Log for #openttd on 7th August 2020:
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08:06:58  <andythenorth> oof, the red-white livery on this was fake
08:07:08  <andythenorth> but I just found
08:14:31  <dwfreed> andythenorth: i mean, it makes sense from a design standpoint, so i'm not surprised there's a real version of it
08:15:06  <andythenorth> I've found quite a few things IRL that I invented for the game
08:15:11  <andythenorth> copying from me IMHO but eh
08:15:22  <dwfreed> great minds think alike :)
08:16:28  <andythenorth> just found the prototype for this too :P
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12:18:54  <CornsMcGowan[m]> in the source, where's the file for the tram track GUI
12:18:56  <CornsMcGowan[m]> ?
12:19:32  <andythenorth> in openttd src?
12:19:38  <andythenorth> or opengfx?
12:20:14  <CornsMcGowan[m]> in openttd src
12:20:51  <andythenorth> at least some of it is in here I think
12:21:11  <andythenorth> might be some in here also
12:21:34  <CornsMcGowan[m]> oh
12:21:35  <CornsMcGowan[m]> ah*
12:21:38  <CornsMcGowan[m]> sorry my bad I mean the source code HAHA
12:21:42  <CornsMcGowan[m]> not the images
12:22:07  <CornsMcGowan[m]> seems to be lumped together with the road gui at road_gui.cpp
12:22:25  <andythenorth> might be
12:23:44  <CornsMcGowan[m]> yeah thats it
12:23:55  <CornsMcGowan[m]> tram tracks seem to be encoded as just another roadtype
12:35:50  <andythenorth> they are just a roadtype
12:36:01  <andythenorth> there is a different movement model
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13:32:26  <CornsMcGowan[m]> y'all were right, YAPF is indeed template hell
13:34:35  <FLHerne> It's the epitome of template hell
13:34:43  <FLHerne> What are you actually trying to do?
13:37:55  <CornsMcGowan[m]> trying to plan out a template class for the routeplanner patch, looking at YAPF for ideas
13:38:58  <CornsMcGowan[m]> cause the rail/road/ship planner will have some common parts (eg the A* algorithm) with their own unique node structure and path elements, i'm trying to reduce the amt of duplicate/similar code
13:46:40  <CornsMcGowan[m]> i also need to make a new icon for the tool...
13:47:23  <CornsMcGowan[m]> putting a half-size cargoflow icon over the rail sprite won't cut it for trunk, i'm guessing
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13:56:12  <CornsMcGowan[m]> when is OnPlaceObjectAbort() called? i don't understand the comment "The user cancelled a tile highlight mode that has been set."
14:02:47  <nielsm> when the user presses ESC, or something else calls SetObjectToPlace (or what it's called)
14:05:28  <nielsm> or the window that owns the SetObjectToPlace operation is closed
14:09:18  <CornsMcGowan[m]> ah i see, thank you :)
14:09:53  <nielsm> it will actually also be called if you call SetObjectToPlace again yourself, even with the same parameters
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22:52:17  <b_jonas> drat! I knew the signals at this station could cause a deadlock, but I couldn't figure out how to fix that without making it much more complicated. now it did softlock itself, so I have to figure out something.
22:54:41  <b_jonas> but I still don't know a nice general solution for this type of station
22:55:31  <b_jonas> it's a single station that two separate single lines with a single train each visit, merging only very close to the station. is that really impossible to signal correctly?
22:58:20  <b_jonas> anyway, fixed now
23:02:16  <FLHerne> b_jonas: 2-way path signal just before the junction on each branch
23:02:28  <FLHerne> No signals between the junction and station
23:02:51  <FLHerne> (doesn't work if there's more than one train per line)
23:03:30  <FLHerne> [by 2-way I mean the kind that can be passed from behind]
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23:10:14  <b_jonas> FLHerne: that's what I tried, it would have worked if it weren't for one train hiding in a depot so the signals didn't notice it
23:11:02  <b_jonas> I could probably have solved that by placing depots only far from that station
23:11:15  <b_jonas> but instead I solved it properly by building a bit more track
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23:54:36  <b_jonas> my game reached 2051
23:54:43  <b_jonas> (I started in 1950)

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