Log for #openttd on 23rd January 2020:
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00:00:02  <Samu_> the other two 45820
00:00:13  <Samu_> maybe it's binary who's at fault?
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05:39:54  <DorpsGek_III_> [OpenTTD/OpenTTD] kiwitreekor opened pull request #7956: Add: [NewGRF] Var 6A, querying GRFID of nearby station tiles
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07:39:21  <andythenorth> boom boom
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07:52:24  <Pikka> kablooie
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11:30:42  <peter1138> Is it lunch yet?
11:31:29  <DorpsGek_III_> [OpenTTD/OpenTTD] spnda commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14)
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11:55:52  <rptr> Samu: the screenshot at the right looks weird.
11:56:12  <rptr> it seems like it's stuck on the same tile for a really long time?
11:58:38  <DorpsGek_III_> [OpenTTD/OpenTTD] HazelLessiter commented on issue #7831: Crash on placing vehicle in group that used to contain 1 vehicle
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12:51:24  <Samu_> hi
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14:01:29  <Samu> hi
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14:23:22  <Samu> - about 27k road vehicles
14:23:32  <Samu> road vehicle ticks ~30 ms
14:23:36  <Samu> :(
14:30:33  <Samu> @calc 5000 * 15
14:30:33  <DorpsGek> Samu: 75000
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15:32:15  <DorpsGek_III_> [OpenTTD/OpenTTD] kiwitreekor updated pull request #7956: Add: [NewGRF] Var 6A, querying GRFID of nearby station tiles
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16:58:05  <spnda> pfew finally fixed some NFO code I made. I really hate NFO lol....
17:06:11  <nielsm> I haven't looked much into M4NFO but I think it might have lower barrier to entry for new features, or however you might put it
17:08:29  <andythenorth> my guess is that it would require writing macros for the underlying nfo
17:09:04  <andythenorth> once that initial investment is made, it's going to be easier, but writing the macros would require understanding the full spec and how to exercise it in the macro
17:09:33  * andythenorth considered switching to m4nfo
17:13:54  <spnda> From people using m4NFO I have heard it's very unlogical and has a lot of weird things...
17:14:07  <nielsm> one big issue I see with NML is that is somewhat obscures what really goes on
17:14:33  <supermop_work> better just write everything in assembly
17:14:43  <spnda> Write it directly in binary bytes
17:15:41  <supermop_work> really if you can't understand the cpu instructions directly do you really understand your software?
17:16:02  <spnda> Also I'd guess m4nfo wouldn't like me putting feature 14 everywhere, as it will have no clue what that is supposed to be
17:16:21  <supermop_work> feature 14?
17:16:29  <spnda> yeah?
17:16:39  <spnda>
17:17:13  <supermop_work> neato
17:18:48  <supermop_work> base set default stations change sprite based on rail type - do any newgrf rail stations do that?
17:21:34  <supermop_work> add termini for trams?
17:21:36  <supermop_work>
17:23:22  <spnda> Well I have had a few other suggestions from other people. Though for now I am just focusing on having NewGRF Road stops in the game at all. Then I'll look into maybe adding extra stuff...
17:24:20  <nielsm> thing I would actually want from newgrf road stops would be multi-tile station parts with special lanes/movement code
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17:24:49  <nielsm> e.g. large prefab one-way bus terminals
17:25:33  <nielsm> like larger versions of the original bus and truck stations
17:26:26  <spnda> Well, some custom rail stations have fixed sizes. That *could* be added to this aswell
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18:10:52  <glx> <-- annotations are nice, but they are always linked to the latest commit
18:16:24  <nielsm> it also doesn't have a good way to highlight a commit message as the issue
18:16:31  <nielsm> it seems?
18:16:37  <glx> yup
18:16:48  <glx> but at least it's clear in the log
18:17:11  <glx> and the log is not hidden deep inside other errors
18:17:22  <nielsm> and the superfluous exit code entry
18:19:05  <glx> problem matchers are very nice
18:20:00  <glx> very easy to use
18:20:04  <glx> and write
18:32:03  <TrueBrain> glx: you could also modify the githook script to use the right output: :)
18:33:19  <TrueBrain> <- glx, if you can fix that one thing, we can make it notify :)
18:38:27  <glx> done
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18:41:17  <glx> and yes it's possible to modify githook scripts, but that would add "garbage" in output for people using the hooks in the intended way
18:41:37  <TrueBrain> fair
18:41:40  <TrueBrain> he DorpsGek_III_
18:41:42  <TrueBrain> do your job dude
18:42:32  <DorpsGek_III_> [OpenTTD/OpenTTD-git-hooks] TrueBrain commented on pull request #13: Add: [DorpsGek] notify IRC about events in this repository
18:42:33  <TrueBrain> helps to press "save"
18:42:37  <glx> lol
18:44:10  <DorpsGek_III_> [OpenTTD/OpenTTD-git-hooks] glx22 approved pull request #11: Fix: GIT_DIR is no longer set in git >= 2.18.0
18:45:08  <TrueBrain>
18:45:11  <TrueBrain> okay, that works like a charm
18:53:48  <DorpsGek_III_> [OpenTTD/OpenTTD-git-hooks] glx22 commented on pull request #9: Change: Allow multiple #<issue>s without additional prefixes.
18:57:56  <DorpsGek_III_> [OpenTTD/OpenTTD-git-hooks] glx22 commented on pull request #8: Fix: Allow fixing files with missing newline at end
18:59:48  <TrueBrain> "You do not have permission to push to this repository."
18:59:49  <TrueBrain> aawwwhhh
19:00:50  <nielsm> trf2 on easy, large 2:1 map with low industries and cities count is so stupidly easy
19:01:54  <nielsm> so just following the strategy of first hooking up all primary industries to a secondary, although only setting up lines for as many as can sensibly serve it until I hook up the secondaries to something more
19:03:30  <nielsm> tried for once building a separated rail/rail crossing without the bridge (or tunnel) part being overly long, by lowering one line and raising the other:
19:03:38  <TrueBrain> downloading 15GB with 5MB/s ... this is going to take a while ..
19:04:11  <nielsm> nice
19:04:26  <TrueBrain> maybe I should just delete a shitton of these nightlies ..
19:04:31  <TrueBrain> a year of nightlies is not that useful
19:05:23  <spnda> So.. I think I got it to load my feature 14 sprites. Though now how do I access them? I can't really find anything for that anywhere
19:08:47  <TrueBrain> we have a total of 100GB of binary archive :D 67GB of that is for nightlies, back to r1 (source-only)
19:09:07  <TrueBrain> over 30GB of releases :D (all binaries of those, dating back to 0.1.1 :D)
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19:22:02  <Wolf01> <nielsm> trf2 on easy, large 2:1 map with low industries and cities count is so stupidly easy <- yeah I played with those settings too, got to have 50 millions on year 1900
19:24:28  <nielsm> I started in 1910 to skip the era of everything-is-slow and playing on 1/4 calendar speed
19:24:48  <Wolf01> I stopped the date :P
19:24:55  <nielsm> it's 1930 now, I have 2.6 billion on account, earnings of 75M
19:25:36  <nielsm> and I'm not delivering any finished goods or moving any passengers
19:26:41  <nielsm> I'll hook up the tier 2 secondaries now, then when all chains to produce all finished goods are ready I'll begin hooking up cities
19:27:26  <nielsm> only thing is, the map is missing a single oil well, one of the oil refineries won't be able to get full production
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20:09:36  <nielsm> another masterful flyover!
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20:30:11  <glx> the back track seems to be really close to the bridge pillar
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20:47:25  <nielsm> the construction UI makes it very difficult to control where you want bridges and tunnels to begin and end, and where bridge pillars get placed
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20:48:52  <nielsm> so often I end up building and demolishing sections several times to get the right grade and height of different parts
20:50:21  <nielsm> like build a half bridge, demolish some sections of it, build off the hanging end at a slightly different angle to end the bridge earlier than the previous build step would have done, demolish the rest of the first built part and rebuild it
20:50:35  <nielsm> and then maybe demolish the middle again and rebuild that too
20:51:00  <nielsm> game really needs some kind of advanced construction mode with multi-part splines or such
20:59:56  <Wolf01> Agreed
21:04:01  <TrueBrain> y <- well, uploading is complete .. now I have to change where new releases are uploaded, and redirect traffic I guess :D
21:04:06  <TrueBrain> well, without the y :P
21:04:38  <TrueBrain> it should be a lot faster and more reliable :)
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21:11:26  <TrueBrain> I really should put an index.html in there ... that would make things a lot easier .. hmm .. something for this weekend I am sure :D
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21:14:57  <DorpsGek_III_> [OpenTTD/OpenTTD] nikolas commented on issue #7893: Dedicated server crash
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