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#openttd IRC Logs for 2018-07-10

---Logopened Tue Jul 10 00:00:28 2018
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02:40<SpComb>in terms of "CI on top of Docker"
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03:16<TrueBrain>SpComb: 20 dollar per user per month .. sounds a bit much :D
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03:34<SpComb>TrueBrain: it's open-source...
03:37<TrueBrain>SpComb: well, for shit and giggles go to :)
03:37<TrueBrain>they did their best to not tell you :)
03:37<SpComb>their website is pretty sales-oriented, but their docs are clear enough
03:38<TrueBrain>and the chances you click docks after visiting their website are slim :D
03:38<SpComb>yeah, the FAQ for the cloud options has it hidden at the end
03:38<TrueBrain>either way, the CI part is not my worry .. the CD is what I am having issues with :(
03:40<SpComb>CD to where?
03:40<SpComb>openttd releases to the mirrors?
03:40<TrueBrain>releases, website, bots, everything
03:41<TrueBrain>but mainly, currently, I want the github-bot to autodeploy
03:41<TrueBrain>which is near identical to a website
03:41<TrueBrain>what I want is pretty simple: when you hit merge, it should autodeploy to staging. It should give me a button: deploy to production
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03:51<dihedral>hey ho
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03:58<peter1138>TrueBrain, yeah, that's all I saw when I was looking at drone a while ago.
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04:55<@planetmaker>moin moin
04:56<andythenorth>lo planetmaker
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07:33<peter1138>"iirc block signals and presignals refresh more often (because they're less computationally expensive) and are therefore more efficient in a network with lots of closely packed trains"
07:33<peter1138>Where do people get this from?
07:35<Eddi|zuHause>peter1138: path signals have a delay when a reservation fails, before trying to reserve again
07:35<Eddi|zuHause>so a train might wait a few ticks longer at a red signal
07:37<Eddi|zuHause>depending on what "closely packed" means, this may also require slightly higher distance between trains
07:37<Eddi|zuHause>in order to not be stopped by a red signal
07:37<Eddi|zuHause>but i'm sure this effect is way lower than the weird curve stretching effect
07:38<peter1138>15 or 41 ticks by default, minimum 2.
07:41<Eddi|zuHause>we should implement braking distance, and slowing down if trains are too close together. just to annoy these "tight packing" play styles :p
07:44<Eddi|zuHause>and, of course, not make it optional. because more settings are evil :p
07:44<peter1138>But guys! You're playing the game wrong!
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09:51<FLHerne>I'm certain I've seen, in particularly laggy games, path signals failing to clear at all the first time
09:51<FLHerne>So trains get stopped even when there's no conflicting reservation
09:52<FLHerne>(and then the signal clears a few ticks later)
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09:53<peter1138>Trains get stopped when they can't reverse a path. The signal state is irrelevant.
09:55<peter1138>Which leads to the kinda annoying every signal is red "issue"
09:57<FLHerne>I'm still sure I've seen that :P
09:58<FLHerne>Is there any limit on the number of pathfinder checks/reservations per tick? Wouldn't really make sense
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10:00<andythenorth>so...sulphur mine?
10:05<andythenorth>so IRL there are a bunch of cargos that only move by pipeline
10:05<andythenorth>but they're needed for 64 cargo FIRS
10:05<andythenorth>like methane, naptha etc
10:05<andythenorth>so eh, what should I do? :P
10:07<nielsm>play simutrans instead
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10:07<nielsm>(they have powerlines don't they? pipes are almost the same)
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10:10<andythenorth>ok, "move FIRS to simutrans" can be option 1 of 4
10:10<andythenorth>I need 3 more :)
10:10<nielsm>assume NRT comes in and make a new road rype that looks like pipes
10:11<andythenorth>option 2
10:11<andythenorth>option 3 - don't use these cargos
10:11<andythenorth>option 4 - just include them anyway
10:16<FLHerne>andythenorth: LNG methane ships are a thing
10:17<FLHerne>But yes, a pipeline-road grf is inevitable
10:17<nielsm>or replace tram graphics with pipelines running above the road
10:17<nielsm>to stay compatible
10:18<nielsm>question is what the "vehicles" should be
10:18<FLHerne>There are already pipeline-rails, but they don't work very well because of signal blocks
10:18<nielsm>depots would look like pumping stations?
10:18<andythenorth>pipe rails works fine
10:18<FLHerne>(even with very fast vehicles, you end up needing multiple lines or loops or severely non-pipelineish flow)
10:19<andythenorth>works really well like this
10:19<andythenorth>I only stopped using it because I'm tempted to make my own version of the grf
10:19<andythenorth>and that is...unwise
10:19<andythenorth>I would do different stats, and tweak some graphics
10:20<andythenorth>oh and the depots suck
10:24<FLHerne>andythenorth: Oh, that's a neat idea, will have to steal it
10:24<andythenorth>it's tedious to build
10:24<andythenorth>but once it's built it works well
10:24<andythenorth>kind of fire and forget
10:24<andythenorth>I'm sure there's a better way, but eh :P
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13:36<TrueBrain>welcome back andythenorth :)
13:36<TrueBrain>ugh, this CD stuff is killing me ... it is diffuclt!
13:37<TrueBrain>difficullltttttt is even difficult
13:39<andythenorth>tres difficile
13:41<Eddi|zuHause>daffy duck?
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14:09<asanpi>hello, can someone share with me latest version openttd with include copy&paste patch? because i can't include patch myself :(
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14:10<TrueBrain>not completely sure anyone in this channel can help you with that (I hope someone can; but not sure). Did you ask on the forum thread for one? That mostly results in the quickest result
14:13<asanpi>yes, i read topic about copy&paste, but it is only patch, and i don't know how to include it
14:14<TrueBrain>I understand; and I think the best way for you to get a binary, is to ask in that topic for one. Include the OS you are looking for etc :)
14:14<TrueBrain>(basically, ask the above question in the topic :D)
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---Logclosed Wed Jul 11 00:00:30 2018