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Not much time atm. 18:10:34 *** Stimrol has joined #openttd 18:11:31 *** Wolf01 has joined #openttd 18:11:40 <Wolf01> o/ 18:13:17 <Samu> is this a bug or a feature request? https://bugs.openttd.org/task/6673 18:13:25 <Samu> or a patch? 18:13:35 <Samu> i never know which topic fits better 18:15:10 *** Stimrol has quit IRC 18:17:27 <LordAro> Samu: probably bug 18:19:31 <Samu> i see, thx 18:19:37 <Samu> submited it as bug 18:20:33 *** Stimrol has joined #openttd 18:32:50 *** Stimrol has quit IRC 18:39:57 *** Thedarkb has quit IRC 18:56:55 *** Progman has joined #openttd 19:10:34 *** Stimrol has joined #openttd 19:14:58 *** TheHawk has quit IRC 19:19:30 *** Stimrol has quit IRC 19:21:18 *** DDR has joined #openttd 19:26:51 <Wolf01> Where is the north? 19:30:32 *** Stimrol has joined #openttd 19:31:26 <Rubidium> with andy 19:32:56 <frosch123> cat was hungry 19:35:38 *** ToffeeYogurtPots has quit IRC 19:36:13 *** ToffeeYogurtPots has joined #openttd 19:37:40 *** Thedarkb has joined #openttd 19:42:02 <Wolf01> Mmmh, I just updated my ratt branches for the flags, no-houses and no-junctions... I would merge them all and add no-tunnelbridges too :P 19:43:22 <supermop_work> do it 19:43:46 <supermop_work> no junctions would be useful for chairlifts 19:44:17 <Wolf01> I could sneak push that, so andy won't know and he will be happy when will find it :D 19:46:25 *** cHawk has joined #openttd 19:47:23 <Wolf01> Commit message "added stuff" 19:47:27 *** ToffeeYogurtPots has quit IRC 19:54:50 *** Stimrol has quit IRC 19:56:26 *** andythenorth has joined #openttd 19:58:33 <andythenorth> o/ 20:01:23 <Wolf01> Here he is! 20:02:06 <andythenorth> lo 20:02:16 <Wolf01> http://steamcommunity.com/sharedfiles/filedetails/?id=1285331857 <- eddi, finally somebody added it, but not with the PRR livery :P 20:03:31 <andythenorth> Wolf01: so Bugatti Chiron 20:03:38 <Wolf01> andythenorth: what do you think about no-houses and no-junctions flags? 20:03:54 <andythenorth> I think no-houses is an easy win 20:04:05 <andythenorth> no-junctions is contentious, and should be a branch and tested 20:04:13 <andythenorth> but I don't really care about either :) 20:04:24 <andythenorth> "I don't really care" is great basis for deciding :P 20:05:09 <Wolf01> No-houses is ready, no-junctions is useful for a niche of types 20:06:28 <Wolf01> I could publish the no-junctions branch so you can test it, the problem is that taking one flag at time shares the flag value, so in one branch a grf could have no-houses and the other no-junctions 20:07:02 <Wolf01> Or we could reserve the flag positions 20:07:30 <Wolf01> So no-houses = 2, no-junctions = 3 20:07:39 <Wolf01> (flag bit) 20:08:39 <andythenorth> I think no-houses is a no-brainer 20:08:45 <andythenorth> and should be merged, and nml support provided 20:09:00 <andythenorth> it will have...interesting consequences 20:09:18 <andythenorth> allows manipulating town growth 20:12:52 <Wolf01> The only thing about the no-houses is that works only for road, tram is already unable to support houses 20:13:18 <andythenorth> hmm 20:13:33 <Wolf01> I didn't merge it because of this 20:14:50 <andythenorth> I don't see any problem there 20:14:55 <andythenorth> just needs specific documentation 20:15:13 <Wolf01> So merge? 20:21:09 *** Mahjong has joined #openttd 20:23:23 <andythenorth> I think so 20:23:38 <andythenorth> I'll need to do NML support 20:23:47 <andythenorth> but I don't think I'll get to that tonight 20:27:36 <andythenorth> also, bool flags can be added to trunk incrementally 20:27:37 <andythenorth> as needed 20:33:30 <andythenorth> I merged ottd trunk in just now 20:38:13 <Wolf01> Ok, I was trying to figure out why I got so many merges 20:40:32 *** Stimrol has joined #openttd 20:40:46 <Wolf01> BTW, I added projects/.vs to ignores as I'm tired to reset the branches every time I need to switch 20:41:41 <supermop_work> andythenorth: no junctions is ropeways 20:41:45 <supermop_work> ? 20:44:27 *** Supercheese has joined #openttd 20:44:55 <Wolf01> And proper pipes too, bidirectional pipes with a lot of capacity and no problems about collisions 20:49:00 <Wolf01> IIRC you can only set flags with newgrfs, not unset them? 20:49:38 <Wolf01> The idea was to make trams default with no-houses and unset it if really wanted 20:52:01 <supermop_work> also highways, industrial roads, 20:52:27 <Wolf01> You set that on the newgrf, base trams are builtin 20:53:42 <Wolf01> Need some more tests on the no-houses branch with a well crafted grf 20:53:50 <andythenorth> I would just leave trams as 'no houses' 20:54:03 <andythenorth> the flag could be 'invert default house behaviour' 20:54:12 <andythenorth> but I don't think tram tracks need to build houses 20:54:25 <Wolf01> Never say never 20:54:26 <andythenorth> and I don't care about supporting esoteric stuff 20:55:02 <andythenorth> 'invert' wouldn't be the first weird newgrf flag :) 20:56:23 <Wolf01> Currently is ROAD,ELRD have houses, you can set no-houses with a grf; RAIL,ELRL no-houses, can you unset it? 20:58:06 <andythenorth> yes 20:58:10 <andythenorth> the flag can just invert 20:58:19 <andythenorth> newgrf has lots of weird stuff 20:58:22 <Wolf01> Ok, then is a no-problem 20:58:23 <andythenorth> this one doesn't bother me 20:58:36 <andythenorth> set the flag to invert the default 20:59:16 <andythenorth> compared to vehicle cargo stuff, it's totally sane 20:59:22 <Wolf01> But I don't think trams are able to support houses even without that flag 21:00:10 <Wolf01> So for trams is useless 21:01:47 <Wolf01> A bit of test won't be a waste anyway, maybe we could even merge it in a week 21:02:21 <andythenorth> we could patch towns to grow along tram tracks 21:02:26 <andythenorth> but that seems TMWFTLB to me :) 21:05:22 <Wolf01> Prepare a grf with 2 roads and 2 trams, both with one flag set, so 4 cases 21:05:51 <Wolf01> Also I should learn how to grf so I can do it by myself... 21:06:28 *** john-aj has left #openttd 21:06:47 *** OsteHovel has quit IRC 21:06:58 *** john-aj has joined #openttd 21:07:06 <andythenorth> example roadtypes is included with nml repo 21:08:18 *** frosch123 has quit IRC 21:10:06 *** sla_ro|master has quit IRC 21:10:37 <supermop_work> Wolf01: take unspooled code, it's pretty short 21:10:56 <supermop_work> or tell me how to set the flags 21:11:18 <Wolf01> It's like the no level crossings 21:15:42 <Wolf01> Mmmh I have py 3.6 21:19:01 <supermop_work> is no junctions 'no junctions with other types' or 'no junction even with self'? 21:19:22 <Wolf01> No junctions with self 21:19:29 <supermop_work> nice 21:19:40 <Wolf01> As to make a junction with other types you need a junction with self 21:19:55 <supermop_work> good for ropes then 21:20:18 <Wolf01> At least until $someone will find a way to put 4 different types of roadbits on the same tile :D 21:20:36 <supermop_work> i'd like a no junctions flag for railtpes 21:24:11 <supermop_work> need to make a log flume grf 21:24:22 <andythenorth> py3.6 should be fine 21:24:25 <supermop_work> no junctions, no houses, 21:24:53 <supermop_work> only logs allowed, logs have 0 TE and HP when loaded 21:25:20 <supermop_work> so they can't flow uphill 21:25:33 <Wolf01> Nice 21:26:14 <supermop_work> unloaded logs are invisible and have high HP to 21:26:27 <supermop_work> run back up to the top 21:26:59 <Wolf01> Invisible is bad 21:27:44 <supermop_work> else just sell all logs at bottom of hill and buy new at top 21:28:10 <Wolf01> Need automatic purchase and sell of vehicles 21:28:19 <supermop_work> LogAI 21:29:04 <supermop_work> new orders: goto depot (sell) 21:31:03 <supermop_work> getting into territory of pipes as pipes instead of pipes as roads or rails 21:33:08 <Wolf01> Maybe in future 21:33:22 <Wolf01> Very maybe and in a very remote future 21:34:19 *** sim-al2 has joined #openttd 21:34:53 <Wolf01> But I was thinking if we could use NRT to troll a bit the web on 1st april release 21:35:12 <Wolf01> Needs a lot of graphics 21:36:23 <Wolf01> Also it would be cool to have the real NRT on 1st april release 21:36:46 <Wolf01> But it's sci-fi 21:37:44 <supermop_work> what else do you need, graphic wise? 21:39:10 <Wolf01> Small ships, small trains, small rvs, use NRT to fake 2 tracks on same tile, 2 ships on same tile and 2 roads on same tile 21:40:35 <supermop_work> two roads? 21:40:40 <Wolf01> Yep 21:40:57 <supermop_work> surely none of this is needed in base set? 21:41:18 <supermop_work> like two parallel roas? 21:41:22 <Wolf01> Yes 21:41:35 <Wolf01> A sort of highway 21:42:02 <supermop_work> i guess that could be a 'micro scale' grf set 21:42:07 <Wolf01> BTW I think it's easier to do it with photoshop 21:42:28 <Wolf01> Yes, it could be released on bananas on 2nd april :P 21:43:00 <Wolf01> But only if NRT hits trunk, which is impossible in current state 21:43:06 <supermop_work> but using nrt to create novel scale tricks doesn't seem like necessary 'launch title' to me 21:43:53 <supermop_work> in terms of graphics needed to make nrt usuable in trunk, i am thinking gui sprites? (i think we have all of these) 21:44:32 <Wolf01> There are some serious bugs I need to address (the first one is the impossibility to build trams in scenario editor 21:44:54 <supermop_work> and if there is any new road or tram type that gets added to base sets 21:45:05 <supermop_work> what's the SE problem? 21:45:16 <Wolf01> Also I don't think the roadtypes dropdown is working correctly now (it should be fixed with the SE bug too) 21:45:22 <supermop_work> (also can't build rails in SE...) 21:46:17 <supermop_work> i think allowing towns to build multiple road types, or upgrade their own roads (during reconstruction?) 21:46:22 <supermop_work> would be neat 21:46:51 <Wolf01> There's a branch which is trying to address this bug, but it need some revision by $some-more-capable-dev 21:47:40 <Wolf01> Yes, there are some features missing, like the road used by towns and the ability to upgrade it 21:48:03 <supermop_work> but arguably it can go to trunk before then 21:51:08 <andythenorth> I think it's feature-complete for actual gameplay 21:51:12 <andythenorth> SE needs work 21:51:14 <andythenorth> and bugs 21:54:17 <Wolf01> https://github.com/andythenorth/NotRoadTypes/tree/can-build-vehicle-infrastructure <- we should extensively test this branch to see if introduces strange bugs 21:54:47 <andythenorth> what does that branch do, remind me? o_O 21:55:09 <Wolf01> Fixes SE, fixes availability of roadtypes on the dropdown 21:55:32 <Wolf01> Both were related 21:55:45 <andythenorth> is it safe to merge to RATT branch? 21:55:56 <andythenorth> it's not trunk, I'd rather let players test it ASAP 21:55:56 <Wolf01> It needs testing 21:56:39 <andythenorth> we could... 21:56:50 <andythenorth> make a 'candidate' branch, from road-and-tram-types 21:57:03 <andythenorth> then merge cbvi branch into ratt branch 21:57:07 <andythenorth> and let players loose on it 21:57:18 <Wolf01> Just use that branch, it's synced 21:57:23 <andythenorth> ratt gets built by CF, I don't want to be building binaries for people 21:57:47 <andythenorth> and I don't want to ask Truebra*in for more favours :) 21:58:07 <andythenorth> I don't trust my own testing, I miss stuff often 21:58:16 <Wolf01> Me too 21:58:48 <andythenorth> let's review tomorrow :) 21:58:49 <Wolf01> We could merge it, pray, fix the bugs which players find 21:59:18 <andythenorth> if we fork a clean 'candidate' branch, we don't have to de-merge anything later 21:59:26 <andythenorth> reverting branch merges is fine, but requires care 21:59:50 <Wolf01> We'll see it tomorrow, now bed ;) 21:59:57 <andythenorth> if I was working alone, I'd dump everything to ratt 21:59:59 <andythenorth> gung-ho 22:00:13 <andythenorth> but I try to be more careful with other people's time :P 22:00:17 <Wolf01> :P 22:00:38 <andythenorth> ok bed 22:00:43 *** OsteHovel has joined #openttd 22:00:43 <Wolf01> 'night 22:00:47 <andythenorth> bye 22:00:47 *** andythenorth has left #openttd 22:00:48 *** Wolf01 has quit IRC 22:21:07 *** Stimrol has quit IRC 22:33:09 *** Gja has quit IRC 22:50:20 *** Wormnest has quit IRC 22:52:58 *** Progman has quit IRC 23:06:17 *** DDR has quit IRC 23:06:24 *** sim-al2 has quit IRC 23:15:11 *** supermop has joined #openttd 23:17:48 *** john-aj has quit IRC 23:18:05 *** Flygon has joined #openttd 23:18:10 *** john-aj has joined #openttd 23:20:19 *** Thedarkb has quit IRC 23:22:42 *** Mazur has quit IRC 23:23:35 *** john-aj_ has joined #openttd 23:24:59 *** chomwitt has quit IRC 23:28:44 *** john-aj has quit IRC 23:31:39 *** john-aj_ has quit IRC 23:31:54 *** Mazur has joined #openttd 23:33:52 *** Lejving has quit IRC 23:35:36 *** Lejving has joined #openttd 23:36:35 *** HerzogDeXtEr has quit IRC