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#openttd IRC Logs for 2016-12-12

---Logopened Mon Dec 12 00:00:14 2016
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00:50<Rui>greetings
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03:06<__ln__>https://www.thelayoff.com/t/KBEVoB1
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04:52<Wolf01>o/
04:52<crem>\o
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06:33<MonkeyDrone>morning ladies
06:33<MonkeyDrone>hope you all are doing well
06:34<V453000>YO
06:35<V453000>haven't seen you in a while :) back from TheShit?
06:37<MonkeyDrone>YES, didn't work out. Meh, didn't make the cut.
06:37<MonkeyDrone>I can see your baby project has been stalled for the past few months :P
06:37<MonkeyDrone>how's the little one doing?
06:40<V453000>baby project is in progress, trains are fuckload of work, also busy as fuck with factorio
06:40<V453000>little one is great
06:41<MonkeyDrone>that's great news man, I read up on Factorio, they are really ramping things up for the final release stuff.
06:42<MonkeyDrone>how's work going to be looking for you once they are past the final release of 2.0 or whatever that is
06:42<MonkeyDrone>I assume they have other projects in the pipeline and keep you busy
06:45<V453000>well, 2 points
06:45<V453000>1. nobody Really knows when factorio 1.0 happens
06:45<MonkeyDrone>hah
06:45<V453000>2. after that happens, nobody Really knows what will happen after :D
06:45<MonkeyDrone>2nd, cross the bridge when you get to it
06:46<V453000>possibly part will be patching 1.0 and part might work on expansion or 2.0
06:46<V453000>well it's good to think about bridges ahead, but in factorio we try to make things the fucking best to our knowledge
06:46<V453000>which tends to make things take time
06:46<MonkeyDrone>ah well, i guess the world will have to wait a lot lot longer for your baby project :P
06:47<V453000>xd
06:47<V453000>we'll see
06:48<V453000>factorio and openttd aren't mutually exclusive
06:48<V453000>though lately not much openttd as I have also been playing factorio in my free time
06:48<V453000>building big base
06:48<V453000>testing graphics etc
06:49<MonkeyDrone>nice, factorio is definitely a huge time sink
06:49<V453000>it is
06:49<V453000>I have 100 hrs on my save since we started working on 0.15
06:49<MonkeyDrone>i await the nuclear plant and science research upgrades to go at it again
06:49<MonkeyDrone>damn
06:50<MonkeyDrone>that is insane amount of time
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08:01<V453000>MonkeyDrone: and I'm just about to start launching rockets :D expecting 20 more hours before I launch the first, then they should come quite regularly
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09:17<supermop>yo
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09:26<Alkel_U3>hello
09:28<Alkel_U3>guess who got his bike repaired only to have the tyre acquire excesive ventilation of the tube a week later
09:28<Alkel_U3>I really had more faith in schwalbe's balloon tyres
09:31<supermop>i always seems t blow out tubes right after i replace them
09:31<crem>Are there bikes in openttd?
09:31<Wolf01>bikeroadtype
09:31<supermop>ill have one tube last for like 30 months, and then end up burning through 4 in 2 months
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09:37<Alkel_U3>Tubes are hell. I wonder how long till I rather put up with inefficiencies of tubeless tyres
09:37<supermop>solid rubber?
09:37<supermop>steel train wheels on your bike?
09:38<Alkel_U3>I don't know about solid rubber - I saw what blocking your wheel can do to it two weeks ago :-)
09:38<Alkel_U3>(it got ground flat)
09:39<Alkel_U3>steel sounds great, although the handling in curves might be a tiny bit worse
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09:41<Alkel_U3>maybe after some time there wold be rails created by my riding often in places
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10:02<V453000>omfg it's that time of the year for tt-forum background
10:06<RedirectLeft>Painful, I know.
10:07<RedirectLeft>You can change it in User Control Panel -> Board Preferences
10:07<RedirectLeft>back to temperate
10:10<V453000>I would have one less thing to complain about then
10:10<RedirectLeft>I personally keep it locked to temperate and have a greasemonkey script rewrite the silly christmas smilie back to normal
10:10<RedirectLeft>Bah humbug :p
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10:13<@Alberth>moin
10:18<Wolf01>o/
10:19<RedirectLeft>\o
10:30<Wolf01>I must say that the daylength in transport fever works really well
10:31<Wolf01>And I'm playing with 4x slow factor which is the limit
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11:40<Eddi|zuHause>i'd like to think that the push for a "permanent temperate" option was one of my greatest achievements :p
11:41<Eddi|zuHause>i don't mind the smilies, but the colour scheme of bright background and red text was too much of a strain to the eyes
11:41<Redirect_Left>for me just the bright blue was the strain :p
11:42<Redirect_Left>That, and I don't celebrate christmas, so that added to the annoyance :p
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12:57<supermop>i can 3d print a tiny cooling tower but it wont get here in time
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13:02<@Alberth>o/
13:02<Wolf01>Quak
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13:05<supermop>i can instead 3d print plastic formwork to pour a tiny cooling tower out of concrete, but that costs more
13:06<frosch123>hoi
13:07<Wolf01>frosch123, I tried to play a game with nrt this night, found some bugs, fixed the worst one
13:09<Wolf01>I also have 2 local branches for flags (one for each flag I'm working on), the "forbid houses along roadtype" one looks really promising and "fixes" the bad habit of cities to build houses along tram lines, I think it should be enabled by default for tram
13:09<frosch123>don't OR the bits between road and tram then :p
13:10<Wolf01>?
13:11<frosch123>if you have road and tram on the tile, and tram says "no houses", there should still be houses because of the road
13:11<Wolf01>Yes, that works
13:11<frosch123>so, houses are only disallowed, if both road and tram disallow them
13:12<Wolf01>It checks for any roadtype in the nearest tiles, if it finds at least one without the flag then it's allowed to build a house
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13:14<Wolf01>That's because you can have road+tram -> | H <-house, but also road -> | H | <- tram
13:15<Wolf01>In the second case, it builds houses only on both sides of the road, but not on the right side of tram
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13:18<Wolf01>How do I get a patch from a committed local branch without merging it into the source?
13:19<frosch123>rebase?
13:19<frosch123>after rebasing the merge is a fast-forward
13:19<frosch123>but likely there is also a shortcut to do the same in one command
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13:22<Wolf01>It does nothing
13:22<Wolf01>Also the merge does nothing
13:26<Wolf01>Ok, a reset did the trick
13:28<Wolf01>https://gist.github.com/Wolfolo/e32645b91f41878a77c96628c8032313
13:32<frosch123>the ROTFB misses the 1 <<
13:32<Wolf01>Oh, yeah
13:33<Wolf01>TBH, I don't like the flag name
13:34<Wolf01>Just ROTFB_FORBID_HOUSES?
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13:45<@DorpsGek>Commit by translators :: r27693 /trunk/src/lang (3 files) (2016-12-12 19:45:37 +0100 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>korean: 2 changes by telk5093
13:45<@DorpsGek>spanish: 21 changes by SilverSurferZzZ
13:45<@DorpsGek>russian: 14 changes by Lone_Wolf
13:51<frosch123>ROTFB_NO_HOUSES
13:51<frosch123>ROTFB_NO_TOWN
13:51<frosch123>ROTFB_DISALLOW_TOWN
13:52<Wolf01>I like the NO_HOUSES
13:54<frosch123>i always try to read something into ROTFB :)
13:54<frosch123>rolling-on-the-floor-barking or something
13:54<Wolf01>Ahahah :D
13:55<Wolf01>BTW, disallow/forbid seem too radical, "not house friendly" is better IMHO
13:56<Wolf01>As with the former you can expect that no house is allowed ever
13:56<Wolf01>Instead if there's another roadtype near, then the house can be built without problems
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14:20<andythenorth>o/
14:23<Wolf01>o/
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14:33<andythenorth>frosch123 quak
14:33<frosch123>hoi
14:34<andythenorth>NRT stuff? o_O
14:34<frosch123>i am trying to make rv drive on stuff
14:34<frosch123>not sure whether i am breaking or fixing things
14:34<andythenorth>:)
14:34<Wolf01>I'm breaking things for sure
14:35<Wolf01>Balls usually
14:35<andythenorth>I have a FIRS thing, where I started out changing Arctic Basic economy, and now half of FIRS is being redesigned :P
14:35<andythenorth>old lady swallowed a spider
14:35<frosch123>change is life, stagnation is death or something
14:41<andythenorth>for pure eye candy, NRT is ‘done’?
14:41*andythenorth wonders when to expose it to the wonderful world of forum players
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14:44<frosch123>convert-road is missing, and some things here and there
14:44<frosch123>but yeah, mostly it is done
14:45<andythenorth>$someone should make a viable grf
14:45<andythenorth>I am not massively inclined to be that $someone
14:45<andythenorth>I could maybe find people
14:45<andythenorth>any way to get NRT building on a compile farm? o-O
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14:48<frosch123>eddi-nml is broken for years, so no idea
14:49<Wolf01>andy, I seem to have fixed this https://bugs.openttd.org/task/6517 :P
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14:52<andythenorth>TrueBr*in did suggest that CF might build branches or forks I think
14:52<supermop>what does the grf need, new sprites?
14:52<andythenorth>or find existing GPL sprites
14:53<andythenorth>NA Roads would be the obvious
14:53<supermop>american road sets are pretting nice, think they are gpl
14:53<frosch123>andythenorth: oh, you meant ottd
14:53<Wolf01>frosch123, do you think that flag could be pushed to nrt?
14:53<frosch123>i thought you meant nml and grf farm
14:53<andythenorth>frosch123: yes
14:53<supermop>the andrew350 ones
14:53<andythenorth>supermop: yes, he resurrected it
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14:53<frosch123>Wolf01: it no_town flag sounds fine
14:53<supermop>what does nrt need thats not in there?
14:53<supermop>something kitbashed?
14:53<frosch123>the no_junction flag may turn very weird
14:54<Wolf01>I think that too
14:54<frosch123>however, i think the first flag should be no level crossing
14:55<Wolf01>But the no_junction fixes the problem with highways
14:55<frosch123>just so that the first two flags are the same for rail and road
14:55<Wolf01>Yes, I agree
14:55<frosch123>Wolf01: does it really improve highways?
14:56<Wolf01>Did you ever try to make a highway throught a town?
14:56<frosch123>i think it only obstructs the player; while the level-crossing flag was meant to obstruct towns
14:56<Wolf01>You'll get a grid instead of 2 roads
14:56<frosch123>huh?
14:56<andythenorth>supermop: it just needs someone to put a grf together
14:57<andythenorth>and potentially fix it in response to spec changes or bug fixes
14:57<frosch123>problem with the no-junction flag is that you can only do point-to-point connections
14:57<frosch123>which is somehow not ottd-ish at all
14:57<Wolf01>Yes, like one-way roads
14:57<frosch123>yeah, but where does it start?
14:57<Wolf01>Also one way roads don't even allow curves
14:57<supermop>arrs or whatever its called has currently asphalt, cobble, and dirt sprites - i guess you just need a way to make some kind of limited access road visually distinct
14:57<frosch123>nothing can enter or leave it
14:58<andythenorth>Wolf01: could do that flag as a separate patch? o_O
14:58<frosch123>one-way was never meant to put on every tile :p
14:58<andythenorth>then it could be tested separately for gameplay
14:58<Wolf01>It's already a separate patch
14:59<supermop>frosch123: one way on every tile would be interesting with the right sprites
15:00<frosch123>repetitive stuff is always bad
15:03<Wolf01>http://imgur.com/a/0Z7qw <- frosch123, with no_junction you won't have the crossing bits on the elevated highway, the crossing with normal road will stay the same
15:04<frosch123>that rather looks like you want a "not build by towns" flags
15:05<Wolf01>Could be, but you could also want to avoid other players to build a junction
15:05<frosch123>still, what if you want a junction?
15:05<Wolf01>You make it with normal road
15:05<frosch123>but that won't look the same
15:08<supermop>frosch123: i mean something more subtle than arrows on every tile .. here in the US we use a yellow center line, and white lines beween lanes of the same direction, so some one-way roadways will then paint the left edge stripe yellow, and any center line will be while as it doesn't divide direction of traffic
15:08<supermop>so you could denote 'direction' of a one way road without arrows
15:08<Wolf01>No, you still have to mark it one-way
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15:11<frosch123>https://www.tt-forums.net/download/file.php?id=71299 <- anyway, i would expect all the SW-NE track to be highway, including the junction pieces
15:12<frosch123>supermop: we did not yet add roadtype-specific one-way sprites
15:12<andythenorth>highways are just eye candy?
15:13<frosch123>i think so
15:13*andythenorth is on the fence about highways, it’s not something that happens in my games
15:13<andythenorth>sometimes I build dual-tile roads, but mostly for capacity
15:13<frosch123>yeah, i am also more a off-road fanboy
15:13<andythenorth>and each tile is bidirectional, and I do it rarely
15:13<frosch123>new heqs :)
15:14<andythenorth>big hog
15:14<Wolf01>Eye candy and with >120km/h speed limit, other roads should be limited to 90km/h :>
15:14<frosch123>most heqs don't drive that fast anyway
15:15<Wolf01>I don't even use heqs :P
15:15<andythenorth>me neither :)
15:15<andythenorth>it’s extremely odd, HEQS
15:15<Wolf01>BUT! With dirt roads I may consider to use it again
15:16<frosch123>https://www.tt-forums.net/download/file.php?id=72024 <- look, that wolf01 guy used a similar construction
15:16<frosch123>that would also look weird if the junctions were a different roadttype
15:17<andythenorth>is there a subtly different flag, only owner can build junctions?
15:17<Wolf01>So, I will have to do some magic with road movement and graphics and introduce road stuff in future
15:17<andythenorth>private roads, basically
15:17<Wolf01>andythenorth, don't give me bad ideas :P
15:17<andythenorth>I am not sure it’s BAD yet
15:17<andythenorth>the goal is control, eh?
15:18<Wolf01>Yup
15:18<frosch123>so, a EXCLUSIVE ownership flag
15:18<frosch123>disallow roadbits and trambits from other companies
15:18<frosch123>includeing town-owned
15:20<__ln__>*an
15:21<andythenorth>that would include constructing junction roadbits on neighbouring tiles?
15:21<andythenorth>it could be done on the vehicle routing level, but that seems....odd
15:22<frosch123>not exclusive for vehicles, just exclusive for adding bits :)
15:22<frosch123>i.e. a premium trap for competitor vehicles
15:22<frosch123>but well, that has always been the case for trams
15:24<Wolf01>You can build a bridge eh
15:25<Wolf01>Mmmh, need to duplicate STR_ERROR_CROSSING_DISALLOWED, or fix the information it provides
15:25<Wolf01>Level crossings not allowed for this rail type -> Level crossings not allowed (but why?)
15:26<Wolf01>(BTW, this flag is a 2 lines change)
15:26<Wolf01>Too easy :P
15:26<frosch123>:)
15:27<frosch123>night
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15:29<Wolf01>Level crossings not allowed for this road/rail type <- so, what could I break by changing an existing translation?
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15:41<andythenorth>you could break the internet…
15:41<andythenorth>but is it TrueBrain?
15:42<Wolf01>I'll make new translations, and we'll remove the old one, how do I sign the old one as deprecated?
15:42<Wolf01>Let's ask google
15:43<TrueBrain>why the highlight :(
15:43<Wolf01>For the glory of satan, of course :D
15:43<TrueBrain>owh, he wanted me to kick him? Well, that can be arranged
15:43<andythenorth>TrueBrain: could CF build this? o_O https://github.com/andythenorth/NotRoadTypes/tree/road-and-tram-types
15:43<TrueBrain>but he should just ask!
15:44<TrueBrain>the last 5 "forks" I added to the CF build, only ran once
15:44<TrueBrain>never to be seen again
15:44<TrueBrain>a lot of trouble :P
15:45<andythenorth>it’s a lot of configuration?
15:45<TrueBrain>cant really remember ... has been months since anyone asked me that
15:45<TrueBrain>I believe the trickiest part is to find a place to publish the binaries
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15:46<andythenorth>eh it’s not essential, wondered if it was an interesting project
15:47<TrueBrain>I can set it up this weekend, that really isnt an issue :)
15:47<TrueBrain>just as long as it is something that lives longer than 1 week
15:47<TrueBrain>that would be greatly valued
15:47<andythenorth>well it’s hopefully on a track to trunk
15:47<andythenorth>so maybe it lives until near April
15:47<andythenorth>unless it’s harder than we thought :P
15:48<TrueBrain>as long as someone maintains it :)
15:48<andythenorth>fair chance, if you look at the recent commits https://github.com/andythenorth/NotRoadTypes/commits/road-and-tram-types
15:48<peter1139>HE'S GOT A PATCH FOR THAT
15:49<andythenorth>peter1139: do you want commit rights? :D
15:49<peter1139>gosh no
15:49<peter1139>i'm probably revoked on the main one by now
15:49<andythenorth>well dodged
15:50<TrueBrain>I guess as frosch commits to it, I just promote it to a dev-branch on his name :D
15:50<peter1139>then we can just blame frosch later
15:51<TrueBrain>exactly
15:51<andythenorth>blame…the true destiny of anyone offering to help
15:51<peter1139>:)
15:52<TrueBrain>so I will nickname this RATT :D
15:54<TrueBrain>no clue what is going to happen, but I pressed a button or something ...
15:57<TrueBrain>it doesnt want to accept the repos :(
15:57<andythenorth>:P
15:58<Wolf01>TB, as you are here, I need to remove ScriptError::RegisterErrorMap(STR_ERROR_CROSSING_DISALLOWED, ScriptRail::ERR_RAILTYPE_DISALLOWS_CROSSING);
15:58<Wolf01>And add 2 more, I can do it by hand?
15:59<TrueBrain>I have no clue if you are capable of doing so
15:59<TrueBrain>and if you are more interesting in a reply in terms of the code, I am not the person to ask :D
15:59<TrueBrain>I havent touched the code in months/years, and WT runs eints, which I havent written either :)
15:59<andythenorth>ottd uses eints now, right?
16:00<Wolf01>The last commit on that file with deletions was yours :P
16:00<andythenorth>Wolf01: ask alberth tomorrow
16:00<TrueBrain>well, if nobody touched it in years, I Suggest you dont either :P
16:00<TrueBrain>most of the scripting stuff is autogenerated, not?
16:00<Wolf01>I can't compile :(
16:01<TrueBrain>who's problem is that?
16:02<Wolf01>Error C2065 'STR_ERROR_CROSSING_DISALLOWED': undeclared identifier (compiling source file ..\src\game\game_instance.cpp) openttd e:\progetti\openttd\notroadtypes\src\script\api\game\game_rail.hpp.sq 59
16:02<TrueBrain>so recreate the sq files
16:02<TrueBrain>as far as I remember, there is a script that does that
16:02<TrueBrain>but .. again .. years ago ...
16:04<Wolf01>squirrel_export.sh?
16:04<TrueBrain>it is even on the wiki :o
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16:05<TrueBrain>andythenorth: itis compiling
16:06<TrueBrain>I hope it is the right thing it is compiling
16:06<andythenorth>ho :)
16:06<TrueBrain>and Documentation already failed
16:06<andythenorth>lawks
16:06<andythenorth>oh YT is showing me ads that we made
16:06<TrueBrain>cannot open tag file ... lol
16:07<andythenorth>funny when YT does that
16:07<TrueBrain>openttd-ratt-g7bd4a7e9-road-and-tram-types-linux-generic-i686
16:08<TrueBrain>no clue what version it picked up .. but it is not the branch I asked him to :P
16:09<TrueBrain>lol; I cannot find that hash in the repo ..
16:11<TrueBrain>owh, the g of git ... duhh
16:11<TrueBrain>took me too long to understand it was not hex :D
16:11<TrueBrain>okay, so it picked up the right source :)
16:14<andythenorth>ha
16:16<Wolf01>I'm going to push :P
16:17<TrueBrain>andythenorth: it tries to build it every day at 0400
16:19<andythenorth>nice
16:19<andythenorth>where does it publish to?
16:19<andythenorth>o_O
16:21<TrueBrain>no clue yet :D
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16:28<TrueBrain>meh; disabled Documentation; like you would care if that works or not :P
16:31<TrueBrain>https://www.openttd.org/en/download-ratt
16:31<TrueBrain>there you go andythenorth
16:31<Wolf01>Ratt D:
16:31<TrueBrain>LD
16:32<TrueBrain>the binaries are even mirrored :P
16:35<Wolf01>Mmmh, shit-git stupid again, I'm trying to merge the last commit to a branch "you have local edits"... no
16:36<Wolf01>73 uncommitted changes, I have no changes
16:36<TrueBrain>and I am off; night boys and girls
16:36<Wolf01>nn
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16:46<andythenorth>awesome
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16:47<Wolf01>You have the NO_LEVEL_CROSSING flag now
16:47<andythenorth>and binaries
16:47<andythenorth>two in one day :D
16:47*andythenorth must sleep
16:47<Wolf01>:)
16:47<Wolf01>nn
16:47<andythenorth>bye
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19:35<Wolf01>'night
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---Logclosed Tue Dec 13 00:00:15 2016