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#openttd IRC Logs for 2014-05-06

---Logopened Tue May 06 00:00:59 2014
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00:52<supermop>hows it going?
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01:54<kiz>Does anyone know what the conditions are that cause town populations to shrink?
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02:23<dihedral>good morning
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02:30<DJTch7>hi everyone
02:30<DJTch7>question regarding 1.4.0
02:30<__ln___>everyone including yourself or not?
02:31<DJTch7>for some reason, there are no forests on the map. Paper mills, but no forests.
02:31<DJTch7>how do i fix this?
02:31<V453000>have snow liner lower / mapr more hilly
02:32<V453000>forests only grow above snow line in arctic landscape
02:32<DJTch7>ok thanks!
02:32-!-Flygon_ is now known as Flygon
02:33<Flygon>It does annoy me that it Arctic by default works like that...
02:33<Flygon>Makes irl scenarios a pita @_@
02:35<V453000>irl scenarios are also retarded for reasons
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02:50<dihedral><DJTch7> how do i fix this? <- plant seeds
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05:43<peter1139>Except I don't actually know the original theme...
05:47<Eddi|zuHause>you should probably catch up on that :p
05:51<Samu>i like this, for some reason
05:52<peter1139>Yeah, they're good too.
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06:11<Samu>can we discuss about the road/rail crossings again? Why's it such a bad idea to implement?
06:12<Samu>even as an option
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06:14<Samu>sorry, my connection dropped
06:15<Samu>did I miss anything
06:18<peter1139>road/rail crossings what?
06:19<Samu>permission for a road being built on competitor's rail and vice versa as an advanced game settings
06:19<Eddi|zuHause>Samu: why would we discuss something that is already implemented?
06:20<Eddi|zuHause>make a newgrf that disallows crossing, boom!
06:20<Samu>i wanted an option to turn it off
06:20<Samu>yes, but that's the issue with creating newgrfs
06:20<Samu>no one joins
06:21<Samu>there are too many NewGRFs that change minor things, but just the mere presence of newgrf detracts players from even joining a server
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06:22<Samu>a toggle on/off switch was in my opinion a more feasible request
06:22<Eddi|zuHause>then work on more seamless newgrf integration instead
06:23<V453000>you even care about running a no-newGRF server? :D
06:24<Samu>there's one-way roads that can block a rail from crossing, how did that go without requiring a NewGRF
06:24<Eddi|zuHause>read the logs from 5 years ago?
06:25<V453000>why do you even remotely care about the road crossings?
06:25<V453000>towns build over them? retards sabotage each other?
06:25<Samu>because it would help moderate servers
06:25<Samu>not about towns much
06:26<Samu>but more about trolls
06:26<V453000>which is why servers with newGRFs are good
06:26<V453000>90%+ of the retards get filtered out
06:26<Samu>im sorry, I have a different oppinion
06:26<Samu>servers with newGRFs are bad
06:26<V453000>ok :D
06:26<Eddi|zuHause>Samu: so the trolls now build rails around places so people can't connect there anymore with roads?
06:27<V453000>servers with newGRFs are bad because?
06:28<Samu>because no one joins, no one nearly knows what's in it for them
06:28<V453000>idk we have 15 companies every single game with newGRFs
06:28<V453000>and many not-noob people actually do know newGRFs
06:28<V453000>the vanilla game gets boring after a while
06:28<Eddi|zuHause>Samu: maybe noone joins because your server is badly moderated?
06:29<Samu>it's being moderated fine
06:29<Samu>i just sometimes wish i could force the trolls not to kill trucks
06:29<V453000>then you have bad settings/map/server name
06:29<Eddi|zuHause>no amount of technical nuisances will ever replace good moderation
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06:30<Samu>but i can build road bridges
06:30<Samu>it's the rail/road combo segment I am against
06:30<V453000>make a newgrf which disallows it :) if you want other solution, enjoy implementing it
06:31<V453000>but yeah newgrf is horrible
06:31<V453000>how could anyone develop newgrfs
06:31<V453000>such evil
06:32<Samu>for new players or old school like me, the expectation is a TTD-like experience
06:32<Samu>I think you understand what I mean
06:32<Samu>those who are already into modding the game are way ahead
06:32<V453000>well then add newgrfs which do not remove that experience
06:32<Samu>they're experienced players
06:33<V453000>like adding a newgrf which disallows rail crossings doesnt quite change the TTD-like experience
06:33<V453000>well having experienced players on the server is good?
06:35<V453000>experienced players usually dont require you to moderate them and eventually help you with it, or can even become admins
06:37<Samu>with modding I mean, playing newGRFs
06:37<Samu>not moderating
06:48<Samu>it's a combination of accessibility + enjoying experience + expectation Im thriving to get
06:49<Samu>newgrfs impact accessibility / expectations too much in my opinion
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06:55<Samu>not to mention it would greatly ease moderation, pull a few trolls away
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07:33<Samu>"towns are allowed to build level crossings" - is this what I think it is?
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07:34<@planetmaker>hard to tell. But it is what it says it is
07:35<Samu>what's a level crossing?
07:36<@planetmaker>something you should consult a dictionary for
07:36<Samu>why not have that option for companies too
07:37<Samu>it's exactly what I was asking
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07:38<@planetmaker>the next person comes "gee, that's bad! I can have level crossings for rail, but I don#t want them for maglev and monorail"
07:38<@planetmaker>The 3rd comes and goes like "yes, but for my new railtype I want to allow level crossings again!"
07:39<@planetmaker>and now?
07:39<Samu>implement for the 3 rail types
07:39<Samu>or 4
07:39<Taede>why not disable roads in general, i never use them
07:39<@planetmaker>thus we now have the most flexible solution possible: allow that per railtype which can be easily defined by newgrfs. And the NewGRF could even have a parameter which allows you to configure that per railtype
07:40<@planetmaker>Samu, but there are 256^4 different railtypes
07:40<Eddi|zuHause>4 billion
07:40<Eddi|zuHause>or milliards
07:41<Xaroth|Work>@calc 256 ** 4
07:41<@DorpsGek>Xaroth|Work: 4294967296
07:41<Samu>ah, the technical side of things
07:41<Samu>just a do for all, do for none
07:42<Samu>have newgrfs bypass that setting
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07:43<Eddi|zuHause>and then people will say "what? this setting doesn't do anything"
07:44<Samu>i dont know how newgrfs work, but could they adjust for individual types?
07:45<Samu>i believe this would be possible to do, but it would force newgrfs a bit of work
07:45<Samu>those already existant
07:45<@planetmaker>they can give you that setting. So the discussion is settled?
07:46<Samu>no, the setting is only available for newgrfs, a new kind of setting, dunno what to call it, a bypass main setting
07:47<@planetmaker>you don't understand. You can make a newgrf which introduces that setting for the existing railtypes.
07:47<@planetmaker>Problem solved
07:48<Samu>yes, but i was imagining if my suggestion was actually implemented in the advanced game settings
07:48<@planetmaker>If you want to make it easier to use, provide a patch with a setting in the UI or so which could read "allow automatic download of missing newgrfs when loading savegames or when joining multiplayer servers"
07:49<Samu>or maybe a different way to handle it
07:49<Samu>let me think
07:51<Samu>provide that advanced setting in the advanced settings, then the choices would be yes, no (except newgrfs) and a second no
07:51<Samu>the 2nd no would affect newgrfs
07:53<peter1139>I stubbed my toe... on the wheelie bin.
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08:03<V453000>!dl win64
08:04<V453000>also, the time when many faggots keep using "stable" and not "testing stable" is here again :D
08:08<@planetmaker>you should call it only "testing"
08:08<@planetmaker>as that's the download link, too :)
08:09<V453000>it should be called stable :D
08:10<@planetmaker>only those without -beta or -RC
08:10<peter1139>"many faggots" what?
08:10<@planetmaker>it's the purpose of the testing builds to test whether they're stable. But they might not
08:11<V453000>sure but many people boycott that purpose :D
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08:14<@planetmaker>hehe, yeah
08:21<peter1139>Well, the good news is I had bacon sandwiches.
08:21<peter1139>The bad news is, I'm out of bacon :(
08:22<V453000>that changes everything
08:22<Eddi|zuHause>good thing bacon grows in supermarkets
08:24<V453000>: D
08:25<V453000>that is about as logical as giant rocks falling from the sky to stone mines
08:26<@planetmaker>power comes out of the wall plug
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08:29<V453000>wall slug
08:31<Samu>how do newgrfs handle the 4 existant rail types?
08:31<Samu>ignores them? accepts them? is based on them?
08:31<Eddi|zuHause>they can replace/change them but not remove them
08:33<Samu>i see where the "too many settings" is coming from now
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08:38<Samu>towns don't build roads on monorails?
08:38<Samu>i still think the best approach would be much like how towns do it
08:39<Samu>if it were to be implemented, of course
08:39<Samu>the 50 yearly game years would have road crossings, the later 50 years would haven't
08:41<Samu>then i could start up a game in 2000 or so
08:41<Samu>but i dont know exactly how towns do it for monoral/maglev
08:43<Samu>brb gonna check
08:43<V453000>same way as for rail
08:44<V453000>towns build roads on any rail if the setting is on, or on no rail if the setting is off
08:44<V453000>you see, modification of specific railtypes is done by newgrfs
08:44<V453000>but you hate all newgrfs, too bad
08:45<Eddi|zuHause>yeah, it's like hating all realism :p
08:45<V453000>not really
08:45<V453000>newgrfs are functional, realism isnt
08:45<Samu>realism, who would want to die in a level crossing :(
08:45<Taede>plenty ppl, if you look at youtube
08:46<V453000>point proven
08:46<V453000>thanks Taede
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08:47<Samu>ah it's all or none for towns, thx
08:47<Samu>even better
08:49<Samu>the too many settings approach would be something like: give the same crossing rules to companies and towns, then each of the 4 rail types could be customizable to allow/disallow
08:49<Samu>but i know there's more than 4
08:49<Samu>the others would be set up by newgrfs
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08:50<@planetmaker>sure. Thus adding two places where you change that particular setting. Sounds useful, Samu
08:50<@planetmaker>but each place only allows to change the setting for half of your railtypes. Great. Really.
08:51<Samu>you mean, how to present the setting in the advanced menu?
08:51<Samu>i dont understand what you mean now
08:51<Taede>wouldn't creating a rules webpage and referring to that using an ingame sign be easier?
08:52<Taede>"Thou shalt not build level crossings over other ppl's infra"
08:54<Samu>yes I can, it's more like a bait to trolling but... i can try that
08:55<V453000>no Taede that is not an option because he want server without newGRFs, hence Players and similar people who in many cases cant even read
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08:57<Samu>has it been tried?
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08:58<Samu>or is there a newgrf that do this? i could try, but I place my bets no one will join
08:58<V453000>yes some newgrfs do that for high speed tracks
08:59<Samu>i mean, for the original openttd
08:59<Samu>the base set
08:59<V453000>if nobody joins your server just because you have newgrfs there, then you either 1. have them from elsewhere than download content, or 2. your server is shit (settings/something)
08:59<V453000>original openttd with newgrfs isnt original openttd anymore?
09:00<Samu>it certainly does not help it
09:00<Samu>but i want to try
09:03<Samu>why do you think newgrfs are good? you keep defending them like they're the best thing ever. They are from a technical perspective, yes I agree
09:03<V453000>did you just counteranswer yourself or
09:03<Samu>but it sure complicates even searching for a game
09:03<Samu>with a specific newgrf
09:03<V453000>how does it complicate searching for a game?
09:04<V453000>well, a bit
09:04<@planetmaker>what's complicated there? "Get needed newgrfs". "join"
09:04<@planetmaker>and each is one button click. That's it
09:04<Samu>not that, but picking from a big list a game with a determined newgrf
09:04<Samu>mixed up with all others
09:04<@planetmaker>unless you use newgrfs from murky sources
09:04<V453000>many servers often use the same newgrfs all over again so it isnt that terrible
09:04<Samu>it's the whole mix that confuses me
09:05<Samu>i can install different newgrfs, but only wish to play in one
09:06<Samu>there's not an easy way to differentiate them
09:06<Samu>when they're being listed
09:06<V453000>just wtf.
09:07<Samu>omg what's so hard to understand? put yourself in place of a beginner
09:07<V453000>beginner has hard time pressing download content button?
09:07<Samu>clearly you don't get it
09:07<V453000>beginners on our server clearly dont have such problems
09:07<V453000>and those are often people who play the game for 1st time
09:08<Samu>if I have different newgrfs installed, i dont need to re-download them
09:09<V453000>so which problem remains?
09:09<Taede>filter server list based on wether is uses certain newgrfs?
09:09<Samu>when i want to join a server, when i already have several newgrfs installed, i need to click on each server to get to know which newgrfs they're using
09:09<Taede>eg only play on servers which use first or nuts
09:10<Samu>that is the mixed up part that makes newgrfs complicated for me
09:11<V453000>I think your brain is complicating a lot of things for you
09:11<Samu>i think you're too bias
09:17<V453000>no I just think people who have no idea about playing the game are not very suitable for running servers
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09:19<Samu>that's bias
09:20<V453000>it proves true every single time
09:22<@planetmaker>Samu, if you don't know the game, you don't care which settings or newgrfs a server has - you can't judge it anyway
09:22<@planetmaker>so for a beginner the different settings don't matter
09:22<@planetmaker>he picks randomly any
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09:22<@planetmaker>and he won't despair by the need to click once additionally 'download newgrfs'
09:23<Samu>when i was a beginner, i was coming from TTD
09:23<@planetmaker>as *player* on MP servers I never have to care about NewGRF config anyway. Unless I really have some NewGRFs which are in your personal must-have or cannot-play-with category
09:23<Samu>that's my point of view, maybe my bias is that
09:24<Eddi|zuHause>did i not say "help make newgrf usage more seamless" already?
09:24<@planetmaker>you did. And I did, too, pointing out what can be done
09:24<@planetmaker>but no... that doesn't matter
09:25<@planetmaker>the real problem seems to be "I don't want the need to configure newgrfs when I want to start a server"
09:25<Eddi|zuHause>i think Samu has a hard time recognizing when a discussion is over.
09:25<@planetmaker>"while I also want features X, Y and Z which are implemented via NewGRFs"
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09:27<Samu>which newgrf have that setting? there's 300+ newgrfs to pick from :(
09:27<Eddi|zuHause>the one you write
09:28<Eddi|zuHause>call it "disable level crossings" and everybody knows what it does
09:28<Samu>ok, ok
09:28<@planetmaker>swedishrails has it for rail and erail
09:30<Samu>any server running that?
09:30<@planetmaker>metrotracks has that setting, too
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09:32<Samu>just had an idea, when searching for a server, the string could also search from the list of newgrfs a server is using
09:32<Eddi|zuHause>great idea. now implement that
09:34<@planetmaker>transrapid tracks, too
09:34<@planetmaker>smts seems to lack the parameter
09:35<V453000>PURR dares to lack that parameter too.
09:36<Flygon>I need to stop reading smts as smuts
09:38<@planetmaker>I always wanted to make ce-tracks...
09:38<V453000>watiz ce-tracks :D
09:39<Eddi|zuHause>curvy rails
09:39<V453000>dont want to know how would that look :)
09:40<Eddi|zuHause>somewhat like gold rush rails
09:40<Eddi|zuHause>just less elaborate
09:40<V453000>havent seen those, is it on bananas?
09:40<Eddi|zuHause>but there are concept screen shots on the forum somewhere
09:41<V453000>I know dont worry, 150 years old and without release
09:41<V453000>hopeless :)
09:42<V453000>still, that concept isnt really doable, is it?
09:42<Eddi|zuHause>it'd be a simple railtype property
09:42<Eddi|zuHause>or rather variable
09:42<@planetmaker>yeah... ce-tracks as yet-another-trackset won't happen. Needs to support at least 4x. And maybe something fancy as curvy tracks :D
09:42<@planetmaker>like dike map for canals?
09:43<Eddi|zuHause>e.g. a varaction2-variable that gives you the trackbits of the 4 adjacent tiles
09:43<Eddi|zuHause>and there was talk about some flag of returning the full tile graphics instead of individual trackbits
09:44<@planetmaker>was that discussion summarized somewhere?
09:44<Eddi|zuHause>there was a forum topic
09:45<Eddi|zuHause># sometimes i get to launch timmy. (what?)
09:45<Eddi|zuHause># for tim's perspective just press 'C'
09:46<Samu>transrapid looks good
09:46<Samu>for my purposes
09:47<Samu>oops, im still allowed to build road on rail with transrapid
09:48<peter1139>HI WHAT
09:49<Samu>nevermind, only for maglev and monorail :(
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09:57<Samu>metro tracks doesn't work like i want
09:58<Samu>screw this... I give up
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11:02*V453000 has the first of my more-complicated animations done =D
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11:47<andythenorth>Eddi|zuHause: I think he’s probably drunk
11:47<andythenorth>that’s my assumption anyway
11:50<andythenorth>I once proposed a rule that offensive whining causes a feature to be delted
11:50<andythenorth>deleted *
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11:58<@Alberth>that's a standard entry in my collection of bookmarks :)
11:59<Eddi|zuHause>i always type that from memory
12:01<@planetmaker>actually... it's in my bookmarks, too. As it seems
12:02<@planetmaker> <-- any thought on this. Sounds like a go to me. With a clearer wording of the actual warning message
12:10<@Alberth>a bit of shuffle of the simpler conditions to the front may be useful, as a ( ... & ... ) != 0 test
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12:16<@Alberth>hai too
12:16<@planetmaker>Alberth, well, yes, maybe. It somewhat defines the importance of the warnings
12:17<@planetmaker>the current one can be argued for as optimal - though there's a lot of personal preference in it
12:17<@planetmaker>quark :)
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12:39<@planetmaker>the commuter airport is also a small one with short runway, yes? And Darwn 600 or airtaxi -1000 should be large planes...
12:39<@planetmaker>ah... there it comes, the message
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12:56<@planetmaker>hm, we have a commted-out debug message in orders_cmd.cpp
12:56<@planetmaker> //DEBUG(misc, 3, "Triggered News Item for vehicle %d", v->index);
13:01<frosch123>delete it?
13:02<Xaroth|Work>maybe peter1139 has a patch for it to fix it?
13:02<frosch123>i remember tb removing a single empty line in one commit :)
13:04<@planetmaker>yeah... delete or re-instate it. That's the question
13:04<frosch123>delete, noone missed it
13:04<@planetmaker>yeah... hg rev 5380. That's ages ago
13:05<@planetmaker>public [5380:8ea58542b6e0 default] 2006-12-26 17:36 +0000 Darkvater
13:05<@planetmaker> (svn r7565) -Codechange: Rework DEBUG functionality. Look for appropiate debugging levels to
13:05<@planetmaker> use in debug.h. grfmsg() is now used as a specific debug-function for grf.
13:05<Xaroth|Work>now that's a name I haven't seen in a while
13:06<frosch123>it's some alpha release of rb or something
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13:06<frosch123>but we got the real release
13:07<@planetmaker>I want to rework CheckOrders so that it uses the stringIDs directly. There's no point in counting problem numbers and adding to the first problem string
13:08<frosch123>is the index used somewhere else?
13:08<frosch123>for priority or setting or surpression?
13:08<@planetmaker>and it's not even incremented anywhere or so
13:08<frosch123>ok :p
13:09<@planetmaker>there's DeleteOrderWarnings - but that handles each explicitly
13:09<@planetmaker>without any index
13:10<@planetmaker>ok, I'll tidy this up. But first some sports
13:10<@planetmaker>see you later
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13:12<Eddi|zuHause>there was something about order checking that i wanted, but i forgot
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13:34<Wolf01>hi hi
13:35<Wolf01> warning: wonderful art
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13:45<@DorpsGek>Commit by translators :: r26565 /trunk/src/lang (4 files) (2014-05-06 17:45:27 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>simplified_chinese - 4 changes by xiangyigao
13:45<@DorpsGek>english_AU - 56 changes by mrtux
13:45<@DorpsGek>korean - 12 changes by telk5093
13:45<@DorpsGek>lithuanian - 57 changes by Stabilitronas
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13:48<Wolf01>hi andy
13:49<andythenorth>fonsinchen: so how does cdist work out routes when the routes are based on conditional orders? :P
13:49*andythenorth has seen an odd-looking patch
13:50<andythenorth>‘where are you going’
13:50<andythenorth>‘wherever the cargo you load wants to go'
13:50<andythenorth>‘what cargo will you load?’
13:50<andythenorth>‘the cargo that goes where your’re going'
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13:58<@Alberth>cdist does heuristic gambling on what conditional orders mean, afaik
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13:59<@Alberth>Wolf01: nice art indeed
13:59<tommylommykins>ooh, does time spent loading cargo count as time for the purposes of calculating cargo income?
14:02<@Alberth>iirc it does, but I never studied the GameMechanics page closely
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14:22<andythenorth>heuristic gambling is basically a dice roll?
14:28<Eddi|zuHause>heuristic is "this is probably a good idea but i'm not sure", gambling is "i have no idea, let's try"
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14:29<Eddi|zuHause>they are two entirely different things
14:31<frosch123>so a heuristic involves loaded dice?
14:32<Eddi|zuHause>although, most applicable heuristics i know are actually deterministic
14:37<@Alberth>afaik cdist tries to understand what you mean, which of course fails at some point
14:39<Eddi|zuHause>but i wonder now, why would cargodist care? it's a graph, so it may as well just add edges for both branches of conditional orders
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14:45<@Alberth>you'd get loads of bug reports :)
14:46<@Alberth>I have seen people complain that an order "stop at depot" means that you don't get any cargo load at the station before :p
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15:03<andythenorth>struck me as it might produce very odd results with waybill, where capacity is measured
15:03<andythenorth>maybe not
15:04<andythenorth>positive feedback loop
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15:10<Eddi|zuHause>it totally screams of feedback loops
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15:10<andythenorth>it also seems to slightly miss the point
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15:11<andythenorth>the premise (AIUI) of cdist is that it routes where the player provides transport
15:11<andythenorth>even more so in the waybill mode
15:11<andythenorth>delegating the vehicle routing conditionally back to the cargo when the cargo is trying to follow the vehicle seems…at least not optimum
15:12<andythenorth>but anyway, andythenorth is just thinking aloud
15:12<andythenorth>ignore andythenorth
15:12<peter1139>i do
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15:27*andythenorth feels ignored :(
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15:30<@DorpsGek>andythenorth: i notice everything!
15:30<@DorpsGek>andythenorth: if you feel like it, we can talk via pm
15:32<andythenorth>DorpsGek: thanks, let’s do that
15:32<andythenorth>how do I pm?
15:33<@Alberth> /mesg DorpsGek ?
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16:05<andythenorth>so is Squirrel an appropriate level of dififculty for me?
16:05<andythenorth>bearing in mind I can’t program
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16:06*andythenorth is bored of waiting for new GS
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16:06<Rubidium>it's a fairly simple scripting language with some OO-ish structs
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16:10<andythenorth>can I do more damage with it than I do with python?
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16:12<Rubidium>you can OOM OpenTTD
16:12<Rubidium>you can't open/remove files with it, open network sockets
16:13<+glx>you can't access anything outside stuff allowed in API
16:14<frosch123>maybe you can code a admin port <-> lego bridge
16:14<frosch123>and then control lego vehicles
16:14<+glx>IIRC you can't freeze openttd (even with an infinite loop)
16:14<Taede>well, is there something that connects lego <-> irc?
16:14<+glx>probably Taede
16:15<frosch123>glx: oh, it has been possible multiple times
16:15<+glx>still possible frosch123 ?
16:15<frosch123>not known :)
16:16<frosch123>but stuff like built-in sort methods looping when the script provided comparator did <= instead of <
16:16<frosch123>and such
16:16<frosch123>ottd only suspends the scripts, not the interpreter :)
16:17<+glx>yeah built-in is ugly ;)
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16:19<andythenorth>the GS I have looked at look like real programming :o
16:19<andythenorth>is that just style, or is that the only way?
16:19<frosch123>you just take zuu's minimal script, and keep on adding stuff
16:20<andythenorth>seems like there are proper loops and data structures and stuff
16:20<andythenorth>syntax looks easy
16:21<andythenorth>we didn’t consider doing this in bytecode? o_O
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16:23<frosch123>nah, the printable chars are only comments
16:23<frosch123>the actual code is in the whitespace
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16:36<@planetmaker>re hi :)
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16:51<@DorpsGek>Commit by planetmaker :: r26566 /trunk/src (lang/english.txt order_cmd.cpp) (2014-05-06 20:50:58 UTC)
16:51<@DorpsGek>-Add [FS#6009]: Give a warning when a plane's orders tell it to use a runway which is too short for it (3298)
16:53<@DorpsGek>Commit by planetmaker :: r26567 /trunk/src (lang/english.txt order_cmd.cpp) (2014-05-06 20:53:08 UTC)
16:53<@DorpsGek>-Cleanup: Remove unused StringID offset in orders check
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17:01<fonsinchen>andythenorth: Cargodist simulates all possible branches of the conditional orders and acts like the vehicle will go everywhere at once.
17:02<@DorpsGek>Commit by planetmaker :: r26568 trunk/src/lang/english.txt (2014-05-06 21:01:55 UTC)
17:02<@DorpsGek>-Change (r26566): Better wording of the new warning (Supercheese)
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17:02<fonsinchen>The problem with autorefit to waiting cargo is more that cargodist does not know which cargoes can possibly use a certain link
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17:03<fonsinchen>Thus it always sticks with the (then) current cargo when encountering such a link during simulation.
17:03<andythenorth>fonsinchen: you saw the request for conditional orders based on current cargo destination?
17:03<andythenorth>not from me I add :P
17:04<frosch123>does already loaded cargo even have a destination?
17:05<fonsinchen>No. Also, waiting cargo doesn't have a destination either, only a next hop
17:05<fonsinchen>But what request are you talking about?
17:06<frosch123>when andy is in good mood he goes to the suggestion forum
17:06<frosch123>maybe he does not stand having a good mood
17:06<andythenorth>what is ‘good mood’ ?
17:07<andythenorth>I think I remember a good mood last year sometime
17:07<fonsinchen>That already works
17:07<andythenorth>there was probably a new feature in newgrf spec or something
17:07<fonsinchen>The documentation in the wiki was wrong until a few days ago
17:08<fonsinchen>Ah, no, only the "if empty return" thing works
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17:30<@planetmaker>german translators are also slackers
17:31<@planetmaker>Terkhen, glx: new strings ;)
17:32<+glx>wow 28 untranslated and 42 needing validation
17:33<@planetmaker>I also just needed to translate half a dozen. I expected one :P
17:35<+glx>and I need to check the source for some of them (to see the usage)
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17:36<@planetmaker>ah, if you know the timetable window. It now gives estimates, even when not time tabled - based on info gathered anyway for cargodist
17:37<+glx>well for this one it's a duration I guess, but I think I had the "travlel for" one wrong ;)
17:37<@planetmaker>so the same usage as the actually fixed scheduled
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17:51<Eddi|zuHause>anybody have a problem with firefox not properly exiting?
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18:40<+glx>pff done
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