Viewport` consistently https://git.io/JJTk8 18:51:37 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz closed pull request #8257: Refactor GUI rendering: Add documentation and name `Viewport` consistently https://git.io/JJUyq 18:53:16 <LordAro> oh dear 18:54:02 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8257: Refactor GUI rendering: Add documentation and name `Viewport` consistently https://git.io/JJTk2 18:54:24 <andythenorth_> is it naptime? 18:55:47 <frosch123> the brexit story from yesterday is finished 18:56:12 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8255: Prepare: Update core function headers for refactor of GUI rendering https://git.io/JJTkw 18:56:46 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz closed pull request #8256: Refactor GUI rendering (based on JGRPP) https://git.io/JJUDh 18:58:10 <LordAro> i think i broke him :( 18:58:30 <LordAro> i don't think i was unreasonable? 19:00:27 *** otetede has joined #openttd 19:01:45 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8257: Refactor GUI rendering: Add documentation and name `Viewport` consistently https://git.io/JJTkS 19:01:51 <frosch123> i don't know the whole story. but when outside people reformat/apply style, they have always run into a wall here 19:02:46 <frosch123> i hope none encouraged them to do so 19:03:28 <nielsm> here the issue is mainly piggybacking large-scale "cosmetic" changes on functional changes 19:03:38 <LordAro> i wanted them to split a couple of unrelated changes out into separate PRs 19:03:50 <LordAro> but they've just built 3 PRs on top of each other 19:03:50 <nielsm> and separating them out is a huge chunk of work 19:03:54 <LordAro> which defeats the point 19:04:15 <nielsm> one approach would be just to submit one of those PRs at a time 19:04:27 <nielsm> and submit the next when the first is merged 19:05:03 <LordAro> that would work, except their "first" PR has stuff that goes in the second PR 19:05:09 <LordAro> (adding unused functions and the like) 19:05:38 <nielsm> yea, and juggling code chunks around between commits can be a massive chore 19:10:58 <glx> he seems motivated enough to do it right 19:12:18 <andythenorth_> oof graphs https://github.com/OpenTTD/OpenTTD/issues/8253 19:12:54 <nielsm> we need to chunk out the entire graph thing and do statistics over from scratch 19:13:05 <LordAro> that is such a James103 issue 19:15:52 <LordAro> and not that i'm trying to beat him or anything, but it took me all of 5 minutes and 3 sed commands to do the viewport renames 19:16:07 <LordAro> it's trivial to split those changes out 19:17:09 <andythenorth_> 8253 is perfectly reproduced, accurate, perceptive, creative diagnostics 19:17:17 <andythenorth_> shame it's just not really in any way significant 19:18:17 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 closed issue #8204: cmake: make install DESTDIR="something" ignores GLOBAL_DIR option https://git.io/JfM9j 19:18:17 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8218: Add: [CMake] More improvements for install https://git.io/JfHu1 19:18:25 <andythenorth_> I do enjoy these https://www.reddit.com/r/openttd/comments/hj3c4c/openttd_8bit_binary_multiplier_wip_by_jewogrfs/ 19:20:20 *** otetede has quit IRC 19:20:53 *** mobajl has joined #openttd 19:28:39 <dP> andythenorth_, yeah, if only people reported crashes and desyncs like that xD 19:32:06 <glx> at least for crash we usually have the log and the dump (nice bonus when we also get the reproducing steps) 19:32:35 <glx> but yeah james' reports are nicely made 19:42:04 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8249: CMake: Not possible to cross-compile due to settinsgen/strgen https://git.io/JJvbJ 20:02:08 *** frosch123 has quit IRC 21:09:04 *** mobajl has quit IRC 21:21:09 *** Wolf01 has quit IRC 21:23:08 *** nielsm has quit IRC 21:23:42 *** sla_ro|master has quit IRC 21:27:06 *** andythenorth_ has quit IRC 21:40:49 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz opened pull request #8259: Fix: Globally apply preprocessor directive coding style https://git.io/JJTYb 21:41:23 *** jottyfan has quit IRC 21:42:26 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz opened pull request #8260: Codechange: Spell 'Viewport' consistently https://git.io/JJTYj 21:54:17 *** Progman has quit IRC 21:59:01 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8259: Fix: Globally apply preprocessor directive coding style https://git.io/JJTOP 21:59:59 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8260: Codechange: Spell 'Viewport' consistently https://git.io/JJTOM 22:16:39 *** HerzogDeXtEr has quit IRC 22:21:23 *** arikover has quit IRC 22:27:07 *** WormnestAndroid has quit IRC 22:28:09 *** WormnestAndroid has joined #openttd 22:40:50 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8259: Fix: Globally apply preprocessor directive coding style https://git.io/JJTsM 22:42:25 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8260: Codechange: Spell 'Viewport' consistently https://git.io/JJTsA 22:42:46 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8260: Codechange: Spell 'Viewport' consistently https://git.io/JJTsp 22:44:20 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8259: Fix: Globally apply preprocessor directive coding style https://git.io/JJTGT 22:52:30 *** WormnestAndroid has quit IRC 22:53:20 *** WormnestAndroid has joined #openttd 23:10:24 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8260: Codechange: Spell 'Viewport' consistently https://git.io/JJTnn 23:10:32 *** gelignite has quit IRC