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#openttd IRC Logs for 2018-01-27

---Logopened Sat Jan 27 00:00:06 2018
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02:38<PressureLine>how much 'leftover' horsepower should I allow for?
02:39<PressureLine>(leftover being calculated based on level gound)
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05:30<andythenorth>lo Wolf01
05:30<andythenorth>is it a codey kind of day?
05:34<andythenorth>I just cleaned up some work code
05:35<andythenorth>Wolf01: if we set small goal, allow overbuilding town IFF label is 'ROAD'?
05:35<andythenorth>deal with the owner stuff later
05:35<andythenorth>one step at a time?
05:35<Wolf01>Could be
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05:39<Wolf01>I'll make a new branch: overbuild-town
05:39<andythenorth>cool *
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05:51<Borg>inconsistency in Industry 0x68 variable
05:51<Borg>when no town filter is applied
05:52<Borg>all industries of given type are counted..
05:52<Borg>but if you want to count industry of given town.. current industry is NOT counted!
05:57<Eddi|zuHause>voll cool?
06:23<Wolf01>andythenorth: done
06:23<Wolf01>(I've eat lunch meanwhile)
06:26*andythenorth fetches
06:28<andythenorth>seems to work :)
06:28<Wolf01>Tried in multiplayer, every player can only convert owned and town roads, and only roads (no trams)
06:29<Wolf01>Convert trams works only for owned trams
06:29<Wolf01>... since there isn't a town owner tram
06:30<Wolf01>It still won't change the ownership, player A can convert town road, player B can convert it again
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06:44<Borg>okey! my weird GRF w/ electric power need starts to working
06:44<Borg>unfortunately.. its limited to town zones.. so you need to cover power plants per town, not globally
06:48<Wolf01>Mmmh, train derailed 2 days ago: engineer didn't notice anything weird, he might even accelerated, passengers noticed vibrations, sparks and smoke, but noone activated the emergency brake, I would trial everyone on that train for collusion.
06:49<Wolf01>The train could have stopped in less than 800m, instead it ended the travel literally around an electric pole
06:49<Wolf01>2.6km after the derailment
06:56<Eddi|zuHause>that's how mankind works... "is it supposed to spark and smoke like that? whatever, it's someone else's problem"
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06:59<Wolf01>That's because they are a bunch of idiots, I bet noone even warned the conductor (which might have been in the front car) or they didn't activate the brake to avoid getting a fine
07:02<__ln__>Wolf01: some similarities to <> then; conductor was notified, but it wasn't company policy to use the emergency brake
07:04<Wolf01>"conductor to engineer: you arrived alone, the train derailed"... looks like a short horror story... which indeed it is
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07:12<andythenorth>so what's the deal with ownership?
07:12<andythenorth>player takes ownership?
07:13<Wolf01>Ownership isn't changed, player just converts city roads or with no owner
07:14<Borg>okey.. testing it now.. seems to works :)
07:16<Eddi|zuHause>so you convert a road with no owner, and it still has no owner after that?
07:17<@Alberth>company policy not to own streets
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07:31<andythenorth>if I convert town street, another player can convert it again?
07:31<andythenorth>does compatibility have to escalate?
07:33<Wolf01>Converting a owner_none road might be the case where you get the ownership, with town owned roads we might try the compatibility escalation thing
07:34<Wolf01>Compatibility as FLAGS & new FLAGS == FLAGS? So you can add features but not remove them?
07:35<Wolf01>No, some features might be limitations, like "no level crossings" or "no intersections" or even "no tunnel/bridge"
07:36<Samu>Alberth: are u a commit master?
07:37<Samu>this is my slicing work complete:
07:37<Samu>it needs the names to be shortened
07:38<@Alberth>quite :)
07:39<Samu>care to download them to take a look? before I venture further
07:40<@Alberth>I am busy atm
07:40<Samu>oh ok
07:41<@Alberth>patch 20 and 21 are just 1 line adding a string?
07:42<Samu>no, they're used on that function
07:42<Samu>CmdInsertOrder, CmdCloneOrder
07:42<Samu>sec, i copy paste
07:42<@Alberth>I see, seems fine then
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07:44<@Alberth>yes, that makes sense as patch
07:54<andythenorth>Wolf01: yeah the compatibility is still brain breaking
07:54<andythenorth>if it's my road, it's easy
07:54<andythenorth>if it's town
07:54<andythenorth>no idea
07:55<@Alberth>don't allow to change it?
07:58<@Alberth>likely one would like to configure the road type in cities, but that's about it
07:59<@Alberth>you can demolish the road, and replace it with your own, if you really insist
08:01<andythenorth>overbuilding appears to be required
08:02<@Alberth>only with the same road type?
08:03<Eddi|zuHause>the grf author should make a flag "can be used as town road"
08:04<Eddi|zuHause>which implies town will use this for expansion, houses can be built next to it, and player can upgrade town roads to that type
08:05<@Alberth>nicely solves the "one has to specify the road type used by towns"
08:05<Eddi|zuHause>(not sure if that solves any problems)
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08:19<andythenorth>on 7th Jan Wolf01 we thought player might take ownership of road if overbuilding
08:19<andythenorth>as the least bad of the options
08:19*andythenorth kept notes :P
08:19<andythenorth>it's fine, until player removes the road
08:20<andythenorth>maybe that's a permissible exploit
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08:22<Wolf01>What if there's a roadstop on the road?
08:22<Wolf01>Ok, maybe wrong question
08:23<andythenorth>under what conditions can I remove town roads, in current game? o_O
08:23<Wolf01>You can remove town roads if happy enough
08:23<andythenorth>and under what conditions can I remove my own roads, in current game?
08:24<andythenorth>so that's the problem to resolve then
08:24<@Alberth>junctions are a bit problematic in cities
08:24<andythenorth>those two can't both be true in NRT
08:24<Wolf01>Are you currently able to build a roadstop on a competitor road?
08:27<andythenorth>just tried in MP
08:32<Wolf01>What could happen if competitor removes road?
08:33<Eddi|zuHause>a roadstop must have either road or tram under it
08:34<Wolf01>So you can't remove the last piece of road until the competitor builds at least a tram rail?
08:34<Eddi|zuHause>i think you're trying to solve a problem that a) doesn't really need solving and b) doesn't really have a solution
08:36<Wolf01>BTW, I would keep the town owner and let any player upgrade the road with a compatible type, if the road had owner_none then you get ownership, first arrive gets served first
08:38<andythenorth>so any other player can over-build the town roads, breaking my routes?
08:38<andythenorth>might be fine
08:38<andythenorth>just needs a choice made about which of the insolvables we accept
08:38<Wolf01>Yes, but only with a compatible type, so they can't convert electric to non-electric for example
08:39<Wolf01>But stone paved+electric -> asphalt+electric is possible, even asphalt -> stone paved, you might slow down vehicles but you won't break anything
08:40<Wolf01>It still remain the problem to set the oneway roads
08:40<Wolf01>Could we make a new tool to require ownership?
08:40<Wolf01>So you can get the ownership by purchasing the road without even converting it?
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08:41<@Alberth>convert to the same type?
08:41<Wolf01>It still applies the checks for town road removal, so if town is unhappy you can purchase ownership
08:42<Wolf01>You can't convert to the same type
08:42<andythenorth>so is there some kind of union of labels for compatibility?
08:42<andythenorth>as long as compatibility is only added, never removed
08:42<andythenorth>there is no problem
08:42<Wolf01>[...]so if town is unhappy you can purchase ownership <- can't
08:42<andythenorth>there might be speed limit griefing, but I don't care about that
08:42<@Alberth>you can always build a road around the town
08:43<Wolf01>Like a highway :D
08:49<andythenorth>so town keeps owner?
08:49<andythenorth>I can convert road, but can only remove it if standard town condition is met?
08:49<andythenorth>it's a long-standing game mechanic that town owns town roads
08:50<andythenorth>changing it...would need a reason
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09:04<Samu>i can't use these patches with tortoisesvn's own apply patch?
09:05<Borg>because you dont have commit access
09:05<Borg>SVN is centralized
09:06<Wolf01>Mmmh, how do I convert _current_company to Owner?
09:06<Samu>wow, it created this 'b' folder
09:07<Samu>it took that b literally
09:07<Borg>you need to use -p1
09:08<Samu>forgive, i'm still noob
09:11<Borg>in patch apply...
09:12<Borg>okey! electric power for secondary industries completed! and it works
09:12<Borg>single powerstation can provide power up to 5 secondary industries working at 100%
09:16<Wolf01>Mmmh, I'm a special kind of stupid
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09:31<Samu>i don't get it. i can't use these patches with tortoisesvn? then why am i doing this?
09:31<Samu>what the hell am I doing!'
09:32<LordAro>drop the dramatics, it's tiring
09:33<LordAro>you can apply these patches
09:33<LordAro>(in the correct order)
09:33<LordAro>you cannot commit these patches
09:34<Samu>it created a b folder
09:34<Samu>b/src/filenameshere instead of src/filenameshere
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09:36<Samu>tortoisesvn then even thinks I added this 'b' into the working copy, that it belongs to it
09:36<LordAro>yes, because hg & git use a slightly different way of listing the files in a patch
09:36<LordAro>the question is, why have you gone back to tortoisesvn?
09:37<Samu>because i thought i could use the patches with svn
09:38<LordAro>why do you want to?
09:38<LordAro>you certainly can, but there might not be a simple GUI way of doing so
09:39<@Alberth>hi hi Lord
09:39<LordAro>o/ Alberth
09:40<Samu>i was trying to apply all the patches one by one, to see if i would end with the same result as that one big patch i posted in the forum
09:40<Samu>was going to make sure I didn't miss anything, but I can't even patch properly
09:41<@Alberth>Samu: hg and git have made steps in improving the patch file format, so the patches they use are slightly different from what older tools like svn assume
09:41<@Alberth>they are compatible if you strip one prefix from the filenames
09:42<@Alberth>if you use patch from the command -line, it's patch -p1 < mypatchfile.patch
09:43<@Alberth>if you use a GUI, you should look for an option to set how many leading directory levels should be removed (ie 1)
09:44<@Alberth>but euhm, hg is already a useful version control system, why do you want to use a less flexible one instead?
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09:46<LordAro>as far as i can tell from some searching, tortoisemerge isn't sophisticated enough to be able to strip prefixes
09:46<Samu>i'm gonna post the patches in the forum, may I ask someone to try patch them? It's unknown territory for me
09:48<@Alberth>make a copy of the patch, and edit the "a/" and "b/" prefixes out of it
09:48<Samu>i dont know how to patch with tortoisehg
09:49<@Alberth>ie it's a textfile
09:49<Samu>i managed to create patches with tortoisehg
09:49<Samu>but how to apply?
09:49<@Alberth>read about hg import
09:50<LordAro>Samu: "tortoisehg apply patch"
09:51<LordAro>type that into your nearest search engine
09:51<@Alberth>my thg has "Repostory -> Import patches"
09:52<Samu>i found it
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10:00<Wolf01>How many owners do I need to set on a tunnel?
10:01<Wolf01>I'm already converting the first and the end tile
10:02<Wolf01>Bridge too
10:04<Samu>i can't patch yet
10:04<@Rubidium>Wolf01: 7?
10:05<Samu>recycle bin solves many of my problems
10:05<@Rubidium>owner of tunnel, owner of road in tunnel, owner of tram in tunnel, owner of station in tunnel, owner of road on tunnel entrance, owner of tram on tunnel entrance and the owner of the station on the tunnel entrance
10:06<Wolf01>There could be a station on tunnel and on tunnel entrance?
10:07<@Rubidium>why not?
10:08<Wolf01>Never noticed that
10:08<@Rubidium>if you want to do TTDP things, do them better
10:11<Eddi|zuHause>what rubidium meant to say: it's not possible, but maybe it should be.
10:12<Eddi|zuHause>of which the proper response is: "this is outside the scope of this patch" :p
10:12<@Alberth>bummer, no underground subways :p
10:13<Samu> is this going to patch correctly?
10:13<@Alberth>try it if you want to know
10:14<Samu>i tried, now i see 23+23 revisions
10:14<Samu>well, i saw, i just recycle bin'ed the entire folder
10:14<Wolf01>Then the proper thing is to just change the roadtype ownership for now? So an owner_none bridge is still owned by noone but the road could be owned by player A and tram by player B
10:15<Wolf01>It might lead to problems, I need to check if it's possible to demolish a bridge with 2 different owners
10:16<Eddi|zuHause>you want to separate bridge owner from road owner?
10:17<Samu>tortoisehg seems to overcomplicate things
10:18<@Alberth>I'd rather say svn tends to over-simplify what it should do
10:18<Wolf01>Mmmh, strange things happen: bridge owner: none, road owner: A, B can't build tram, if bridge owner: A B can build tram
10:19<Samu>it logs every single thing as a revision and doesn't let me revert almost anything
10:19<Wolf01>I think I neet to change tunnelbridge infrastructure owner too or it gets inconsistent
10:20<Samu>good things there's the recycle bin
10:21<Samu>i don't feel like recycle binning every time i need to test something
10:21<Samu>or revert something
10:21<Samu>it's ... too stricty
10:22<@Alberth>hg commit --amend
10:22<Samu>amend doesn't remove 23 revisions
10:23<@Alberth>why would you want to?
10:23<Samu>was gonna import the 23 patches
10:24<Samu>i wanted to delete the other 23, but coudln't
10:24<Samu>so it applied 23 more revisions on top of the others 23
10:24<@Alberth>male a clone of the repository first
10:25<@Alberth>you can make as many copies as you like, unlike svn
10:26<@Alberth>and since it's just a bunch of files in a directory, deleting a repository is also easy
10:26<andythenorth>Wolf01: I need to test anything for you?
10:27<Samu>a clone of a clone?
10:27<Wolf01>I'm trying to understand how to set the entire infrastructure ownership and not only the road
10:27<@Alberth>Samu: if you like, sure
10:28<Wolf01>Tunnelbridge doesn't seem to have enough helper functions, maybe because we didn't need to change the owner, until now
10:28<@Alberth>I have around 20 clones of openttd hg repository
10:28<Samu>first clone is from
10:29<@Alberth>yeah, use that only to get new updates from openttd
10:29<Samu>ah, i get it
10:29<@Alberth>then when you want to work on something, make a clone of your first clone
10:30<@Alberth>if you want to work on a second thing, make a new clone of the first clone
10:30<Samu>ah, i see
10:31<@Alberth>your clones that you work on have your first clone as parent, just as your first clone has openttd as parent
10:31<@Alberth>so an update from a work-clone will get updates from your first clone
10:31<@Alberth>unless you tell it to do otherwise of course
10:31<Samu>working with vistual studio is gonna be complicated
10:32<@Alberth>I have that problem with Windows software in general :p
10:33<Samu>i have to copy my personal project folder into every clone if i want to edit files from there
10:33<Samu>tortoisesvn was so much easier :(
10:34<Samu>i only had to do it once
10:34<Wolf01>Once you get used everything is easier
10:34<@Alberth>hg is just different
10:35<@Alberth>but I am sure someone has already had the same problem, maybe search for solutions on the Internet
10:35<@Alberth>ie you are definitely not the first person using visual studio with hg
10:36<@Alberth>the simple solution is to do like svn, always have only one clone
10:37<Samu>or maybe, i can fool visual studio
10:38<Samu>i rename folders, and hope tortoisehg doesn't get messed up with all the renamings
10:38<@Alberth>like I said, I would expect it's a solved problem, look for the answer
10:38<LordAro>Samu: what's in your personal project folder? can it not be set at the user level?
10:39<Samu>i need to have a copy of D:\OpenTTD\trunk\projects\openttd_vs140.sln
10:39<Samu>i can't use the real one that comes with trunk
10:40<Samu>i needed to edit it to make it work, due to lib files and stuff like that
10:40<Samu>OpenTTD essentials
10:40<Samu>this thing
10:41<Wolf01>andythenorth: pushed
10:41<Wolf01>See if it fits your needs and doesn't break things, I didn't check for compatibility yet
10:42<Wolf01>At least not complete compatibility
10:43<Samu>set at the user level? what does that mean'
10:43<Wolf01>That only the current logged user sees that
10:44<Wolf01>As different users may have different settings
10:44<Samu>what u mean different users? it's only me on this computer
10:45<Wolf01>Then set it only to your user anyway
10:45<Samu>i have no idea what you're talking about :(
10:46<andythenorth>Wolf01: I'm afk for a bit, but will look later :D
10:46<@Alberth>time's up!
10:47<Samu>ok, here's what I need to edit on that project folder
10:48<Samu>if i dont have this, it won't compile
10:48<Wolf01>Use the userproj file, don't edit the project
10:49<Samu>userproj file, hmm where is that?
10:52<Wolf01>Make that file, copy the stuff into it, put the paths in the variables on windows or just put the paths there, put the file in the same folder as the project file and reopen the project. Done.
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11:01<Thedarkb1>Will OpenTTD use a new version of libicu in the next update?
11:01<Eddi|zuHause>will there be a next update?
11:01<Thedarkb1>Good question.....
11:02<Wolf01>There must be one, I'm preparing the announce for 1st april
11:02<Thedarkb1>I remember updates being a lot more frequent.
11:03<Samu>trying to build
11:16<Samu>very nice, thx Wolf01 I didn't know how this was done
11:25<Thedarkb1>Where do I put OpenMSX?
11:25<Thedarkb1>I tried there and it didn't see it.
11:26<LordAro>Thedarkb1: the readme will tell you
11:26<LordAro>section 4.2ish
11:26<LordAro>alternatively, download it via content download
11:26<LordAro>which will handle it for you
11:28<Thedarkb1>It appears but won't play.
11:28<Thedarkb1>I assume I need timidity.
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11:38<LordAro>yeah, it's a bit finicky
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12:06<Samu>how do I create a unified diff?
12:08<Samu>inflexible program:(
12:09<Samu>it didn't record the branching tree?
12:11<Samu>I don't understand why I'm using this program. It's not doing what I want
12:13<Samu> that graph wasn't recorded in the patch files?
12:13<Samu>all that was for nothing
12:13<Samu>i could have done the same with tortoisesvn
12:14<Samu>if I can't keep the order which the patches are to be applied, I don't need tortoisehg for anything...
12:16<Samu>where did I fail?
12:18<@Alberth>so you have actually 15 or 16 patch queues?
12:19<Samu>i patched everything and all i get now is a straight line
12:20<@Alberth>yes, a patch queue stacks on top of eg trunk, and has one top-most revision, and a straight line otherwise
12:20<@Alberth>possibly with a few diamond-like sub-graphs
12:21<@Alberth>where the branch diverted into different directions, and got merged again
12:21<@Alberth>hence my question, so you have actually 15 or 16 patch queues?
12:22<Samu>i dont understand the question, I have this
12:23<@Alberth>each line that begins at 'trunk' at the bottom, and ends in a head where it doesn't continue further is one patch queue, to me
12:23<@Alberth>I count 15 or 16 such heads
12:23<@Alberth>so 15 or 16 patch queues?
12:26<@Alberth>the patch that ends as 22749 and the one ending at 22752 have only 'trunk' in common, so they are independent of each other relative to trunk
12:26<@Alberth>you have many such patch queues
12:29<Samu>ok gonna try count
12:31<Samu>but that was yesterday, today I only got a straigth line
12:33<Samu>that information wasn't recorded?
12:34<@Alberth>a patch file only contains changes from revision n-1 to revision n
12:35<@Alberth>it's place in a repository is not recorded, since it may change
12:35<@Alberth>if you update openttd, and apply a patch a second time, you don't want the patch where it was originally
12:36<@Alberth>you want it on top of the new updates instead
12:36<@Alberth>similarly, another user that tries your patches may have a different history in the repository
12:36<@Alberth>or possibly even a totally different setup
12:38<@Alberth>eg JGR has a much different openttd version, so the original position makes no sense there
12:39<Samu>seems to be another case of failing to understand the purpose of the program
12:40<Samu>how do I send/create a patch queue to another person?
12:41<@Alberth>distributed version control (what hg and git are doing) is not a simple subject
12:41<Samu>i thought tortoisehg could do that, but...
12:42<@Alberth>standard practice is to publish the repository, and send an email to the other person pointing to the copy and a revision number
12:43<Samu>not quite what I wanted
12:43<Samu>was planning to post in a forum for others
12:45<@Alberth>maybe mq could work for you?
12:45<@Alberth>which is basically a stack of patch files that you can edit under control of hg
12:46<@Alberth>the patches are not actually in the repository, they are kept on disk in .hg/patches
12:47<@Alberth>another option is to use hg diff to generate a patch file between two revisions
12:48<@Alberth>then you get 1 file with all changes between the revisions that you specify
12:49<@Alberth>obviously, if you give a revision N, and N+1 to hg diff, you get exactly the diff for revision N+1
12:56<andythenorth>Wolf01: seems I can build HAUL over town road? o_O
12:56<andythenorth>is compatibility implemented? o_O
12:56<Wolf01>Yes, I didn't check compatibility
12:57<Wolf01>Only normal->electric-/->normal
12:57<Wolf01>At least
12:57<Wolf01>We need also that "use as town road" flag
12:57<Wolf01>But that's another branch
12:58<Wolf01>Also if frosch123 has some ideas on how to check compatibility, that would be welcome :P
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13:04<Samu>i give up
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13:08<LordAro>Alberth: i think you made some progress :>
13:09<@Alberth>hope so, at least more than my type/value experiment :p
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13:18<Samu>sorry Alberth, sorry LordAro
13:18<Samu>uninstalled it
13:18<Samu>too much for my head
13:19<@Alberth>version control is not something you grasp immediately, it takes time to understand
13:19<@Alberth>you may want to run too fast here
13:20<@Alberth>try a single patch or a patch queue of 2 patches or so first, so you get some experience
13:20<@Alberth>and no worries, I fail too, I tried some type checking today from a template, and that horribly failed :p
13:21<@Alberth>I take it as a failed experiment, and try again tomorrow, avoiding what I learned today
13:23<Samu>i think i know what I have to do for now
13:24<Samu>at least under tortoisesvn
13:25<Samu>the only advantage I saw on tortoisehg was the ability to update to revisions of my stuff
13:25<Samu>on svn i don't think i can do that
13:27<LordAro>no local commits on svn
13:30<Samu>Repository Browser
13:30<@Alberth>do you want to know how to do this in svn? it's more complicated than hg :)
13:30<Samu>yes pls, it was a useful feature
13:30<@Alberth>well, you asked.... :)
13:31<@Alberth>make a branch with updates of openttd in a local svn repository
13:32<@Alberth>from that branch, make new branches with your patches (one per patch queue)
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13:32<@Alberth>ie you'll have 15-ish branches
13:33<@Alberth>svn won't allow changes to existing commits, so you can only add new ones to your patches
13:33<@Alberth>if openttd updates, copy the changes to the openttd branch, then merge that change to all patch branches
13:34<LordAro>"hardest" bit will be making a local svn repo
13:34<@Alberth>it is?
13:34<frosch123>LordAro: looks like your std::sort patch is obsolete with c++20's <=> operator :p
13:35<@Alberth>lol :D
13:35<LordAro>frosch123: ono
13:36<@Alberth>we wouldn't use c++20 before say 2030 or so, right?
13:36<Samu>how to make a local svn repo? :p
13:37<Samu>TortoiseSVN > Export... ?
13:38<frosch123>it says c++20 removes some "long standing" restrictions from c++11's lambdas :p
13:38<@Alberth>haha :)
13:38<LordAro>Samu: this is not something you'll be able to do from tortoise
13:38<@Alberth>I haven't gotten around using them at all :p
13:38<LordAro>they're great :)
13:39<@Alberth>I know, I use lambda x: .. in Python quite often
13:39<@Alberth>even though the language doesn't quite agree with that
13:47<@Alberth>although, in Lua, they were used for co-routines in a game, with the nice benefit that the captured variables are no longer accessible from the outside, for changing in a loaded savegame :p
13:48<Samu>ok screw it
13:52<Samu>tortoise is busy, doing something. I told it to 'Add folder'
13:55<andythenorth>Wolf01: what would happen if road could have two owners
13:55<andythenorth>resp. town and player
13:58<@Alberth>how is such a road different being owned by just the player?
14:01<andythenorth>can't be bulldozed
14:01<andythenorth>town restricts demolition
14:04<Samu>svn repository, bah
14:04<Samu>can't work with it too
14:04<Samu>i fail at repositories
14:05<Borg>Samu: how old are u ? 15 ?
14:05<Borg>u complain like little girl ;)
14:06<Eddi|zuHause>how long do i have my ignore list entry now?
14:08<Samu>36 i think
14:08<Samu>i dont bother with my birthdays any more
14:12<andythenorth>little boys complain too
14:12<andythenorth>trust me
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14:25<Wolf01>Mmmh, I tried 2 owners with tunnel/bridges... weird thing, I wouldn't spread it to normal road
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14:41<andythenorth>Wolf01: I was thinking of a bit initially
14:41<andythenorth>road owner is still town
14:42<andythenorth>but if converted once, road can't be converted again
14:42<andythenorth>but that doesn't work, would want to know owner
14:42<Wolf01>Oh, that mithycal 5th bit proposed some days ago?
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14:55<andythenorth>I play single player without aggressive AIs
14:55<andythenorth>so I would never see the problem of over-building
14:56<andythenorth>but I assume that players will hate the griefing if I can trivially destroy their network with overbuilding
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15:05<Borg>add option.. that u can destroy tracks/road of players/ai when you have 75% shares!
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15:45<Borg>so ? noone? want to test my electric industries? ;)
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---Logclosed Sun Jan 28 00:00:08 2018