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#openttd IRC Logs for 2017-08-05

---Logopened Sat Aug 05 00:00:40 2017
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02:50<andythenorth>o/
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04:44<Eddi|zuHause>hm... so... a bunch of weird things just happened...
04:44<Eddi|zuHause>1) C:S crashed, taking my system with it
04:45<Eddi|zuHause>2) on reboot i randomly decided i'd try to revive my attempt at installing win10, and it actually booted
04:45<Eddi|zuHause>3) after some minutes of booting, win10 decided "i can't be configured for this hardware", and refused to run
04:46*debdog 'd consider win10 not running good fortune
04:48<Eddi|zuHause>sure, but it didn't actually leave room for figuring out WHY
04:49<debdog>hardware --> prolly missing driver. why not tell which one.... what do you expect from MS?!
04:50<Eddi|zuHause>this computer is not exactly new...
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05:06<Wolf01>Moin
05:06<andythenorth>lo
05:08<Wolf01>Eddi, did you update it to creator update or you installed the last version directly? Because with CU they dropped support for some hardware and processors
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05:13<Eddi|zuHause>i downloaded some install disk a few months ago
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05:25<Wolf01>Andy, slept over NRT?
05:28<Wolf01>https://www.packtpub.com/packt/offers/free-learning Ha!
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05:31<andythenorth>Wolf01: 3 options, need writing up better
05:32<andythenorth>A) leave it as is, but authors can check the labels on the tile when catenary is drawn, and show different sprites depending on tram/ rail / both being powered
05:33<andythenorth>B) author dermines how the existing roadtype / tramtype is upgraded when tramtype / roadtype is added or changed on the tile
05:34<andythenorth>C) catenary tool, either unified (my preference) or separate (realism), or somehow newgrf determined (possible)
05:36<Wolf01>I vote for B, but C is tempting
05:37<andythenorth>I vote for B, but they need writing up better
05:37<andythenorth>and see what frosch thinks
05:43<andythenorth>in all cases, I prefer two principles
05:43<Wolf01>Mmmh, I did it again, I need to import an existing git repository on github...
05:43<andythenorth>(1) newgrf author is responsible for doing right thing resp. ease for players
05:44<andythenorth>(2) hax are hax, the spec shouldn’t be distorted by them
05:44<andythenorth>i.e. catenary is in the spec for showing catenary, not for ropeways, flowerbeds, overhead trams, subways and other crap
05:51<Wolf01>Wetroad.
05:51<Wolf01>I want to make Venice like cities
05:53<Wolf01>Disable inclined roads
05:57<andythenorth>fair
05:57<FLHerne>Would that need a mechanism for cities to choose a roadtype?
05:57<Wolf01>Yes
05:58<FLHerne>And give houses/roads a buildable-on-water flag?
05:59<FLHerne>wowagh
05:59<Wolf01>No
05:59<Wolf01>Wetroads will be actual roads, but not compatible with ROAD like is HAUL
06:00<Wolf01>And don't allow tramways to be built over it
06:00<Wolf01>No catenary
06:02<Wolf01>But this is all about flags
06:02<Wolf01>We'll mark roadtypes as town buildable
06:02<Wolf01>Towns will be able to pick one of them and keep it for the entire game
06:02<Wolf01>Or until you replace the seed tile
06:03<Wolf01>Then you change the town roadtype
06:04<FLHerne>Venice-like cities in the middle of a desert would look slightly odd
06:04<Wolf01>Not my problem
06:04<Wolf01>Also on top of a mountain
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06:06<Wolf01>If you want realism or remove oddities, then is your care to chose the right stuff for your scenario
06:07<FLHerne>Not really seeing how one could do that, without just manually building a scenario
06:08<Eddi|zuHause>in other news: why is there no one-way road with bus lanes?
06:08<FLHerne>I guess 'Venice' is too niche to care much
06:09<Wolf01><Eddi|zuHause> in other news: why is there no one-way road with bus lanes? <- because I didn't fiddle with that code yet
06:09<FLHerne>But if roadtypes had a "build (only) on water" flag, then a city choosing that roadtype would have to place its centre tile on the sea somewhere
06:09<FLHerne>(or a river, and be a bit stuffed)
06:09<Eddi|zuHause>Wolf01: probably wrong game :p
06:09<Wolf01>C:S?
06:10<andythenorth>hmm
06:10<Wolf01>FLHerne: we won't change mechanics to allow building on water directly, we are just working on roads
06:11<andythenorth>making all the pax engines 12/8 long needs some thought
06:11<andythenorth>otherwise they’ll all look same-same
06:11<Eddi|zuHause>Wolf01: yes
06:11<Wolf01>Make a diesel Centennial 16/8
06:12<andythenorth>I am heading mostly into fake engines
06:12<andythenorth>but with a grain of truth :P
06:12<Wolf01>Call it Decennial :P
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06:39<andythenorth>why can’t road restrict vehicles by type?
06:39<andythenorth>e.g. buses vs. trucks? o_O
06:39<Wolf01>Because there is no such separation, they are just cargo
06:39<Wolf01>You can load pax on a bulldozer
06:40<andythenorth>such realism
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06:46<Flygon>I mean.
06:46<Flygon>They probably do it in India.
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07:01<@Alberth>o/
07:02<Wolf01>o/
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07:07<Flygon>o/
07:09<Eddi|zuHause>man, i can't run tram over my dam
07:12<Wolf01>Ha! Test spotted a bad copy-paste
07:15<@Alberth>I sometimes wonder if it's not better to never copy/paste :p
07:17<Wolf01>With autocomplete you can almost write code like "A..[TAB][TAB][Down][TAB]", but sometimes you need something a bit more complex which autocomplete already suggest wrong :P
07:19*andythenorth copy-pastes everything :P
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07:21<andythenorth>it’s fantastic that adding a 0.3 long wagon to a 2.8 long train results in a 3.0 train length
07:21<andythenorth>rounding :P
07:22<Wolf01>Like samu and his 0.1 + 0.1 + 0.1 = 0 :P
07:23<andythenorth>can’t help thinking there’s something screwy with the presentation of vehicle lengths :P
07:23<andythenorth>not as useful to the player as it purpots to be
07:23<andythenorth>purports *
07:24<@Rubidium>it's in 1/8ths, so... if you want rounding to be gone you need 3 decimal places
07:25<@Rubidium>and arguably rounding up is better than rounding down or to the nearest in this case because you definitely don't want your train to be slightly too long
07:34<andythenorth>3dp seems overkill eh?
07:35<andythenorth>we don’t have a fractions font? o_O
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07:58<@Alberth>o/
07:59<@Alberth>make it in 1/8s, eg "3 1/8"
08:00<@Alberth>or rather /16, since 16/8 is one tile, iirc :)
08:00<andythenorth>that was my thought too :)
08:00<andythenorth>but if we don’t have a fraction font…?
08:01<@Alberth>never saw it in the sprite font, as I remember
08:01<Wolf01>Add it
08:02<@Alberth>alternatively, express it in base 16 :p
08:03<andythenorth>3 4/16 would be ok
08:03<andythenorth>rounding to decimals looks like a bug :P
08:04<@Alberth>lengths aren't specified in nm either in the real world :p
08:05<@Alberth>or rather number of wavelengths of light, iirc :p
08:07<andythenorth>so I’ve patched Iron Horse to 4/8 and 8/8 lengths
08:07<andythenorth>it’s not as good as I hoped :(
08:09<@Alberth>if newer engines don't get longer, it should be alright
08:10<andythenorth>there’s no pleasing sense of order when building trains
08:10<andythenorth>because the numbers don’t add up
08:10<andythenorth>possibly the only solution is to use 8/8 vehicles exclusively
08:14<@Alberth>just make the platforms 1 tile longer than your train :)
08:15<andythenorth>that’s begging the question :P
08:15<andythenorth>you can’t end-run around my meta-game with solutions like that :|
08:17<@Rubidium>planck units!
08:17<@Rubidium>then we can just use ints
08:18<andythenorth>we could redefine the length units :P
08:20<@Alberth>just say "fits", or "too long" :)
08:22<Wolf01>I think you are creating a problem from nothing
08:22<Eddi|zuHause>i think what andy actually needs is a "don't show fractions in depot" setting
08:22<Eddi|zuHause>(all fractions round up)
08:30<andythenorth>adding ‘0.3’ to ‘1.8’ and getting ‘2.0’ feels like you made a mistake
08:30<andythenorth>as the player
08:30<andythenorth>we could just put gridlines on the depot view :P
08:31<Wolf01>And remove the number
08:32<andythenorth>yes
08:32<Wolf01>Maybe put number on each grid line instead
08:32<andythenorth>I have vertical gridlines in my text editor, at 4 spaces
08:32<andythenorth>I seem to be the only person who does that, but eh
08:33<@Alberth>I have seen editor that do that
08:42<andythenorth>not sure how the gridlines could be shown
08:43<andythenorth>if they use 2 pixels (light, dark), they’ll look like dividers, as per road/ship depots
08:50<Wolf01>No light-dark, they should look like a ruler
08:52<andythenorth>needs a mockup :)
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08:57<andythenorth>ha ha
08:57<andythenorth>chibi 4/8 wagons look good
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09:34<Wolf01>for (int w = r.left + this->header_width; w <= r.right; w += TRAININFO_DEFAULT_VEHICLE_WIDTH * 2) {
09:34<Wolf01> GfxDrawLine(w - this->hscroll->GetPosition(), r.top, w - this->hscroll->GetPosition(), r.bottom, 0);
09:34<Wolf01> }
09:34<Wolf01>andythenorth, depot_gui.cpp:348
09:34<Wolf01>Quick mock
09:48*andythenorth tries
09:49<Wolf01>It's just a mock, misses tile numbers and I don't really know if the TRAININFO_DEFAULT_VEHICLE_WIDTH * 2 step is right
09:50<Wolf01>Also I should have used the scroll position in the for too
10:05<andythenorth>Wolf01: http://dev.openttdcoop.org/attachments/download/8519/TL-guide.png
10:05<andythenorth>spaced at 128px
10:06<andythenorth>works much more directly than watching a number
10:06<andythenorth>much more tactile and visual
10:06<andythenorth>the black line is ugly mind :)
10:07<Wolf01>Yeah, it seem to be more intuitive, maybe with a lighter color and sublines to show half tiles, also the tile number near the main lines
10:07*andythenorth tries other col
10:08<andythenorth>colours *
10:08<andythenorth>does it need to be togglable?
10:08<Wolf01>Could be an option
10:09<Wolf01>A small widget in some corner would be cool
10:09<andythenorth>any option to draw dashed lines?
10:09<Wolf01>Yes there is
10:09<andythenorth>will probably suck but eh :P
10:09<andythenorth>dashed lines are usually worse
10:09<Wolf01>There is line width and dashed
10:10<andythenorth>colour 7, dashed
10:11<Wolf01>http://imgur.com/a/N8Yxo
10:12<andythenorth>how did you dash it? I’ll adjust my local patch
10:12<Wolf01>On GfxDrawLine() add ", 1, 1" as last arguments
10:13<Wolf01>And replace 0 with 7
10:13<andythenorth>try 9
10:13<andythenorth>think 9 might be better than 7
10:13<Wolf01>If you want to make dashed more spaced chenge the last value
10:14<andythenorth>yup
10:14<andythenorth>looks ok dotted
10:15<Wolf01>http://imgur.com/a/N8Yxo 9, 1, 3
10:15<andythenorth>try 9, 2, 1
10:16<Wolf01>http://imgur.com/a/N8Yxo 9, 2, 1
10:17<andythenorth>9, 2, 2 is really ugly, don’t bother trying that
10:17*andythenorth tests all the variations :P
10:17<Wolf01>:D
10:19<andythenorth>I think it has to be 9, 1, 2
10:19<andythenorth>I prefer 9, 2, 1 but most people will find it weird
10:19<andythenorth>also the line shouldn’t be 2px wide if it’s showing a precision limit
10:20<Wolf01>We could space by 1px the wagons
10:20<Wolf01>So it doesn't need to be 2px
10:20<@peter1138>7,1,1
10:21*andythenorth tries without dashes
10:21<andythenorth>dashes are ugly
10:21*andythenorth experiments with tick marks
10:25<andythenorth>Wolf01: 9, 1, 1
10:25<andythenorth>there’s no perfect answer here :)
10:25<andythenorth>can we ship it? o_O
10:26<Wolf01>Make it configurable in the game settings
10:26<Wolf01>Yes, we may ship it
10:27<Wolf01>Fix the scrolling, add a show/hide button, add tile numbers
10:28<andythenorth>lose the current count
10:28<Wolf01>Space the wagons by 1px
10:28<andythenorth>where to show the numbers?
10:30<andythenorth>stop aircraft hangar crashing :P
10:30<andythenorth>might be unrelated
10:31<andythenorth>hmm reproducible :P
10:32<andythenorth>ship depots also :)
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10:35<Wolf01>There's no horizontal scrollbar
10:36<Wolf01>Just put an if somewhere and initialize a variable to 0
10:40<andythenorth>would be nice to have a new feature :)
10:46<Wolf01>This feature should be used only in train depots
10:46<Wolf01>So, where I put it, it's not the right place
10:48<Eddi|zuHause>man, i want an overground subway :/
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10:53<Eddi|zuHause>i had a nice route planned, but it crossed the river, and it always said "slope too steep"
10:54<Eddi|zuHause>i'd much rather go overground and bridge the river :/
11:03<andythenorth>patch it?
11:03<Wolf01>Ruler or gauge?
11:04<andythenorth>eddi’s thing
11:04<andythenorth>Wolf01: length counter?
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11:11*andythenorth closes a FS
11:11<andythenorth>such power
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11:22<andythenorth>ho peter1138 commented on this one :) https://bugs.openttd.org/task/6517?project=1&order=lastedit&sort=desc&pagenum=2
11:23<andythenorth>got a patch for it? o_O
11:23<Wolf01>Yes
11:23<Wolf01>https://github.com/andythenorth/NotRoadTypes/tree/no-houses-along-road-flag
11:24<andythenorth>has anyone written a grf to test it?
11:24<Wolf01>I set manually the flag for ELRD and works, for RAIL/ELRL it already isn't considered for houses
11:25<andythenorth>no tram houses :)
11:27<Wolf01>No HWAY, HAUL houses
11:34<andythenorth>could non-track station. tiles be built on slopes? o_O https://bugs.openttd.org/task/1515?project=1&order=lastedit&sort=desc&pagenum=2
11:34<Wolf01>Depends on the orientation
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11:46<andythenorth>can we commit this? :) https://bugs.openttd.org/task/6550?project=1&order=lastedit&sort=desc&pagenum=33
11:47<andythenorth>dynamic desert / undesert? https://bugs.openttd.org/task/6451/getfile/10488/DesertTrans,%201898-10-12%20grass.png
11:47<andythenorth>^ would mess with industries imho
12:00<@Alberth>6550 seems safe :p
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12:07<andythenorth>for reasons, andythenorth has no commit rights ;)
12:07<Wolf01>Ok, I was too confident that a panel on top of the depot vehicle matrix could have helped to display lines and numbers
12:10<andythenorth>:|
12:12<Wolf01>Padding too doesn't do what I thought
12:12<andythenorth>hmm there are shitloads of actual patches on FS
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12:19<andythenorth>prospect tool? https://bugs.openttd.org/task/2445?project=1&order=lastedit&sort=desc&pagenum=28. o_O
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12:33<Wolf01>andythenorth https://gist.github.com/Wolfolo/9ed1d44e0ab16d769cc4f4e3528b9da3
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12:36<Wolf01>Not many ideas on how to do it better
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13:04<andythenorth>I’ll apply the patch
13:08<andythenorth>Wolf01: it might need support for UI zoom? o_O
13:08<Wolf01>Maybe
13:08<andythenorth>hmm
13:08<andythenorth>shouldn’t
13:08<andythenorth>oh the TL needs changing :)
13:09<andythenorth>gah, how does anyone use 1x UI :P
13:12<andythenorth>Wolf01: we need a different constant than TRAININFO_DEFAULT_VEHICLE_WIDTH
13:12<andythenorth>I think TRAININFO_DEFAULT_VEHICLE_WIDTH might be 28px, which isn’t the one we want ;)
13:13<@Alberth>easy, don't touch zoom :p
13:19<andythenorth>hmm the current length counter must know the TL constant
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13:22<andythenorth>what is TILE_SIZE
13:24<andythenorth>that might work
13:25<andythenorth>yeah
13:30<andythenorth>Wolf01: https://gist.github.com/andythenorth/237c6062748a21de30d7fe28f9db5fa9
13:30<andythenorth>fixed length, UI zoom support also
13:30<andythenorth>now just need to fix the number positions :)
13:31<Wolf01>+1
13:33<andythenorth>ach, it needs a gutter
13:33<andythenorth>not just stuck in a row :)
13:33<andythenorth>htf do we do that?
13:33<andythenorth>Alberth: can you remember anything about GUI? :|
13:34<Wolf01>I wanted to add a 8px panel on top to show the numbers, which scrolled horizontally but not vertically... too much work :P
13:34<Wolf01>Drawing on top is easier XD
13:36<andythenorth>obscured by trains if you have enough of them in depot
13:43*andythenorth staring at widget drawing :P
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14:00<@Alberth>andythenorth: click on it to use it? :p
14:01<andythenorth>what about when the bit you need to click on doesn’t exist yet? o_O
14:01<andythenorth>meta
14:01<@Alberth>construct the bit?
14:01<@Alberth>hmm, widget drawing?
14:02<@Alberth>OnPaint just draws the entire gui
14:02<@Alberth>faking all scrolling by painting stuff at the right spot
14:04<andythenorth>http://dev.openttdcoop.org/attachments/download/8520/TL-guide-2.png
14:04<@Alberth>I think standard widgets are drawn later, but not sure
14:05<andythenorth>the numbers at the bottom could use a small row of their own
14:05<andythenorth>they need to scroll with the train rows though
14:05<@peter1138>it's all faking
14:05<@Alberth>looks a bit confusing wrt other depots
14:06<andythenorth>I know
14:06<@Alberth>insert a background widget at the right spot, then in OnPaint draw numbers on it using the scrollbar offset
14:06<andythenorth>there is nowhere else in the main game that uses dashed lines either :P
14:07<@Alberth>use clipping to ensure you stay inside the borders of the widget
14:08<andythenorth>do the vertical dividers look too much like the column dividers in other depot types?
14:08<@Alberth>draw only the top half at each row, and an additional row indicating the width and the number?
14:08<@Alberth>do the vertical dividers look too much like the column dividers in other depot types? <-- imho yes
14:09<@Alberth>it's easy to confuse them as separate boxes
14:09<andythenorth>what’s the downside of the confusion?
14:10<@Alberth>is confusion itself not confusing enough?
14:10<andythenorth>probably
14:10<@Alberth>people may think ships or RVs are linked, eg
14:10<andythenorth>“draw only the top half” <- top half of what? o_O
14:11<andythenorth>there should be a solution to be found here somewhere
14:11<@Alberth>of the vertical line, in each row
14:11<andythenorth>tick marks
14:11<@Alberth>or just a 1/4 or so
14:11<andythenorth>couldn’t figure out how to do that :)
14:11<@Alberth>draw lots of small vertical lines :p
14:11<@Alberth>*short, probably
14:13<andythenorth>like a ruler
14:14<@Alberth>a short mark in each row is nice, I think
14:14<andythenorth>current patch (from Wolf01) https://gist.github.com/andythenorth/237c6062748a21de30d7fe28f9db5fa9
14:14<@Alberth>useful if the window is high
14:16<@Alberth>yeah, the code likely computes height of a row, for placing train piccies
14:16<@Alberth>and vertical numbers, and "stopped" icons :p
14:17<@Alberth>so don't draw from top to bottom, but do it for each row, and draw 1/2 or 1/4 of the row height
14:18<Wolf01><Alberth> looks a bit confusing wrt other depots <- train depot is the only gui which isn't a matrix and allow moving vehicles, and drawing lines is confusing? :D
14:19<@Alberth>if you're showing boxes that are not boxes, yes I think so
14:19<Wolf01>It's a scale, not a box :P
14:20<@Alberth>add a background panel between the rows widget and the scrollbar
14:20<Wolf01>We decided for dashed line and light color exactly to not seem like a box
14:20<andythenorth>also because I couldn’t figure out how to draw tick marks in the rows :)
14:20<andythenorth>maybe I should learn
14:21<Wolf01>DrawString(right, left, y, STR_TICK_MARK)?
14:21<@Alberth>W: don't use gray colours that look like box separator :p
14:21<Wolf01>*left, right maybe
14:21<@Alberth>nah, just a short vertical line will work
14:22<Wolf01>http://imgur.com/a/N8Yxo <-
14:22<Wolf01>Currently is 7,1,1 but I would go for 9,1,3
14:23<Wolf01>Or 9,1,1
14:23<@Alberth>I don't think there is any reason to have them over the entire row, tbh
14:23<@Alberth>which then also solves the problem that it can be interpreted as a box
14:23<Wolf01>Yeah, I thought to draw them for each line only for the bottom half
14:24<@Alberth>top-half seems to have more open space, at least in the screenshot of andy
14:24<Wolf01>Top half is always covered
14:24*andythenorth patches them in photoshop
14:25<andythenorth>having top AND bottom is very ugly
14:25<andythenorth>logically they should be at bottom, like on a graph/chart axis
14:26<Wolf01>Move the function call into the row drawing function and look if it's better
14:26<andythenorth>and about 25% of height
14:28<@Alberth>player only wants to see if train fits on a tile, at the top, you may have a gap due to the wagon shape, you never have a gap at the bottom
14:28<@Alberth>but make a function, and it's easy to try both cases
14:28<andythenorth>yup
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14:30<andythenorth>ach where does it draw the rows :P
14:30*andythenorth lost here
14:33<andythenorth>the rows are already drawn when DrawVehicleInDepot() is called
14:33<andythenorth>afaict
14:40<Eddi|zuHause>uhm... my spaghetti train junction looks a bit like a rollercoaster
14:41<@Alberth>OnPaint, most likely
14:42<@Alberth>could be part of the widget background indeed
14:42<Wolf01><andythenorth> ach where does it draw the rows :P <- 3 lines below?
14:42<@Alberth>but you still need to compute where to draw the train
14:44<@Alberth>good point, you get a cb for drawing a widget
14:48<andythenorth>do we need all the tick marks?
14:48<andythenorth>or just to show how far to next integer length?
15:00<Wolf01>Alberth: widget height is resize_y?
15:01<Wolf01>andythenorth: I'm working on show only the scale up to the next integer
15:06<@Alberth>no idea, I haven't looked at that code in years
15:07<@Alberth>but it might be the unit of vertical resize, so yeah
15:07<@Alberth>no doubt code draws each row from some base y position that get incremented
15:09<andythenorth>I guess if you’re just a bit over the previous integer, you want to see how many wagons to remove also
15:09<andythenorth>hmm
15:33*andythenorth has closed a bunch of FS tickets :P
15:33<andythenorth>slightly cathartic
15:33<andythenorth>“won’t implement"
15:36<andythenorth>there are 792 open though, and a lot I can’t just close ruthlessly :D
15:42<andythenorth>there are certainly duplicates
15:42<andythenorth>it’s tempting to try and find them all :P
15:42<andythenorth>this topic comes up multiple times https://bugs.openttd.org/task/5357?project=1&order=lastedit&sort=desc&pagenum=13
15:43<andythenorth>https://bugs.openttd.org/task/2806?project=1&order=lastedit&sort=desc&pagenum=13
15:55<@Alberth>vehicle orders need much more detail
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15:58*andythenorth tries to link the duplicates
15:59<andythenorth>FS needs a ‘frequently requested but not implementing’ status :P
16:00<Wolf01>Easy to add
16:00<Wolf01>I added some weird states to mine :P
16:00<Eddi|zuHause>that's just a special kind of "duplicate"?
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16:08<andythenorth>Eddi|zuHause: kind of :P
16:08<andythenorth>the theory is (afaict) that we keep open feature requests, even if they can’t / won’t ever be done
16:08<andythenorth>but now FS is overwhelming, and most of it is crap :)
16:09<andythenorth>I keep finding little lost patches in the dungheap
16:09<andythenorth>that may or may not be useful, I can’t tell :)
16:10<@Alberth>most people don't search closed tickets
16:10<@Alberth>if they search at all
16:14<andythenorth>I reckon logs would show they probably don’t :)
16:16<@Alberth>nn
16:16<Eddi|zuHause>andythenorth: i think what you need is categories, not statuses, then
16:16<@Alberth>"feature request" :p
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16:16<Eddi|zuHause>andythenorth: i.e. patch/bug/feature request/unreasonable request
16:16<andythenorth>Unmeetable Request
16:17<andythenorth>also all the crash logs :P
16:17<andythenorth>because $someone is diligently reading them, right?
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16:19<andythenorth>well I’ve closed about 40 or so tickets :P
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16:32<andythenorth>‘clone n’ comes up a few times
16:33<andythenorth>is it really a big deal?
16:33<Eddi|zuHause>context?
16:33<andythenorth>I would find it worse to have to enter a number in a box
16:33<andythenorth>https://bugs.openttd.org/task/6181?project=1&order=lastedit&sort=desc&pagenum=5
16:34<Eddi|zuHause>andythenorth: that's like a weaker "template" thing?
16:34<andythenorth>also https://bugs.openttd.org/task/2402
16:34<andythenorth>and https://bugs.openttd.org/task/2902
16:35<andythenorth>people have actually patched it multiple times
16:36<andythenorth>also https://bugs.openttd.org/task/6403?project=1&order=lastedit&sort=desc&pagenum=4
16:41<andythenorth>@calc 826-781
16:41<@DorpsGek>andythenorth: 45
16:41<andythenorth>@calc 45/826
16:41<@DorpsGek>andythenorth: 0.0544794188862
16:41<andythenorth>5% fewer issues :P
16:47*andythenorth must to sleep
16:47<andythenorth>Wolf01: who won, you, or the depot GUI? :D
16:48<Wolf01>Te bed :P
16:48<Wolf01>The
16:52<andythenorth>also
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20:04<Wolf01>'night
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---Logclosed Sun Aug 06 00:00:42 2017