Log for #openttd on 10th January 2018:
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11:47:15  <peter1138> RGB colour mapping... 5 years ago...
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12:28:53  <Borg> HMMM... no API :) but.. lets see
12:29:46  <Borg> but.. I can iterate over all stations.. (lazy iter, hope its possible in Squireel)
12:29:57  <Borg> and stations outside of sector.. will be removed
12:30:38  <Borg> ah.. but there is no api to actually remove it ;D
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14:08:27  <Samu> 1 hour = 5 game years?
14:08:41  <Samu> who knows?
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14:30:08  <_dp_> Samu, yeah, very close to that
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14:48:15  <Samu> ok
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15:37:13  <Samu> just finished testing all ais
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15:52:14  <supermop_work> yo
15:54:33  <Samu> hi
15:57:29  <Borg> hmm is there a way to change GameScript paramets from console?
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16:12:05  <Samu> there was 41 AIs tested
16:12:09  <Samu> 26 finished
16:12:24  <Samu> 9 bankrupted
16:12:37  <Samu> 6 crashed, of which 4 were with cpu evaluator
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16:19:28  <Samu> how am I gonna score this..
16:19:51  <Samu> this time, they were allowed to use all vehicles
16:20:56  <Alberth> score the crashed ones as minus infinite?
16:21:23  <Alberth> or with the number of years that they worked
16:21:52  <Samu> hmm, i never thought of that
16:22:24  <Samu> i don't have their saves and logs anymore, I usually only score those that last 100 years
16:22:49  <Alberth> do that then
16:23:08  <Alberth> crashed ones  are unknown
16:23:30  <Samu> i take note that they have crashed
16:23:42  <Samu> but then I won't score them
16:23:49  <Samu> meh, perhaps i should
16:24:04  <Samu> too late :( maybe next time
16:24:45  <Alberth> not sure, how does an ai score that crashes after 13 years, in a 100 year game?
16:25:37  <Alberth> could use the company value at the time of the crash, perhaps?
16:26:33  <Alberth> how do you score other ais?
16:30:12  <Samu> company value, last year profits, i'm unsure yet
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17:39:18  <Samu> why am I including Rondje :(
17:39:29  <Samu> didn't build, just survived 100 years
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17:45:27  <Rubidium> did you test it on its own?
17:45:42  <Rubidium> if so, then I guess that's to be expected
17:46:31  <Samu> yes
17:47:03  <Rubidium> IIRC it uses the road infrastructure built by others
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17:49:23  <Wolf01> o/
17:49:53  <Wolf01> I wonder if here there is somebody which uses InstantDeveloper to make webapps
17:50:11  <Samu> in very few cases, rondje builds stuff, if towns expand enough
17:50:19  <Samu> it wasn't the case :/
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18:18:52  <Wolf01> Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type. <- this would break something
18:20:04  <frosch123> all the sorting bs :)
18:20:24  <Wolf01> Which I always rely on...
18:22:06  <Wolf01> Now I need to separate with inserters... removing complexity from the game
18:22:40  <ST2> will be fun to what what that will do on saves ^^
18:22:46  <ST2> to watch*
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18:27:04  <Wolf01> Yes, filters don't work anymore
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18:39:26  <peter1138> Hmm?
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18:41:03  <Wolf01>
18:41:53  <peter1138> I have no idea what is going on.
18:42:20  <Wolf01> It separates iron from copper
18:51:56  <Samu>
18:52:00  <Samu> :)
18:52:05  <Samu> weird results
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18:54:16  <Samu> AroAI doing better than AIAI and CluelessPlus
18:55:28  <Samu> RoadAI really can't cope with cargodist
18:55:45  <Samu> it was the weirdest result
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18:59:17  <Samu> EpicTrans and LuDiAI abused in the number of airports, the profit/income % really is low... infrastructure costs are too much
19:03:20  <Wormnest_> Most ai´s were written before infrastructure costs were introduced
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19:09:15  <Samu> syntrans could have done better, but it got stuck in a loop trying to build a bridge over rail :(
19:10:13  <Samu> the old NoCAB really is slow
19:10:17  <Samu> with only 5k ops
19:10:33  <Samu> AIAI also felt slow
19:11:05  <Samu> i was under the impression AIAI was built to be fast building
19:11:29  <Samu> in the first 40 years it had nearly nothing
19:11:43  <Samu> only very late it started to wake up
19:11:50  <Samu> you see his profits
19:12:02  <Samu> doesn't seem to match the company value
19:12:08  <Samu> it was dormant most of the time
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19:28:39  <Samu> what's the attachment limit?
19:28:42  <Samu> 20 MB? 25?
19:29:01  <Samu> in the forum
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19:31:19  <Samu> well nevermind, they all fit in 11 MB file
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19:33:43  <andythenorth> hi
19:36:55  <Alberth> o/
19:37:47  <andythenorth> is cat though?
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19:57:12  <andythenorth> no cat then
20:01:25  <Wolf01> o/, no cat
20:02:24  <andythenorth> such roads
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20:22:13  <supermop_work> what's the news with roads?
20:23:47  <Wolf01> None, we remove roads from the game, along with canals, only rails
20:25:08  <debdog> ..and then rename it to openrrt
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20:44:24  <andythenorth> yeah
20:47:09  <Samu>
20:47:12  <Samu> tada!
20:47:28  <Samu> missing screenshots, might post them later
20:47:33  <Samu> not in the mood right now
20:48:34  <Wolf01> Let's see if 16x flying robot frame can satisfy 1x flying robot factory
20:48:35  <andythenorth> Wolf01: thinking to match up these with what's currently in NRT spec
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20:49:57  <Wolf01> Catenary is easy to split, the problem is when you have catenary + third rail, what do you show?
20:50:45  <Rubidium> Wolf01: both?
20:50:58  <Rubidium> it's realistic that both exist at the same location
20:51:13  <Wolf01> Maybe
20:53:20  <Wolf01> The best scenario possible is when you kill supermop and hide under the carpet the trolleybuses :P
20:53:36  <Rubidium>
20:53:41  <Wolf01> And make it so only tramway can have catenary
20:54:03  <andythenorth> third rail is a non-problem
20:54:06  <andythenorth> it's just on the ground
20:54:34  <andythenorth> if you replace 'catenary' in your head with 'flowerpots'
20:54:50  <andythenorth> and just assume we need to draw flowerpots in front of and behind vehicles
20:55:28  <andythenorth> third rail is just drawn with the tram tracks.  draw 2 rails, 3 rails, 4 rails, rack rails, ropeways who cares :)
20:55:43  <Wolf01> But what if you want only 3RL trams on 3RL? One could imagine that ELRL could go on 3RL if you show "flowerpots"
20:55:54  <andythenorth> it's about the label
20:56:11  <andythenorth> dunno how to make that clear in a new spec :)
20:56:48  <Wolf01> "you can draw catenary over 3RL only when there is road" flag
20:56:53  <andythenorth> nah
20:57:06  <andythenorth> road draws what it needs
20:57:11  <andythenorth> tram draws what it needs
20:57:16  <Wolf01> If you make a 3RL+ELRL compatible label then you can set the flag to draw catenary too
20:57:21  <andythenorth> if player is confused, player chose a bad newgrf
20:57:53  <andythenorth> I think it's simple
20:58:23  <andythenorth> treat tram and road as orthogonal
20:58:26  <andythenorth> they don't interact
20:58:31  <andythenorth> they just happen to share same tile
20:59:21  <Wolf01> Then leave it as it is now, just make a good grf which shows it fine
21:01:01  <andythenorth> yes
21:01:14  <andythenorth> just ignore the usability problem (in screenshot linked here)
21:01:39  <andythenorth> there are lots of ways to make bad grfs, this isn't a spec issue
21:01:54  <andythenorth> supermop: did you / would you consider trying different catenary in trolleybi?
21:02:52  <andythenorth> Wolf01: currently there is only one catenary drawn, according to spec
21:03:00  <Wolf01> Yes, road draws it
21:03:18  <andythenorth>
21:03:24  <andythenorth> we'd need to change that....
21:03:36  <Wolf01> The idea was to extend it to compose the sprite using both catenaries from road and tram
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21:05:06  <andythenorth> plausible too
21:05:32  <andythenorth> so that's all solved :P
21:05:35  <andythenorth> the hard part is deciding :P
21:06:33  <andythenorth> that just leaves town roads
21:06:37  <Wolf01> Maybe the grf itself could provide the catenary based on what there is on the tile, the problem would be to make all the catenary combinations for all the labels permutations
21:06:38  <andythenorth> did we decide anything?
21:06:53  <andythenorth> the grf might be combined with another grf
21:07:00  <andythenorth> just let each type provide a catenary
21:07:12  <andythenorth> the layering order might have some glitches :P
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21:18:34  <andythenorth> hmm PNG merge needed with trunk :P
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21:37:47  <Borg> ahahaha I did it :)
21:38:01  <Borg> I found a limitations script.. when someone done limits for all stuff :) nice job
21:38:20  <Borg> so.. you need to plant HQ first.. and then.. any stations that are far away from HQ will be demolished :D
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21:54:13  <Wolf01> :o
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22:26:10  <supermop_work> andythenorth: trolleybi is just trolleybuses
22:26:29  <supermop_work> but in a road grf, sure i'd be open to something different
22:27:17  <supermop_work> currently i have 3 types of 'poles' (creosote, galvanized, and modern pylons)
22:28:19  <supermop_work> and 4 types of wires ( trolleywire strung on cable between poles, and high tension catenary suspension, for both road and tram)
22:29:37  <supermop_work> As NRT works now iirc, it draws 1) rear pole sprites, 2) wire sprites, 3) front pole sprites
22:31:13  <Wolf01> 'night
22:31:16  <supermop_work> and the whole stack seems to be drawn as the road stack, if roadtype provides, else tram stack, if provided
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22:34:02  <supermop_work> if NRT allowed drawing the road wires directly on top of the tram wires, my grfs would work fine as is - and I drew the sprites accounting for this eventuality
22:35:10  <supermop_work> should also work whether it draws both sets of poles, or only the road poles
22:35:41  <supermop_work> all that said, i would be will to rework sprites if a compelling spec change asked for it
22:44:59  <andythenorth> I want to try drawing both catenaries
22:45:08  <andythenorth> but not tonight eh :)
22:45:09  <andythenorth> bed
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23:46:22  <Samu> windows updates*
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23:56:16  <Samu> i was mistaken about tracai, it crashed, but not a cpu evaluator crash
23:56:44  <Samu> nevermind, it was cpu evaluator crash
23:56:51  <Samu> man, i'm seeing things...
23:57:19  <ST2> Samu: tell me your dealers contact ^^
23:58:02  <Samu> the thing crashes in many ways
23:58:14  <Samu> it was cpu evaluator this time

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