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#openttd IRC Logs for 2018-01-30

---Logopened Tue Jan 30 00:00:10 2018
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03:17<andythenorth>road, elrd, dirt
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04:18<Arveen>lime scale, rust, ground in dirt
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11:48<eickert2000>Spricht hier jemand Deutsch?
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12:21<frosch123>evening mammals
12:26<Samu>dang it, i need a super strong single-core cpu for 15x 250k ops AIs
12:26<Samu>recommend me something
12:30<Samu>the mouse barely moves :(
12:31<Samu>looking for openttd optimizer expert
12:34<Samu>@calc 250000 * 15
12:34<@DorpsGek>Samu: 3750000
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13:04<Samu>hi Wormnest
13:05<Wormnest>Hi samu
13:06<Samu>you can try starting wormai in this savegame
13:06<Samu>he will build weird bridges
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13:08<Wormnest>I will have a look at it later. Not much time atm.
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13:13<Samu>is this a bug or a feature request?
13:13<Samu>or a patch?
13:13<Samu>i never know which topic fits better
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13:17<LordAro>Samu: probably bug
13:19<Samu>i see, thx
13:19<Samu>submited it as bug
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14:26<Wolf01>Where is the north?
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14:31<@Rubidium>with andy
14:32<frosch123>cat was hungry
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14:42<Wolf01>Mmmh, I just updated my ratt branches for the flags, no-houses and no-junctions... I would merge them all and add no-tunnelbridges too :P
14:43<supermop_work>do it
14:43<supermop_work>no junctions would be useful for chairlifts
14:44<Wolf01>I could sneak push that, so andy won't know and he will be happy when will find it :D
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14:47<Wolf01>Commit message "added stuff"
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15:01<Wolf01>Here he is!
15:02<Wolf01> <- eddi, finally somebody added it, but not with the PRR livery :P
15:03<andythenorth>Wolf01: so Bugatti Chiron
15:03<Wolf01>andythenorth: what do you think about no-houses and no-junctions flags?
15:03<andythenorth>I think no-houses is an easy win
15:04<andythenorth>no-junctions is contentious, and should be a branch and tested
15:04<andythenorth>but I don't really care about either :)
15:04<andythenorth>"I don't really care" is great basis for deciding :P
15:05<Wolf01>No-houses is ready, no-junctions is useful for a niche of types
15:06<Wolf01>I could publish the no-junctions branch so you can test it, the problem is that taking one flag at time shares the flag value, so in one branch a grf could have no-houses and the other no-junctions
15:07<Wolf01>Or we could reserve the flag positions
15:07<Wolf01>So no-houses = 2, no-junctions = 3
15:07<Wolf01>(flag bit)
15:08<andythenorth>I think no-houses is a no-brainer
15:08<andythenorth>and should be merged, and nml support provided
15:09<andythenorth>it will have...interesting consequences
15:09<andythenorth>allows manipulating town growth
15:12<Wolf01>The only thing about the no-houses is that works only for road, tram is already unable to support houses
15:13<Wolf01>I didn't merge it because of this
15:14<andythenorth>I don't see any problem there
15:14<andythenorth>just needs specific documentation
15:15<Wolf01>So merge?
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15:23<andythenorth>I think so
15:23<andythenorth>I'll need to do NML support
15:23<andythenorth>but I don't think I'll get to that tonight
15:27<andythenorth>also, bool flags can be added to trunk incrementally
15:27<andythenorth>as needed
15:33<andythenorth>I merged ottd trunk in just now
15:38<Wolf01>Ok, I was trying to figure out why I got so many merges
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15:40<Wolf01>BTW, I added projects/.vs to ignores as I'm tired to reset the branches every time I need to switch
15:41<supermop_work>andythenorth: no junctions is ropeways
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15:44<Wolf01>And proper pipes too, bidirectional pipes with a lot of capacity and no problems about collisions
15:49<Wolf01>IIRC you can only set flags with newgrfs, not unset them?
15:49<Wolf01>The idea was to make trams default with no-houses and unset it if really wanted
15:52<supermop_work>also highways, industrial roads,
15:52<Wolf01>You set that on the newgrf, base trams are builtin
15:53<Wolf01>Need some more tests on the no-houses branch with a well crafted grf
15:53<andythenorth>I would just leave trams as 'no houses'
15:54<andythenorth>the flag could be 'invert default house behaviour'
15:54<andythenorth>but I don't think tram tracks need to build houses
15:54<Wolf01>Never say never
15:54<andythenorth>and I don't care about supporting esoteric stuff
15:55<andythenorth>'invert' wouldn't be the first weird newgrf flag :)
15:56<Wolf01>Currently is ROAD,ELRD have houses, you can set no-houses with a grf; RAIL,ELRL no-houses, can you unset it?
15:58<andythenorth>the flag can just invert
15:58<andythenorth>newgrf has lots of weird stuff
15:58<Wolf01>Ok, then is a no-problem
15:58<andythenorth>this one doesn't bother me
15:58<andythenorth>set the flag to invert the default
15:59<andythenorth>compared to vehicle cargo stuff, it's totally sane
15:59<Wolf01>But I don't think trams are able to support houses even without that flag
16:00<Wolf01>So for trams is useless
16:01<Wolf01>A bit of test won't be a waste anyway, maybe we could even merge it in a week
16:02<andythenorth>we could patch towns to grow along tram tracks
16:02<andythenorth>but that seems TMWFTLB to me :)
16:05<Wolf01>Prepare a grf with 2 roads and 2 trams, both with one flag set, so 4 cases
16:05<Wolf01>Also I should learn how to grf so I can do it by myself...
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16:07<andythenorth>example roadtypes is included with nml repo
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16:10<supermop_work>Wolf01: take unspooled code, it's pretty short
16:10<supermop_work>or tell me how to set the flags
16:11<Wolf01>It's like the no level crossings
16:15<Wolf01>Mmmh I have py 3.6
16:19<supermop_work>is no junctions 'no junctions with other types' or 'no junction even with self'?
16:19<Wolf01>No junctions with self
16:19<Wolf01>As to make a junction with other types you need a junction with self
16:19<supermop_work>good for ropes then
16:20<Wolf01>At least until $someone will find a way to put 4 different types of roadbits on the same tile :D
16:20<supermop_work>i'd like a no junctions flag for railtpes
16:24<supermop_work>need to make a log flume grf
16:24<andythenorth>py3.6 should be fine
16:24<supermop_work>no junctions, no houses,
16:24<supermop_work>only logs allowed, logs have 0 TE and HP when loaded
16:25<supermop_work>so they can't flow uphill
16:26<supermop_work>unloaded logs are invisible and have high HP to
16:26<supermop_work>run back up to the top
16:26<Wolf01>Invisible is bad
16:27<supermop_work>else just sell all logs at bottom of hill and buy new at top
16:28<Wolf01>Need automatic purchase and sell of vehicles
16:29<supermop_work>new orders: goto depot (sell)
16:31<supermop_work>getting into territory of pipes as pipes instead of pipes as roads or rails
16:33<Wolf01>Maybe in future
16:33<Wolf01>Very maybe and in a very remote future
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16:34<Wolf01>But I was thinking if we could use NRT to troll a bit the web on 1st april release
16:35<Wolf01>Needs a lot of graphics
16:36<Wolf01>Also it would be cool to have the real NRT on 1st april release
16:36<Wolf01>But it's sci-fi
16:37<supermop_work>what else do you need, graphic wise?
16:39<Wolf01>Small ships, small trains, small rvs, use NRT to fake 2 tracks on same tile, 2 ships on same tile and 2 roads on same tile
16:40<supermop_work>two roads?
16:40<supermop_work>surely none of this is needed in base set?
16:41<supermop_work>like two parallel roas?
16:41<Wolf01>A sort of highway
16:42<supermop_work>i guess that could be a 'micro scale' grf set
16:42<Wolf01>BTW I think it's easier to do it with photoshop
16:42<Wolf01>Yes, it could be released on bananas on 2nd april :P
16:43<Wolf01>But only if NRT hits trunk, which is impossible in current state
16:43<supermop_work>but using nrt to create novel scale tricks doesn't seem like necessary 'launch title' to me
16:43<supermop_work>in terms of graphics needed to make nrt usuable in trunk, i am thinking gui sprites? (i think we have all of these)
16:44<Wolf01>There are some serious bugs I need to address (the first one is the impossibility to build trams in scenario editor
16:44<supermop_work>and if there is any new road or tram type that gets added to base sets
16:45<supermop_work>what's the SE problem?
16:45<Wolf01>Also I don't think the roadtypes dropdown is working correctly now (it should be fixed with the SE bug too)
16:45<supermop_work>(also can't build rails in SE...)
16:46<supermop_work>i think allowing towns to build multiple road types, or upgrade their own roads (during reconstruction?)
16:46<supermop_work>would be neat
16:46<Wolf01>There's a branch which is trying to address this bug, but it need some revision by $some-more-capable-dev
16:47<Wolf01>Yes, there are some features missing, like the road used by towns and the ability to upgrade it
16:48<supermop_work>but arguably it can go to trunk before then
16:51<andythenorth>I think it's feature-complete for actual gameplay
16:51<andythenorth>SE needs work
16:51<andythenorth>and bugs
16:54<Wolf01> <- we should extensively test this branch to see if introduces strange bugs
16:54<andythenorth>what does that branch do, remind me? o_O
16:55<Wolf01>Fixes SE, fixes availability of roadtypes on the dropdown
16:55<Wolf01>Both were related
16:55<andythenorth>is it safe to merge to RATT branch?
16:55<andythenorth>it's not trunk, I'd rather let players test it ASAP
16:55<Wolf01>It needs testing
16:56<andythenorth>we could...
16:56<andythenorth>make a 'candidate' branch, from road-and-tram-types
16:57<andythenorth>then merge cbvi branch into ratt branch
16:57<andythenorth>and let players loose on it
16:57<Wolf01>Just use that branch, it's synced
16:57<andythenorth>ratt gets built by CF, I don't want to be building binaries for people
16:57<andythenorth>and I don't want to ask Truebra*in for more favours :)
16:58<andythenorth>I don't trust my own testing, I miss stuff often
16:58<Wolf01>Me too
16:58<andythenorth>let's review tomorrow :)
16:58<Wolf01>We could merge it, pray, fix the bugs which players find
16:59<andythenorth>if we fork a clean 'candidate' branch, we don't have to de-merge anything later
16:59<andythenorth>reverting branch merges is fine, but requires care
16:59<Wolf01>We'll see it tomorrow, now bed ;)
16:59<andythenorth>if I was working alone, I'd dump everything to ratt
17:00<andythenorth>but I try to be more careful with other people's time :P
17:00<andythenorth>ok bed
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19:14-!-urdh is "Simon Sigurdhsson" on #oftc #openttd #moocows #fish
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19:49-!-supermop is "A CIRC user" on #openttd
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20:23-!-Suprcheese is "Supercheese" on #openttd
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20:27-!-Suprcheese is now known as Supercheese
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21:10-!-sim-al2 is "sim-al2" on #openttd @#/r/openttd
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22:25-!-sim-al2 is "sim-al2" on #openttd @#/r/openttd
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22:26-!-Supercheese is "Supercheese" on #openttd
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22:30-!-Snail is "Jacopo Coletto" on #openttd
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---Logclosed Wed Jan 31 00:00:12 2018