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#openttd IRC Logs for 2017-04-11

---Logopened Tue Apr 11 00:00:03 2017
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05:09<crem>Please allow me to kindly greet participants of this channel, including, but not limited to, _dp_, Eddi|zuHause, Samu, ST2 abd Wolf01 (in alphabetical order).
05:16<@peter1138>Samu, caching?
05:24<Samu>hi
05:24<Samu>nop
05:25<Samu>seems that I don't have a clear idea of what I must do
05:26<@peter1138>i would look at how trains reserve a path
05:26<Samu>I guess I don't want to use pbs code
05:27<@peter1138>and then instead of reserving a path, "just" keep a copy of the path (a list of directions maybe?)
05:28<@peter1138>(needs to be saved else desync heaven, of course)
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05:44<Samu>pbs code reserves the path, but does so much more :(
05:44<Samu>can't just copy paste from it
05:45<Samu>it also handles collision detection
05:46<Samu>meh, i'm clueless
05:46<Wolf01>Moin
05:55<Wolf01>Mmmh, I don't think I fully understand what people is talking about in the NRT topic :/
05:56<@peter1138>Samu, yeah but ships can't collide
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06:15<Samu>it's the paths that collide, i don't need it, but i'm bad
06:15<Samu>can't code, don't know how to start from scrap
06:19<@peter1138>paths won't collide, but you don't store paths on the map
06:19<@peter1138>but -> because
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09:22<Wolf01>http://www.cbc.ca/news/business/united-airlines-flight-overbooked-1.4063632 mmmh, thinking about a new feature
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09:23<Wolf01>Meh, I scared him
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10:30<supermop>https://www.bloomberg.com/news/articles/2017-04-11/siemens-bombardier-said-in-talks-to-combine-train-operations
10:31<Wolf01>TL;DR
10:34<crem>Ah I've just remembered my nightdream from few weeks ago. I was flying from zurich to san francisco, and then when I woke up (in dream) it turned out that we are on east coast and the rest of the route the airplane will run on railroad. That seemed economically rational.
10:34<Wolf01>Yes, that is how OTTD works
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10:44<Wolf01>o/
10:46<crem>\o
10:53<@Alberth>o/
10:57<LordAro>o7
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11:17<@peter1138>a nest of worms
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12:31<Wolf01>Quak
12:32<frosch123>moo
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12:45<frosch123>apparently there is some new game where your character is a slug-cat
12:45<frosch123>i wonder whether the author is in this channel
12:50<@peter1138>it's by V and andy?
12:53<frosch123>it's not V's slug model
12:53<V453000>I shit pants
12:54<frosch123>actually if I would go by the picture, it's more a rabbit-badger
12:55<V453000>sick
12:56<frosch123>see, it's not by V. otherwise he would be sulking now
12:56<V453000>sulking?
12:56<frosch123>pouting?
12:56<V453000>he
12:57<V453000>slug world dominance is just a matter of time
12:57<frosch123>V test: offend the artist, and check who reacts
12:57<V453000>wot
12:58<V453000>do you even automate?
12:59<frosch123>i have automated the creation of new greetings
12:59<frosch123>moin + ciao = miao
12:59<Wolf01>Mmmh, good point
12:59<frosch123>essentially every 4 letter word is either a grfid, a cargolabel or a greeting
13:00<Wolf01>But a wolf meowing... usually wolves bleat
13:00<V453000>slug
13:01<frosch123>andy
13:02<Wolf01>wolf
13:02<Wolf01>frog
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13:03<frosch123>some tryhards even add underscores to their names to reach the 4 letters
13:03<Wolf01>See, we might have found the right formula to summon the cat
13:07<andythenorth>is not cat
13:07<andythenorth>cat is just chat
13:07<frosch123>cat + hat = chat?
13:08<andythenorth>fair point
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13:15<Wolf01>https://img-9gag-fun.9cache.com/photo/arbxE00_460s.jpg ok, internet has spoken, we should really add this as new feature
13:21<andythenorth>speed limits :|
13:21<andythenorth>are silly
13:22*andythenorth foruming
13:23<LordAro>ur silly
13:23<V453000>^
13:23<V453000>0/10 would not cat
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13:31<supermop>andythenorth: yes
13:42<andythenorth>such FIRS
13:42*andythenorth ‘fixing’ clusters
13:45<@DorpsGek>Commit by translators :: r27853 trunk/src/lang/spanish.txt (2017-04-11 19:45:36 +0200 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>spanish: 1 change by juanjo
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14:04<Wolf01>Reboot
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14:07<andythenorth>Alberth: o/
14:07<andythenorth>in the FIRS makefile, I want to check multiple file extensions
14:08<andythenorth>what’s the syntax for that with find-files? o_O
14:09<@Alberth>no idea :p
14:09<@Alberth>let's try :p
14:10<@Alberth>bin/find-files -e .ini -e .diff . <- andythenorth
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14:10<@Alberth>just several -e options
14:10<andythenorth>ok
14:11<andythenorth>ta
14:11<@Alberth>I made it better than expected :p
14:11<andythenorth>I read the source before asking ;)
14:11<andythenorth>I knew it was supported, just not sure how
14:11<@Alberth>:O
14:12<@Alberth>it was that complicated?
14:12<andythenorth>I’m not very comfortable with args
14:12<andythenorth>they trip me up frequently
14:13<@Alberth>fair enough :)
14:14<Wolf01>I'm not comfortable with args too, specially with my father :P
14:15<Wolf01>Ok, I'll go in the angle for 5 minutes
14:21<andythenorth>why cluster?
14:21<andythenorth>why not just 1 industry, with more production? o_O
14:22<@peter1138>andythenorth, did it work?
14:22<frosch123>we need an andy economy
14:22<frosch123>it only spawns one port and one town
14:24<@peter1138>hmm, pub time i think
14:31<Wolf01>Good idea, I should go too
14:31<Wolf01>I'll get high on ginger ale again
14:33<Wolf01>Ok, better save for tomorrow
14:33<@Alberth>andy, nice opportunities for distribution network
14:33<@Alberth>singular industries exist so often already
14:56<andythenorth>peter1138: ‘it’ = NRT merge? o_O
14:56<andythenorth>oh he gone
15:07<andythenorth>well it worked :P
15:09<Wolf01>http://www.bankofcanada.ca/banknotes/banknote150/ lol
15:09<Wolf01>I would stay hours there just to spin the banknote with the mouse
15:10<andythenorth>+1
15:10<andythenorth>it waves nicely
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15:44*andythenorth tests without clusters
15:46<andythenorth>ok, clusters are better :P
15:47<andythenorth>notably, on maps bigger than 512x512
15:49<andythenorth>the effect is less relevant where industry counts are smaller
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16:00<andythenorth>when the game only builds 3 or 4 coal mines on a map, how should they cluster? :P
16:01*andythenorth doesn’t need that answered
16:01<Wolf01>In a circle of radius 24 equally distant on the circumference
16:02<_dp_>hm.... _openttd_newgrf_version for nightly is lower than for stable
16:02<_dp_>don't think that's how it was supposed to be
16:04<_dp_>oh, nvm, I'm probably looking at old nightly
16:05<frosch123>current nightly is 1.8
16:06<_dp_>yeah, did'n expect openttdcoop to use old nightly
16:06<andythenorth>Wolf01: forums tells how to implement NRT speed limits o_O
16:06<Wolf01>I tried to read that
16:07<frosch123>oh, so road pathfinder even considers bridge speed limits
16:08<frosch123>hmm, i thought i grepped for places using the brdige speed limit to add the roadtype limit
16:08<frosch123>apparently i missed it :)
16:11<frosch123>andythenorth: i only implemented speed limits because they were easy to do, and made it consistent with railtypes
16:11<andythenorth>yes
16:11<andythenorth>seems fair
16:11<frosch123>anyway, i have no idea how to proceeed with the eye candy thing
16:11<andythenorth>I don’t think they’re useless, I’m just too lazy to engage with speed limits
16:11<frosch123>most roadtypes are about appearance
16:11<andythenorth>wait for someone to try newgrf hax
16:11<frosch123>while tramtypes are as irrelevant as railtypes
16:11<andythenorth>is it quast65 asking?
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16:12<frosch123>i don't like the idea how object-style placing of single parking lots
16:12<frosch123>but i like the idea how roadtypes automatically adding parking lots in specific town zones or similar
16:12<andythenorth>iirc, quast65 did all the crazy station and dock tile hax
16:12<andythenorth>with offsets
16:12<andythenorth>they actually seem to work
16:15<frosch123>anyway, roadtypes are not traversable objects :)
16:15<frosch123>roadtypes should be build in stretches for routes, not per tile
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16:16<frosch123>which implies that they automatically add random details
16:16<frosch123>instead of user-controlled details
16:16<andythenorth>like CHIPS stations? o_O
16:16<hjki>Hi all
16:16<frosch123>i hardly know chips
16:16<andythenorth>yexo made it add random sprites on some loop
16:16<andythenorth>I don’t know how it’s done, but it mostly works, except when you want a specific building / crane etc
16:16<frosch123>building stations always appeared as "work" to me, so i stick to default stations :p
16:17<andythenorth>CHIPS is designed to just drag mostly
16:17<andythenorth>and then it looks...ok
16:17<frosch123>then, yes, like that
16:17<andythenorth>eye candy layer with random bits?
16:18<frosch123>roadsides and roadoverlay should be suitable for that
16:18<andythenorth>as they stand now?
16:19*andythenorth hasn’t tried them
16:19<andythenorth>I just made simple roads :P
16:19<frosch123>roadsides are not done yet
16:19<frosch123>but they are part of the spritelayout
16:19*andythenorth wonders if FIRS should have a lot more parameters :P
16:19<andythenorth>making nice clusters is a fools errand
16:20<andythenorth>no obvious definition of 'nice'
16:20<@Alberth>somewhat stuck together :p
16:20<andythenorth>if you want to play a game with long railroads, with very heavy trains
16:21<andythenorth>then 2 clusters on a 512x512 is good
16:21<@Alberth>:D
16:21<andythenorth>but if you want to play short routes with small vehicles…
16:21<andythenorth>then many more clusters are wanted :P
16:21<@Alberth>1,000,000! :p
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16:21<@Alberth>bit much tbh
16:22<andythenorth>also the factors are map / industry setting / FIRS economy / randomness
16:22<andythenorth>so testing can produce spurious results trivially :)
16:22<hjki>Sorry for interrupting you guys
16:22<hjki>Does anybody know what's with canals removal?
16:23<frosch123>ask Wolf01
16:23<andythenorth>check the date on the post
16:23<hjki>oh
16:23<Wolf01>Sure, I'm already working on it
16:23<hjki>What about the new version though? Is it also a joke?
16:24<frosch123>as much as almost all versions since 0.6
16:24<andythenorth>that would be a good Aprils Fool actually
16:24<andythenorth>maybe next year
16:25<hjki>Ok, thanks
16:26<hjki>Bye
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16:29<Wolf01>I totally broke the interwebz
16:30-!-Alberth [~alberth@00015f9e.user.oftc.net] has left #openttd []
16:32-!-chomwitt is "chomwitt" on #debian #debian-games
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16:36<Wolf01>'night
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16:38-!-chomwitt1 is "chomwitt" on #debian #debian-games
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16:42-!-chomwitt2 is "chomwitt" on #debian #debian-games
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16:45-!-chomwitt3 is "chomwitt" on #debian #debian-games
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16:50-!-chomwitt4 is "chomwitt" on #debian #debian-games
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16:53-!-chomwitt is "chomwitt" on #debian #debian-games
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16:57-!-chomwitt1 is "chomwitt" on #debian #debian-games
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17:00-!-chomwitt2 is "chomwitt" on #debian #debian-games
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17:04-!-chomwitt3 is "chomwitt" on #debian #debian-games
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17:07-!-chomwitt4 is "chomwitt" on #debian #debian-games
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17:11-!-chomwitt is "chomwitt" on #debian #debian-games
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17:14-!-chomwitt1 is "chomwitt" on #debian #debian-games
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17:18-!-chomwitt2 is "chomwitt" on #debian #debian-games
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17:21-!-chomwitt3 is "chomwitt" on #debian #debian-games
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17:23-!-smoke_fumus is "Crapping wizard" on #qemu #oolite #openttd
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17:26-!-chomwitt4 is "chomwitt" on #debian #debian-games
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17:27-!-FLHerne is "Francis Herne" on #openttd
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17:29-!-chomwitt is "chomwitt" on #debian #debian-games
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17:32-!-chomwitt1 is "chomwitt" on #debian #debian-games
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18:39<@peter1138>ok
19:03-!-sim-al2 is now known as Guest34
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19:03-!-sim-al2 is "sim-al2" on #openttd @#/r/openttd
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20:44-!-JezK is "jez" on #openttd #love
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22:07-!-Thomas is "ingy" on #openttd #debian-offtopic #debian-reproducible #tor
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22:45<quiznilo>oooo roro depots!
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23:17-!-proventricular is "Yui Hirasawa" on #openttd #debian-reproducible #linode #debian-mentors
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23:17-!-museless is "Qingping Hou" on #openttd #qemu #suckless
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---Logclosed Wed Apr 12 00:00:05 2017