Log for #openttd on 18th June 2015:
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01:48:51  <supermop> hello
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02:17:55  <supermop> hi Pikka
02:18:06  <Pikka> bongiorno
02:18:27  <supermop> nice and warm up there?
02:18:49  <Pikka> mm I wouldn't go that far :)
02:19:45  <supermop> nicer that here perhaps
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06:23:23  <peter1138> Pretty damn warm here :(
06:23:57  <supermop> where's there?
06:24:12  <peter1138> Mid-UK.
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09:24:01  <khalil> Hey, I have a question
09:24:30  <khalil> Error: Cannot open file 'innerhighlight.grf'
09:24:48  <khalil> I got that error when trying to launch the game
09:25:01  <khalil> after compiling it
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09:56:56  <Flygon> Sad thing is
09:56:58  <Flygon> When I read that
09:57:06  <Flygon> I actually thought it was a Ragnarok Online derp
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10:56:34  <planetmaker> Flygon, sounds like you compiled a patch pack which requires a grf file but didn't provide it
10:57:07  <Flygon> I meant khalil's problem
10:57:09  <planetmaker> err... same colour. Sorry :) yes
10:57:11  <Flygon> I got no problems my end xP
10:57:22  <planetmaker> more tea...
10:57:27  <Flygon> Tho, RO's client handled .grf problems horridly
10:57:36  <planetmaker> RO?
10:57:52  <Flygon> And then you consider the patcher would sometimes forget to download and repack certain files into the main .grf...
10:57:56  <Flygon> Ragnarok Online
10:58:12  <Flygon> Been using some sort of compressed .grf type file since 2001 xP
10:58:23  <Flygon> No relation to OTTD's format, just the same file extension
10:59:29  <Flygon> But, yeah. It really likes to crash when some .grfs are missing :B
10:59:39  <Flygon> Because, when you're Korean
10:59:50  <Flygon> Error handlers that insert dummies don't exist :B
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11:15:59  <Rejf> good morning train fans. train GIF for you ;)
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11:17:34  <Eddi|zuHause> what a terrible way to make a gif out of something...
11:18:36  <Eddi|zuHause> i mean, if you're making a video of this position, try to capture the whole journey of the train from when the first part exits the tunnel, till the last part of the train exits the picture. to convey the actual hugeness of the train
11:19:06  <Eddi|zuHause> instead of a handful of frames, that basically show nothing that a still picture wouldn't show you as well
11:21:10  <Rejf> Eddi|zuHause: agree
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14:02:14  <SneakySnake> Hi. I have a steel mill that produces steel. I want to transport that steel to a factory, but the truck station isn't getting any steel. When I built it, it said "Accepts Iron ore. Supplies: Steel", but it doesn't seem to be getting any steel, even though the "production last month" of the steel mill is greater than zero.
14:02:22  <SneakySnake> Am I missing something?
14:03:09  <Hiddenfunstuff> is the station in range?
14:03:15  <V453000> did any steel vehicle load at the station yet?
14:03:33  <Hiddenfunstuff> Yes that.. by default the steel doesnt sit in station unless theres need for it
14:03:40  <SneakySnake> It's waiting to load, but it's not getting any steel
14:03:43  <SneakySnake> It's at 0%
14:04:13  <SneakySnake> Hmm, wait
14:04:17  <V453000> and are you sure the truck is refit to steel?
14:04:51  <SneakySnake> I accidentally sent an iron ore truck instead of steel truck
14:04:58  <Hiddenfunstuff> there we gi,,
14:05:28  <Hiddenfunstuff> wouldnt using trains more efficient anyways? unless its an feeder to a factory in neighbor?
14:07:17  <SneakySnake> I'm just trying out the game, I'll worry about efficiency when I have mastered the basics
14:07:29  <Hiddenfunstuff> oh.. ok
14:07:55  <SneakySnake> Can I reorder vehicle orders or do I have to delete the existing orders if I have made an ordering mistake?
14:08:09  <Hiddenfunstuff> you can drag them around
14:08:22  <SneakySnake> That doesn't seem to be working
14:08:32  <Hiddenfunstuff> or you mean change th order to another?
14:08:56  <SneakySnake> Change the order of the orders
14:09:08  <Hiddenfunstuff> you should be able to drag the orders around
14:09:36  <SneakySnake> Is that a cutting edge feature or something? I'm using 1.5.1, and I can't drag orders. Maybe I have to enable it in settings?
14:09:58  <Hiddenfunstuff> no.. its been there for ages and no settings needed
14:10:04  <SneakySnake> wait, now it's working
14:10:05  <SneakySnake> weird
14:10:58  <SneakySnake> If an order is already highlighted, I can't move it
14:11:25  <SneakySnake> Is that intentional behavior?
14:11:42  <Hiddenfunstuff> Dunno.. But it works
14:12:13  <Hiddenfunstuff> also when you add orders.. it adds above the highlighted one.. to have it add orders in the bottom.. click on the end of orders
14:12:33  <SneakySnake> Yeah, it's easy to forget that
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15:10:42  <SneakySnake> Thanks for the help guys
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15:25:19  <Alberth> o/
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15:41:31  <andythenorth> o/
15:41:37  <planetmaker> hi ho
15:45:12  <Taede> ello
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16:41:37  <Terkhen> hello
16:44:46  <andythenorth> lo Terkhen
16:44:59  <Rubidium> lo andy
16:45:10  <Rubidium> how's Bristol's weather going to be saturday?
16:45:16  * andythenorth looks
16:45:39  <andythenorth> it’s going to be British
16:45:50  <andythenorth> where are you staying?
16:45:55  <Rubidium> Bath
16:46:11  <andythenorth> Bath is nice
16:46:16  <andythenorth> weird but nice
16:46:41  <andythenorth> Terkhen: played any OTTD recently? o_O
16:46:59  <Rubidium> but only for two nights, after that three nights in quiet Newbury
16:51:23  <Terkhen> andythenorth: not really :P
16:58:40  <andythenorth> he :)
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17:01:16  <andythenorth> hmm
17:01:20  <andythenorth> Belugas: o/
17:01:25  <andythenorth> all the people
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17:06:28  <Belugas> yiiii
17:06:31  <Belugas> hey
17:06:33  <Belugas> yoooo
17:11:51  <Alberth> o/
17:12:39  <andythenorth> 62 road vehicles 1860-2000
17:12:42  <andythenorth> including trams
17:12:44  <planetmaker> ahoi
17:12:46  <andythenorth> is that a lot?
17:13:21  <Alberth> @calc (2000-1860)/62
17:13:21  <DorpsGek> Alberth: 2.25806451613
17:13:46  <andythenorth> Iron Horse provides 28 trains for the same time period
17:14:10  <Alberth> rvs are not much refittable I guess
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17:14:16  <andythenorth> not so much
17:14:31  <andythenorth> eGRVTS provides 114 vehicles last time I counted
17:15:15  <Alberth> one every 1/2 hour playing, seems nice enough
17:16:05  <Rubidium> what? no daylength patch? ;)
17:16:17  <Eddi|zuHause> andythenorth: vehicle count is a terrible metric
17:16:28  <andythenorth> because...?
17:16:40  <Eddi|zuHause> it's like "your essay must have 1500 words"
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17:17:21  <Eddi|zuHause> which is an almost meaningless requirement
17:17:22  <Alberth> if they are all eg livestock trucks, it's a bit overdone :p
17:17:55  <Eddi|zuHause> if you use 900 words and said all you ever wanted to say, why pad it with another 600?
17:19:10  <Eddi|zuHause> and if you use 2500 words, but it just flows well and feels concise, why remove 1000 words?
17:19:36  <Rubidium> that's why pages is a much better metric
17:19:37  <andythenorth> well
17:19:54  <andythenorth> because writing essays isn’t about saying what you mean, but about learning to write a 1500 word essay
17:19:56  <Eddi|zuHause> Rubidium: doesn't really help at all in that sense
17:19:59  <Rubidium> just change the margins, kerning and interline spacing ;)
17:20:12  <Rubidium> and maybe even the font
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17:20:24  <andythenorth> quak etc
17:20:29  <Alberth> o/
17:20:48  * andythenorth will probably just add some more trucks
17:20:55  <andythenorth> even though the buy menu is getting overwhelming
17:21:02  <andythenorth> and if I add early and late generations
17:21:05  <andythenorth> it will be worse
17:21:06  <Eddi|zuHause> Rubidium: when i wrote my diploma thesis, the aim was 80 pages, but it really was just a vague aim
17:21:35  <Eddi|zuHause> andythenorth: turn on vehicles expiring.
17:21:45  <andythenorth> I hate that feature :P
17:21:48  <andythenorth> it’s broken
17:22:02  <Eddi|zuHause> andythenorth: cheat to a random year, type "resetengines", check the available vehicles at each time
17:22:26  <Eddi|zuHause> andythenorth: but then, "size of the buy menu list" is a non-goal
17:22:47  <frosch123> hola
17:23:00  <andythenorth> ok so the goal for these sets is ‘no boring choices'
17:23:05  <Eddi|zuHause> andythenorth: unless you introduce all vehicles at 1860 and not have any generations at all
17:23:26  <andythenorth> so variety + density might be metrics, not length
17:23:49  <Eddi|zuHause> andythenorth: choices automatically become "boring" when you compare different generations
17:23:58  <andythenorth> well yes
17:24:01  <Eddi|zuHause> the new generation should always win out over the old one
17:24:05  <andythenorth> +1
17:24:30  <andythenorth> but also scrolling is boring
17:24:38  <andythenorth> and I can only see 12 vehicles at once on my screen
17:24:41  <Eddi|zuHause> that's why you need to test with enabled expiring
17:24:43  <andythenorth> and I don’t have touch-scroll
17:25:05  <Eddi|zuHause> 12 vehicles in each generation is more than plenty
17:25:35  <andythenorth> I have 15 currently
17:25:54  <Eddi|zuHause> 7 types of trucks, 3 types of busses, 2 types of tram
17:26:45  <andythenorth> hmm
17:26:49  <andythenorth> every time I look at this
17:26:58  <andythenorth> I conclude: delete the mining trucks and the logging trucks
17:27:15  <Eddi|zuHause> yes. keep those in HEQS
17:27:55  <Eddi|zuHause> use trucks you would find on regular roads in a random european town
17:28:07  <Eddi|zuHause> (or american, or ...)
17:28:53  <andythenorth> but then HEQS is in the buy menu....
17:29:16  <Eddi|zuHause> {piece, bulk, liquid}x{non-articulated, articulated} is 6 types of trucks
17:29:33  <Eddi|zuHause> should easily cover all generic usecases
17:29:53  <andythenorth> ‘add HEQS’ makes the problem worse, not better :P
17:30:08  <andythenorth> because HEQS is bloated like a fat whale
17:30:12  <Eddi|zuHause> assume the regular player doesn't "add heqs"
17:30:28  <Eddi|zuHause> because he doesn't need a mining/logging truck
17:30:31  <andythenorth> eh I’m not designing for other people ;)
17:30:35  <andythenorth> I’m designing for andythenorth
17:30:45  <andythenorth> I have no idea what other people want
17:30:48  <Eddi|zuHause> put the logs on the bulk truck
17:31:03  <Eddi|zuHause> or add a stake truck
17:31:07  <Eddi|zuHause> makes 8 types
17:31:57  <Eddi|zuHause> {piece, bulk, liquid, oversized}x{single, articulated}
17:32:13  <andythenorth> yeah the stake/flat truck is what I’m considering adding
17:32:38  <Eddi|zuHause> where wood counts as "oversized"
17:32:48  <Eddi|zuHause> put steel on those as well
17:32:53  <andythenorth> yup
17:32:56  <andythenorth> hmm
17:32:56  <Eddi|zuHause> and engsup
17:32:58  <andythenorth> HEQS 2 :P
17:33:13  <Eddi|zuHause> andythenorth: stay focused :p
17:34:40  <andythenorth> hmmm
.roadtypes? o_O
17:35:20  <Eddi|zuHause> no.
17:35:52  <Eddi|zuHause> roadtypes are for trolleybusses and simulated subways
17:36:08  <Eddi|zuHause> ... and pipes :p
17:36:27  <andythenorth> and off-highway trucks
17:37:38  <andythenorth> maybe that’s how I should organise the buy menu
17:37:42  <andythenorth> on-highway, off-highway
17:38:05  <Eddi|zuHause> don't have off-highway stuff
17:38:48  <andythenorth> because
17:38:57  <Eddi|zuHause> it serves no purpose. and that's what you want to get rid off when being concise is your concern
17:39:18  <andythenorth> It has excessive capacity
17:39:26  <andythenorth> at the cost of speed
17:39:27  <Eddi|zuHause> if you need capacity, use a train
17:39:39  <andythenorth> nah
17:39:40  <Eddi|zuHause> or a ship
17:39:59  <andythenorth> the capacity per tile on mining trucks is quite insanely high
17:40:07  <andythenorth> compared to a fully signalled train route
17:40:14  <andythenorth> and ships don’t do hills :P
17:40:14  <Eddi|zuHause> use road vehicles when you don't want to rip up half the town for a train station
17:40:38  <Eddi|zuHause> or when you want to deliver small amounts
17:40:40  <andythenorth> I am 50% convinced on removing the off-highway stuff
17:40:48  * andythenorth will bbiab
17:40:54  <andythenorth> must to home
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17:44:55  <planetmaker> quak
17:46:09  <frosch123> hai, you have been busy :)
17:47:20  <planetmaker> a little bit
17:47:28  <planetmaker> not too much, but I like the idea :)
17:48:18  <planetmaker> I mostly wonder how to handle the doxygen config file as it contains also project specific stuff. But it also needs to contain site-specific ones
17:48:46  <Eddi|zuHause> sounds like a job for #include
17:48:49  <frosch123> what would be project specific?
17:49:02  <planetmaker> like name, author etc
17:49:22  <planetmaker> version
17:49:30  <planetmaker> that's even build-specific
17:49:53  <frosch123> name, author, version could be determined automatically
17:50:16  <frosch123> but yes, as eddi says, you can also optionally include files and replace/add to varaibles
17:50:20  <frosch123> like etc
17:50:30  <planetmaker> yes... that's possible
17:50:48  <frosch123> Most of the info you mentioned is actually in info.nut
17:50:59  <frosch123> bananas and musa can parse them
17:52:13  <frosch123> so, we could even detect a library.nut
17:52:29  <frosch123> and use name and version on bundles
17:52:41  <frosch123> so people can access the docs for a specific library version
17:54:02  <planetmaker> hm... using name and version on bundles from libraries...
17:54:04  <frosch123> hmm, though maybe tags are better
17:54:19  <frosch123> people tend to increase version number before release
17:54:30  <frosch123> not before the first change for the next version
17:55:03  <planetmaker> well, there are release builds and push builds, like for every project. So the releases will be probably the more relevant ones
17:56:50  <planetmaker> right. So I'll try to auto-create part of Doxyfile
17:59:26  <planetmaker> I have to say the results on busy bee with doxygen were not very promising, though :P
17:59:59  <planetmaker> (currently there only 2 script projects have an associated build job... both contain the word 'bee')
18:00:20  <frosch123> we need more forks :p
18:03:58  <frosch123> i would not be surprised if the bees have epydoc style comments :p
18:08:22  <Alberth> more doxygen-ish
18:08:52  <Alberth> planetmaker:  the comments are not proper doxygen
18:09:24  <frosch123> it lacks some slashes
18:09:31  <Alberth> you need a special introductory comment, like ///!  or or
18:09:39  <Alberth> s/or$/so
18:11:23  <planetmaker> :) yeah. I only noticed as I need a test project
18:13:46  <Alberth> doxygen doesn't work nicely due to lack of types
18:14:00  <Alberth> not sure how doxygen handles python code
18:17:58  <planetmaker> not much better, I think, as python wasn't taught to doxygen yet. At least from what I understood from doxygen docs
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18:26:01  * andythenorth plans Esoteric Transport GRF
18:27:00  <Alberth> planetmaker:    no types though
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18:29:38  <planetmaker> ah
18:30:10  <Alberth>    has a type for PHP
18:40:26  <Alberth> andythenorth: you can only distribute that as limited edition
18:43:15  <andythenorth> pipelines, mining trucks
18:43:18  <Eddi|zuHause> andythenorth: "esoteric" as in niche (like segway, or a ferry in Rendsburg that doesn't touch the water) or out-of-general-human-understanding (like a flying saucer)
18:43:20  <andythenorth> heavy lift aircraft
18:43:28  <andythenorth> dredger
18:43:36  <andythenorth> blah
18:43:54  <andythenorth> the pipelines grf is great
18:44:03  <andythenorth> except it has too many pumps
18:44:08  <andythenorth> and signalling is very boring
18:44:38  <Eddi|zuHause> the pipeline grf falls for me into the same category as the signals on bridges patch... an interesting idea implemented in the absolutely worst kind of way
18:45:18  <andythenorth> I use it in every game now
18:46:29  <andythenorth> maybe it’s time for NewTransportTypes
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19:03:15  <andythenorth> hmm
19:03:20  <andythenorth> groups in the buy menu?
19:03:31  *** Extrems [] has quit [Ping timeout: 480 seconds]
19:04:00  <andythenorth> nvm
19:04:09  * andythenorth considers implementing mining trucks and such as trams
19:04:11  <andythenorth> or trains
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19:05:40  <andythenorth> probably a railytype
19:06:00  <planetmaker> doxygen output, where should it go on bundles server?
19:06:17  <planetmaker> ./docs relative to the binary / script?
19:06:41  <planetmaker> or docs/doxygen/ so that one can ship also additionally custom docs without them drowning in doxygen output?
19:06:58  <planetmaker> or something else entirely?
19:07:02  <andythenorth> do they document the project, or the project’s source code?
19:07:13  <planetmaker> they document the source
19:07:19  <andythenorth> separate
19:07:22  <planetmaker> ok
19:07:24  <andythenorth> in their own path somewhere
19:07:31  <planetmaker> docs/doxygen then?
19:07:38  <andythenorth> suitable :)
19:08:53  <andythenorth> so trains have “4-4-0 Standard (Steam)” or whatever
19:09:07  <andythenorth> should trucks have “Witch Hill Mining Truck (Off-highway)” ?
19:09:21  <andythenorth> or “Jinglepot General Cargo Truck (On-highway)"
19:09:24  <andythenorth> etc
19:11:07  <Eddi|zuHause> i'd rather put that into the description
19:12:50  <Eddi|zuHause> but have i mentioned that i don't like the on/off highway distinction?
19:13:47  <andythenorth> yes
19:13:54  <andythenorth> you have me 50% convinced
19:14:00  <andythenorth> I actually think we should do roadtypes
19:14:34  <andythenorth> my thinking is
19:14:43  <andythenorth> based on playing quite a lot recently
19:14:56  <andythenorth> I like building lots of different transport types
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19:15:14  <andythenorth> managing capacity and contention on a specific type (especially trains) is quite boring
19:15:29  <andythenorth> but threading lots of types through a congested area is fun
19:15:46  <andythenorth> I think the game is fundamentally about building routes
19:15:51  <andythenorth> rather than choosing vehicles
19:15:57  <andythenorth> and 10 years of newgrf are doing it wrong
19:16:14  <andythenorth> pipe.grf might be relatively terrible, but it’s the most interesting use of railtypes so far
19:17:14  <andythenorth> now I build two routes, instead of figuring out how to jam more oil trains onto the main spine
19:18:04  <andythenorth> endlessly compatible roadtypes would be very boring
19:18:17  <andythenorth> mutually exclusive roadtypes is quite interesting
19:26:07  <frosch123> [21:07] <andythenorth> do they document the project, or the project’s source code? <- there is no difference for libraries
19:26:25  <frosch123> the source is the project
19:26:26  <andythenorth> yeah my answer was specific to grf
19:26:32  <andythenorth> other projects, ymmv
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19:37:38  <Eddi|zuHause> i never figured out what ymmv is supposed to mean
19:37:49  <planetmaker> your milage may vary
19:39:42  <Alberth> "results may be different if you try it" :)
19:40:03  * andythenorth wonders
19:40:09  <andythenorth> why Goods is not Piece Goods class
19:40:36  <andythenorth> it seems odd
19:41:56  <Eddi|zuHause> hysterical raisins
19:42:03  * andythenorth ignores it
19:42:11  <planetmaker> frosch123, I'm actually not sure how to automatically get version and name from the scripts
19:42:14  <andythenorth> if I changed it in FIRS, the wiki would be wrong
19:42:18  <andythenorth> and I can’t edit wiki
19:42:32  <planetmaker> if they all put the information in main.nut or info.nut ... yes. But already busy-bee does not and generates that info
19:42:35  <Eddi|zuHause> wood is even weirder wrt cargo class
19:42:36  <planetmaker> so... what to assume?
19:43:47  <Eddi|zuHause> planetmaker: run the steps that put that info there first? makefiles should be able to do that, right?
19:45:02  <planetmaker> yes...
19:45:32  <planetmaker> but then they could generate the Doxygen config file on the same step, too. Instead of me parsing different output
19:46:04  <andythenorth> Eddi|zuHause: clearly bundles of wood
19:46:09  <andythenorth> or individual logs :P
19:46:45  <andythenorth> I do miss the days when cargo class was a thing that was talked about :P
19:47:21  <Alberth> planetmaker: not sure bees need any doxygenerated docs :) but sure, why not add it to the makefile
19:47:28  <Alberth> it has all the info
19:47:30  <andythenorth> Eddi|zuHause: will you ever use Road Hog?  I am considering a parameter to disable off-highway vehicles
19:47:31  <andythenorth> :P
19:47:43  <Eddi|zuHause> planetmaker: but then that is two tasks that sort of do the same thing in two different ways, which may or may not be weird
19:47:54  <Eddi|zuHause> andythenorth: how should i know?
19:47:54  <andythenorth> similar to Iron Horse ‘disabling’ the extra types if the railtype isn’t provided
19:48:00  <andythenorth> Eddi|zuHause: predict the future
19:48:10  <andythenorth> it’s impossible, yet we try all the time
19:48:28  <Eddi|zuHause> by current extrapolation, i won't play the game at all in quite a while
19:48:52  <Alberth> andythenorth: assume he will at some point, and you're always safe
19:48:52  <andythenorth> the game is quite fun
19:49:05  <planetmaker> Alberth, it's not so much about busy bee in particular. It's for me a convenient example :) And it's the only script project really which gets build/published, thus has a Makefile at all
19:49:13  <andythenorth> we should write another GS
19:49:15  <andythenorth> ‘we’
19:49:23  * andythenorth commited about twice to busy bee :P
19:49:42  <Alberth> wanna do a Dutch translation? :p
19:50:05  <andythenorth> didn’t we write a web translator?
19:50:29  <Alberth> yeah, but it has no Dutch Bee translators
19:50:37  <andythenorth> I thought it did it by magic
19:51:08  <Alberth> wll, it works for some languages :)
19:51:11  <Alberth> *well
19:51:15  * andythenorth ponders a GS suitable for all the ‘brit’ rosters he’s making
19:51:40  <andythenorth> how about “invent 50% of engineering inventions, and have the world’s biggest empire, then somehow squander that”
19:51:41  <andythenorth> ?
19:51:45  <andythenorth> is that a GS?
19:52:13  <Alberth> what happened to the 'winning the west' GS?
19:52:27  <andythenorth> I haven’t made any grfs for it yet :(
19:52:59  <Alberth> Britain doesn't have a West?
19:53:03  <andythenorth> I am in it :P
19:53:06  <andythenorth> Rubidium soon too :P
19:53:17  <andythenorth> we didn’t have to kill all the buffalo though
19:53:27  <andythenorth> can we measure average vehicle speed in a GS?
19:53:39  <Alberth> good, OpenTTD is a family-friendly game
19:54:13  <Eddi|zuHause> andythenorth: over all available or all existing vehicles?
19:54:20  <andythenorth> UK has some of the fastest average PAX train speeds, fast freight trains, and allegedly our trucks work some of the most punishing schedules
19:54:35  <andythenorth> Eddi|zuHause: dunno
19:55:41  <Eddi|zuHause> andythenorth: "all available" may have the problem of obsolete vehicles dragging down the value too much, and "all existing" may make more sense per cargo, as wagon speed limits may be different
19:56:11  <andythenorth> per cargo is quite nice
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19:56:19  <frosch123> planetmaker: take AyStar as example
19:56:29  <frosch123> it has doxygen comments
19:56:38  <frosch123> and it has a simple library.nut
19:56:42  <Eddi|zuHause> all existing may produce a better reaction to the player's actual playstyle
19:57:15  <frosch123> planetmaker: actually, a lot of the ai libraries seem to use doxygen comments
19:57:24  <Eddi|zuHause> a player with mixed local and express trains will have a lower value than one that has all maglev
19:57:27  <frosch123> and most of them do not do the version magic that bee does
19:57:52  <frosch123> Pathfinder.Road and Pathfinder.Rail also use doxygen
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19:58:09  <frosch123> and BinaryHeap
19:58:44  <andythenorth> hmm
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19:58:58  <andythenorth> dunno how much GS knows about the available vehicles
19:59:08  <Wolf01> hi o/
19:59:15  <frosch123> superlib not so much
19:59:22  <frosch123> so mostly the tb/yexo libs use doxygen
19:59:55  <frosch123> cEngineLib might also work
20:02:25  <frosch123> planetmaker: i think all the info.nut magic only exists for ais and game scripts, but not for the libraries
20:02:40  <frosch123> libraries cannot increase the version on every commit
20:02:56  <frosch123> but only on releases, so it makes little sense to add a Makefile to them
20:03:04  <andythenorth> average speed goal probably fails on waiting in stations and such
20:04:55  * andythenorth wonders about setting point-to-point delivery time goals
20:05:00  <andythenorth> “Just-in-time"
20:05:07  <andythenorth> would need to calculate distance
20:05:11  <planetmaker> however aystar has a Makefile :)
20:05:24  <andythenorth> and specify the transport type
20:05:36  <andythenorth> and know the speed of the fastest appropriate vehicle
20:06:40  <planetmaker> frosch123, does every library necessarily have a library.nut?
20:07:28  <planetmaker> and every script an info.nut?
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20:07:37  <frosch123> yes
20:07:48  <frosch123> but i see no point in doxygen for scripts
20:08:08  <planetmaker> you mean only for libraries?
20:08:12  <frosch123> yip
20:09:13  <frosch123> libraries have a fixed api for a fixed version
20:09:23  <frosch123> so it makes sense to provide documentation for specific versions
20:09:38  <frosch123> so people can look it up, just like the openttd api
20:10:45  <planetmaker> yes, it's more useful for libraries, sure :)
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20:14:34  <frosch123> planetmaker: <- the same works for author, name and version for most libraries
20:14:50  <frosch123> and the libraries using magic, can provide a makefile, if they want :p
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20:23:53  <planetmaker> <-- I was about to use this
20:24:32  <frosch123> likely also works for most of them :)
20:24:48  <frosch123> i think zuu wrote that other code
20:25:00  <frosch123> no idea what he had in mind
20:26:07  <planetmaker> Well, that doesn't check for version. A library or script can do:
20:26:13  <planetmaker> VERSION <- 6
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20:26:43  <planetmaker> function GetVersion() { return VERSION; }
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20:26:54  <planetmaker> or function GetVersion() { return 6; }
20:27:00  <frosch123> yeah, but those can also provider custom Makefiles then :p
20:27:02  <planetmaker> the latter is nice. The earlier... not so for my case
20:27:05  <planetmaker> ok
20:27:22  <planetmaker> so I'll just submit it as I just pasted
20:31:57  <frosch123> from the libraries in my content_download folder
20:32:22  <frosch123> there are only 3 or 4 libraries which use version magic
20:32:30  <planetmaker> :)
20:32:36  <frosch123> 3 or 4 depending on whether you count superlib for ai and gs separately
20:33:33  <frosch123> i think the bigger task is to make libraries use correct doxygen syntax :)
20:33:45  <planetmaker> :)
20:33:50  <planetmaker> yeah, probably
20:34:07  <planetmaker> we out-source that to the guy who wrote that script :P
20:41:06  <frosch123> is there some example output for some project on bundles?
20:42:53  <planetmaker> so far? No
20:43:23  <planetmaker> I haven't built anything on the server yet. I had it run locally on BB to see what it gives; but not yet on a library
20:43:42  <frosch123> ok :)
20:44:09  <planetmaker> but that's something for tomorrow to test, setting up the projects, I think
21:03:27  <frosch123> planetmaker: i've added wormnest as manager to the project :p
21:03:48  <andythenorth> is bed
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21:05:49  <planetmaker> ty, frosch123 :)
21:18:28  <Terkhen> good night
21:18:40  <planetmaker> good night from here, too :)
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22:36:55  <Wolf01> 'night
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