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Log for #openttd on 8th December 2022:
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00:04:58  <petern> Me messing with vector initialization is, apparently.
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00:45:46  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #10077: [Bug]: Incorrect loan limit amount - other than what the player selected https://github.com/OpenTTD/OpenTTD/issues/10077
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01:35:33  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1341849449
01:43:51  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215#issuecomment-1341854503
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03:53:47  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
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04:08:26  <Pruple> so here's a thought
04:08:42  <Pruple> where a tile is road + tram
04:09:17  <Pruple> should the speed limit for any vehicle be the lowest of the roadtype and tramtype?
04:09:58  <Pruple> eg, should a tram on a 48 km/h road be limited to 48 km/h?
06:33:42  <kamnet> That would seem to make sense to me. Is there anyplace where a tram on a road is permitted to drive faster than the road traffic?
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07:56:22  <Yozora> kamnet: Pedestrian zones?
08:13:32  <DorpsGek> [OpenTTD/OpenTTD] fastFox2 commented on issue #10077: [Bug]: Incorrect loan limit amount - other than what the player selected https://github.com/OpenTTD/OpenTTD/issues/10077
08:16:57  <DorpsGek> [OpenTTD/OpenTTD] kulkom commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#issuecomment-1342250529
09:03:29  <petern> I realised I always use the mode where the pointer isn't locked.
09:18:23  <Wolf01> The locked pointer mode gives me motion sickness like in VR
11:13:58  <petern> Portal RTX later today.
11:24:38  <petern> ngggggggggggg
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14:30:02  <Eddi|zuHause> Pruple: realistically, on a shared road+tram, the tram tends to have a much lower speed limit
14:32:14  <DorpsGek> [OpenTTD/OpenTTD] legitalk opened issue #10226: [Bug]: Train speed vs. Aircraft speed https://github.com/OpenTTD/OpenTTD/issues/10226
14:34:46  <LordAro> ahahaha
14:36:59  <Eddi|zuHause> "how to most politely point them at the plane speed setting"?
14:38:19  <petern> I'll do it.
14:38:36  <LordAro> it's even in the thread mentioned in the issue
14:38:43  <LordAro> though missing justification, of course
14:38:51  <LordAro> "planes too OP"
14:39:23  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10226: [Bug]: Train speed vs. Aircraft speed https://github.com/OpenTTD/OpenTTD/issues/10226
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14:44:15  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #10226: [Bug]: Train speed vs. Aircraft speed https://github.com/OpenTTD/OpenTTD/issues/10226
14:55:25  <petern> Turns out if you move things to vectors and such, and forget to remove all traces of memset/memcpy etc... boom 🙂
15:03:03  <Eddi|zuHause> maybe we should work on a rust port? :p
15:04:26  <bigyihsuan> openttd-rs lol
15:55:05  <petern> How about a pointer to a vector of pointers, just for fun?
16:23:40  <DorpsGek> [OpenTTD/OpenTTD] legitalk commented on issue #10226: [Bug]: Train speed vs. Aircraft speed https://github.com/OpenTTD/OpenTTD/issues/10226
16:23:43  <DorpsGek> [OpenTTD/OpenTTD] legitalk closed issue #10226: [Bug]: Train speed vs. Aircraft speed https://github.com/OpenTTD/OpenTTD/issues/10226
16:31:16  <TallTyler> I love when people close their own issues 🙂
16:34:27  <LordAro> peter/glx could've done :p
17:22:16  <petern> Could've
18:04:44  <petern> Hmm, maybe I will just commit this and then forget about it forever 😄
18:08:14  <FLHerne> Pruple: combining speed limits might not make sense for weirdo "tram" types like the suspended monorail
18:08:27  <FLHerne> on balance I think it's a good idea
18:09:59  <FLHerne> a less weird example might be trams on cobblestone streets or so
18:10:51  <FLHerne> if the roadtype's speed restriction represents a practical rather than a legal limit it could make sense for trams to be faster
18:15:10  <supermop_toil> that's how i see road type speeds
18:15:24  <supermop_toil> dirt is slow and highway is fast
18:16:01  <supermop_toil> but if you built a continuously welded rail tramway down the middle of that dirt road, the trams could still go fast
18:17:05  <supermop_toil> monorail tramways always seem unworkably disappointing
18:17:35  <supermop_toil> noting like having your elevated suspended monorail stuck in traffic behind a horse and carriage
18:19:33  <TallTyler> I wonder if it would be possible to have a “no road vehicle collision” flag for a tramtype to fix that
18:20:11  <TallTyler> Could also apply to trains so it would just float over train tracks
18:20:44  <TallTyler> Elevated monorail is the obvious use case but also aerial tramways/gondolas could use it
18:21:02  <supermop_toil> seems like a Sisyphean task to try to make gondolas, monorails, conveyor bellts out of trams
18:21:30  <FLHerne> supermop_toil: it does actually exist as a grf though
18:21:38  <FLHerne> before multiple tramtypes even
18:21:50  <supermop_toil> yes , but it mostly just makes your trams look like neat monorails
18:21:57  <FLHerne> yeah
18:22:14  <FLHerne> TallTyler: and flying lamppost boats
18:22:20  <FLHerne> I like that idea
18:22:23  <TallTyler> What else would you use? We already have pipelines, power lines, flumes, conveyor belts, aerial gondolas, and now elevated monorails
18:22:24  <supermop_toil> it doesn't provide the benefit/functionality of elevated rails
18:22:56  <FLHerne> ( https://www.youtube.com/watch?v=ILqrfF75hUo )
18:23:06  <supermop_toil> which , bypass street traffic and fitting in and around existing infrastructure
18:23:10  <TallTyler> People have already exploited it, we might as well make it more useful
18:23:33  <TallTyler> Although I think half of my list are railtypes created before NRT allowed multiple road/tram types
18:23:53  <TallTyler> And should really be re-coded as trams or roads
18:24:26  <supermop_toil> and there are other things like gondolas/ropeways that really make no sense as a tramway
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18:24:36  <TallTyler> What else would they be, then?
18:24:44  <TallTyler> Add a new transport type?
18:24:47  <supermop_toil> yep
18:25:05  <petern> New bits can be added to NRT, it isn't immutable 😄
18:25:32  <TallTyler> What would the new umbrella category be, if not roads or trams?
18:26:06  <petern> Imagine say a flag to indicate high-level, so it draws the vehicles off the ground...
18:26:14  <TallTyler> I don’t see a problem with tramways being expanded to other fixed-guideway systems
18:26:19  <supermop_toil> its a fundamentally different paradigm, both gameplay wise and conceptually - minimal vehicle cost (or none, the vehicle is conceptually part of the guideway)
18:26:20  <TallTyler> Better than roads for sure
18:26:24  <petern> (And so they don't interfere with non-high-level vehicles)
18:28:15  <TallTyler> I don’t disagree, but the possible scope creep of a vehicle-less transport type scares me 😬
18:28:59  <TallTyler> And adding a flag and changing its behavior is solidly in my wheelhouse 🙂
18:29:21  <supermop_toil> where as a road its like, buy newer faster trucks and the guideway is dumb but highly networkable, pay per truck, but a conveyor like type is - very light cost of the vehicle but more of the cost is in the guideway itself
18:30:26  <supermop_toil> the guideway is the vehicle, and constrained in its networking
18:32:15  <supermop_toil> you have a pumping station, or a stationary engine, etc,
18:32:47  <TallTyler> I’d argue that trams are the closest analogue in OpenTTD without so many changes to the game that the concept would die in bikeshedding
18:33:08  <TallTyler> And legitimate debate, for that matter
18:33:17  <supermop_toil> maybe
18:34:23  <supermop_toil> but a gondola or coal conveyor belt with junctions and mixed traffic of vehicles feels more or less like a winamp skin
18:35:12  <supermop_toil> as opposed to an interesting different tool/puzzle with different strengths
18:35:22  <TallTyler> I guess that’s up to the player how they want to use it
18:37:16  <supermop_toil> not even from a realism perspective, i mean more like the difference between fire flower and tanuki suit, as opposed to the difference between mario and luigi
18:37:54  <supermop_toil> does that make sense?
18:39:18  <supermop_toil> and like, some guideways could be cheaper to build bridges - afterall the gondola cables are already elevated
18:40:03  <TallTyler> I don’t know the reference but I understand your point. But I worry that the very same game design choices would be impossible to actually get merged
18:42:24  <TallTyler> I think it would be better to make tramways more customizable by NewGRF authors by adding more flags like “no tunnels” (aerial tramway, etc), “no road crossings” (flume/conveyor belts, both of which are currently roads), etc.
18:42:42  <supermop_toil> flume can be road or tram
18:42:47  <supermop_toil> i put in a parameter
18:42:56  <TallTyler> And get NewGRF road stops merged for better stations
18:43:11  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/5cef40591bd8e13fbdcde83d1b915b8788a45de1
18:43:12  <DorpsGek>   - Update: Translations from eints (by translators)
18:43:28  <TallTyler> If flumes are trams, can they be placed on a road or is that prevented somehow?
18:43:43  <supermop_toil> but then also like... i don't want my logs to be able to unload at a truck station
18:43:55  <supermop_toil> no way to prevent it
18:44:07  <TallTyler> We can add a flag for that 🙂
18:44:53  <supermop_toil> but its really a novelty grf - there is no way for it to really work like a log flume, and is more like an art exercise in kitbashing
18:45:14  <TallTyler> I use it quite a bit actually
18:45:25  <petern> Pipelines?
18:45:42  <supermop_toil> really it should be more like "x tons of lumber can come out the other end per tick"
18:45:47  <TallTyler> Pipelines are a good example of another “no road crossing” flag needed
18:46:27  <petern> That's assuming pipelines should be implemented as roads, which is not a given.
18:46:49  <TallTyler> They’re currently train tracks, which is definitely worse 😛
18:46:57  <supermop_toil> petern: i believe flumes should be a type of pipe
18:48:06  <supermop_toil> as is you can get weird things were like, no logs flowing because you are waiting for your empty logs to come back up hill
18:48:12  <TallTyler> I guess you could animate them by spawning a cargo sprite-only vehicle at one end and destroying it at the other
18:48:33  <TallTyler> Factory Town does this pretty well
18:48:51  <supermop_toil> and logs cannot flow nearly far enough on a flat flume even if they just zoomed down a huge mountain
18:49:22  <supermop_toil> and if they come to a stop behind another log on a flat segment, they can't really get started again
18:50:31  <supermop_toil> also you can build a section like \_____/ where logs flow past each other in both directions in the middle
18:51:33  <supermop_toil> so its really just an eyecandy thing
18:54:39  <supermop_toil> if tramways did have things like no_junctions flag, or oneway (single track) that could help
18:55:46  <supermop_toil> but the most damning thing for me is, if my gondola or monorail is a tram, i cannot build a gondola over a tramway
19:02:51  <TallTyler> Not without a bridge or tunnel, anyway
19:04:05  <TallTyler> We could add a third transport type for elevated vehicles but then we haven’t solved pipes or flumes
19:04:43  <petern> no 3rd type pls :/
19:04:58  <TallTyler> Yeah, sounds like TMWFTLB to me for sure
19:05:37  <TallTyler> What might be helpful is custom bridges by road/tram/railtype, like what we have with depots
19:06:00  <TallTyler> That way we could have custom bridges for aerial tramways that are just taller support poles
19:07:16  <petern> I think I did originally think about was a flag to say if a road type was road/tram, road/road, tram/tram or tram/road.
19:07:28  <petern> But that doesn't solve much, and makes things way more complex.
19:07:47  <petern> One thing you can do is have a tram type that is compatible with both trams and gondola and use that for crossings...
19:08:02  <petern> That might be a bit too manual though 🙂
19:08:31  <TallTyler> Tom Scott’s ropeway video shows a bridge over the road 🙂
19:09:00  <TallTyler> Personally I’m not too concerned with crossing incompatible types at grade. There are plenty of workarounds
19:09:07  <petern> True that.
19:09:36  <TallTyler> But we need a flag to allow the NewGRF author to prevent combining road/tram on the same tile for cases like Flume
19:10:05  <TallTyler> We already have it for crossing train tracks
19:10:19  <TallTyler> (In both directions, I think)
19:10:21  <petern> Feel free to design one 🙂
19:10:25  <TallTyler> I will!
19:11:02  <petern> NRT is basically "not finished" because sometimes you just need to get things included. And piss off people who think it sucked. Sorry 😦
19:12:09  <TallTyler> I’m between jobs until probably sometime in January so I think I’ll open a PR to add these flags and then maybe make a NewGRF with my favorite alternative transport methods
19:12:31  <TallTyler> Pipeline and gondola for a start
19:12:46  <petern> std::unique_ptr is ‘fun’ to deal with.
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19:36:16  <LordAro> petern: if you like unique_ptr, you should try rust :p
19:36:43  <petern> openttd-rs was already mentioned 🙂
19:45:24  <petern> OpenGFX+ stations are not bad.
19:45:39  <petern> Not quite Foster-style though.
19:47:41  <supermop_toil> i wouldn't saddle NRT with stuff specifically to support toy waytypes like pipes and gondola
19:47:55  <supermop_toil> but yes, some flags would be nice
19:49:37  <supermop_toil> no_junctions, no_road, etc
19:50:45  <supermop_toil> or like this waytype can only build this type of bridge? or this waytype bridges are cheaper?
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20:00:04  <petern> No pipelines are not roads imho
20:02:52  <supermop_toil> im fine with no pipes no belts no flumes
20:03:55  <supermop_toil> if someone wants to kitbash a pipe or chute or moving walkway out of NRT that's on them, NRT shouldn't bend to accomodate that
20:14:28  <TallTyler> So maybe the elevated flag is just “no-interaction” where it doesn’t interact with road vehicles or trains
20:19:41  <glx[d]> while adding flags, maybe look at ground type overlay for bridge entrances
20:24:26  <Samu> it's very difficult to explain #9921
20:29:17  <Samu> i tried to formulate some examples, but it becomes so complex, i gave up on the idea
20:37:35  <Samu> what I tried to correct, was the usage of SubtractMoneyFromCompany
20:40:02  <Samu> each time money is subtracted it would change the value of that company. If another share value is requested on that company during command execution, it would now have a different value
20:40:15  <Samu> kinda repeating myself again...
20:43:09  <Samu> i changed it so it collects all the values first, without using SubtractMoneyFromCompany during this phase, and only after all values are collected, it would subtract them all at once
20:44:44  <Samu> not sure what happens in the real world when a company is sold/bankrupted, im not an expert
20:45:06  <Samu> maybe my approach is wrong from that perspective, I don't know
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20:48:20  <Samu> i guess better just close it
20:49:43  <Samu> the original approach is not exactly wrong either. It's merelly simulating multiple sequences of "Sell shares", and that means it's okay for the same company to have different values
20:50:04  <Samu> it's the result of each individual "sell share"
20:51:32  <petern> TallTyler: Reason I mention elevated is it might be helpful to have the bounding box higher for sprite sorting. Or disallow bridges above... or something...  Or maybe it wouldn't 🤷
20:52:00  <TallTyler> Not moving the bounding boxes means we make the NewGRF developer figure it out 😉
20:52:17  <TallTyler> Could use some expertise from someone who knows about bounding boxes
20:57:48  <petern> z = z + 8
21:01:00  <petern> Oh a VS Code update
21:12:05  <Samu> oh, im sad to see #7918 closed :(
21:13:04  <Samu> yeah, it derailed a bit
21:14:17  <Samu> i felt there was no need to create an AI API method for profit last year above min age
21:15:50  <Samu> i just wanted to match group profit last year displayed from vehicle list gui to that of the API
21:16:56  <Samu> but I was suggested to create 2 profits to differentiate them, and that's what I did
21:19:28  <Samu> no changes to the actual API was needed after the addition of the 2nd profit
21:25:35  <DorpsGek> [OpenTTD/eints] Gintaras1981 opened issue #123: Cant correct translated words https://github.com/OpenTTD/eints/issues/123
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21:29:38  <Samu> the part about "autoreplace" was that it was getting in the way of group-statistics copying. It was an issue that only happens after the introduction of the 2nd profit, which is resolved
21:29:57  <Samu> so, yeah, that PR was finished, ready to merge
21:30:58  <petern> "it made sense to me" isn't quite the correct answer.
21:36:57  <DorpsGek> [OpenTTD/eints] glx22 commented on issue #123: Cant correct translated words https://github.com/OpenTTD/eints/issues/123
22:17:49  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #10227: Fix 3c047b1: AIGroup.GetProfitLastYear could get values different than those displayed in GUI https://github.com/OpenTTD/OpenTTD/pull/10227
22:22:08  <Samu> it's cleaner at least
22:22:19  <Samu> without the derail
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23:28:56  <petern> Hmm, do I make it so that variants must have a higher index than the parent...
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23:39:48  <Pruple> I don't know, do you?
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23:42:48  <petern> I guess I can just do extra initialization.
23:47:50  <petern> When syncing initial reliability I just have to make sure it's done in the right order, otherwise it won't be synced.
23:48:38  <petern> Hmm,actually I'm not sure this is the right thing to do.
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23:50:34  <petern> Yeah. Reliability syncing needs to work later, otherwise it'll go out of sync if introduction dates are different.
23:51:53  <petern> And that's needed for timed livery introduction.

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