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#openttd IRC Logs for 2019-02-15

---Logopened Fri Feb 15 00:00:05 2019
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02:27<Eddi|zuHause>i can't decipher what this last NRT update failed on. bunch of squirrel warnings and a linker error which is too long to display, but the silly azure log has no linebreak feature and i don't see a "view as text file" link
02:40<andythenorth>Eddi|zuHause: there are artifacts you can download
02:40<andythenorth>top right 'All logs'
02:41<andythenorth>I can't give you the link because Azure isn't written sensibly
02:41<andythenorth>oh wait$format=zip
02:41<andythenorth>dunno if that helps though
02:41<Eddi|zuHause>is there a format=txt?
02:42<andythenorth>not for me
02:42<andythenorth>throws an error
02:43<andythenorth>json or zip
02:43<@peter1138>Oh. Hmm.
02:43<@peter1138>Yeah, fails for me. Strange.
02:45<@peter1138>Well, I know why, but it did work for me last night, but now it edoesn't :p
02:45<@peter1138>Ok so it was a bit late.
02:53<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
03:02<@peter1138>See, no errors now :)
03:04<@peter1138>Mmm fresh raw milk.
03:07<andythenorth>vehicle variants for 1.9.0? o_O
03:17<@peter1138>Unlikely. It's not as ready as NRT is.
03:17<Pikka>andythenorth: no mail in hsts
03:18<@peter1138>Pikka, correct.
03:18<andythenorth>such icons
03:18<@peter1138>Bit small for a baseset ;(
03:19<andythenorth>do I need a high speed mail car then? :P
03:19<andythenorth>what about pax in HSTs? :P
03:19<Pikka>only livestock and copper ore
03:20<@peter1138>Big cyclists though.
03:26<andythenorth>HSTs with distributed power? :P
03:29<andythenorth>ha ha, I found PACERS.grf
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03:38<Eddi|zuHause>i don't know all that much about british trains, but i don't think pacers fall into the "HST" category :p
03:38<andythenorth>so apparently Horse is broken with daylength
03:38<@peter1138>I think you mean daylength is broken.
03:39<Eddi|zuHause>somehow my brain has learned to skip any sentence andy says which contains the word "broken"
03:40<andythenorth>what's the point of daylength again?
03:40<andythenorth>someone must know?
03:40<andythenorth>is it just to have steam trains indefinitely?
03:41<Eddi|zuHause>longer playtime with steam, mostly
03:41<Eddi|zuHause>no, not "indefinitely"
03:42<andythenorth>so not just "vehicles don't expire"?
03:42<Eddi|zuHause>no... that is really "broken"...
03:42<andythenorth>so Horse generations are 30 years apart
03:43<andythenorth>so a parameter to set generation length, just a number?
03:43<andythenorth>because daylength
03:43<andythenorth>because it's a major issue for forums players?
03:43<andythenorth>I can't get to 5 answers :(
03:43<andythenorth>I don't know
03:43<andythenorth>3 whys :P
03:44<Eddi|zuHause>all i heard so far was crazy nonsense that doesn't make sense
03:44<Eddi|zuHause>to which the correct response is usually "do nothing"
03:46<andythenorth>2204 forum results
03:46<andythenorth>ok so it's used to fix cdist
03:47<andythenorth>also apparently peter1138 is working on it
03:47<andythenorth>it's used to make tiles closer to real scale
03:48<Eddi|zuHause>wrong link?
03:48<andythenorth>no, read what Leif says :)
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03:48<andythenorth>seems that daylength makes tiles 18km wide
03:48<andythenorth>that's apparently important
03:49<andythenorth>"Change: Decouple GUI timing from game ticks (#6780)" : "Hopefully, this is the first step towards a real variable daylength."
03:50<Eddi|zuHause>"Change: work on a cure for cancer" - "hopefully that will solve the zombie apocalypse"?!?
03:51<andythenorth>daylength is used to fix RVs
03:51<andythenorth>daylength is used to make RL country scenarios more accurately scaled
03:51<Eddi|zuHause>daylength has apparently suprassed "new map array" as the "fix for everything"?
03:52<Eddi|zuHause>that mythical daylength will never exist.
03:53<andythenorth>some guy in forums called Eddi keeps saying that :)
03:53<andythenorth>I agree, I just wonder if I can do something amusing in newgrf
03:54<Eddi|zuHause>that will end up in a horrible nightmare of "i want to combine X grf with Y grf but it doesn't have Z feature"
03:54<andythenorth>so how about decoupling newgrf vehicle introduction from date?
03:54<andythenorth>and having a tech level?
03:54<Eddi|zuHause>and even if they both offered Z feature on the surface, the internals would be so different to be incompatible anyway
03:55<andythenorth>hmm, I can do boats, trains, RVs, but I'm not doing planes
03:55<andythenorth>ho ho
03:57<Eddi|zuHause>andythenorth: the main problem is that the game has many skewed scale factors (lengths, timeframes) all mixed together in one ridgit framework, while lots of people want to loosen that up a bit with more free scaling of individual parts
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03:59<Eddi|zuHause>which is part of the reason why any previous daylength approaches failed, they wanted to consolidate this multidimensional balance problem into 1 dimension (instead of the current 0 dimensions), which is, as far as maths is concerned, equally inappropriate
04:01<Eddi|zuHause>there need to be separate scaling factors for things like tech progression, payment graphs, timetable cycles, acceleration, industry production, ...
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04:04<Eddi|zuHause>i think that is how every daylength patch so far failed, they saw how every previous attempt resulted in a complicated horrible mess that was unfixable, and went "we need to approach this in a more simple way"
04:05<Eddi|zuHause>... which almost immediately collided with the reality that everyone who wants daylength wants it for some slightly different purpose
04:05<Eddi|zuHause>which again added complicated horrible mess
04:05<Eddi|zuHause>you need to approach it as a complex problem from the start, and break it down into individual problems
04:06<andythenorth>does 'why?' even matter?
04:06<andythenorth>but 'why?' is only helpful to meet a user need
04:07<andythenorth>and the user needs are so confused...
04:07<andythenorth>isn't 'why?' > 'because we can' ??
04:07<Eddi|zuHause>which is exactly why you need to explore the "why?"
04:07<andythenorth>except we can't :)
04:08<andythenorth>if we approached this as 'game time should pass at an arbitrary rate', is that a good 'why?'
04:08<Eddi|zuHause>you need to be clear on which section of this multidimensional problem you want to solve
04:08<Eddi|zuHause>because if you take a step in the wrong dimension, everything will fall apart
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04:12<andythenorth>so you think having one newgrf with arbitrary intro dates doesn't solve it? :)
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04:20<@peter1138>I'm back...
04:20<@peter1138>Well, actually I'm in the office now.
04:20<@peter1138>Better late than never.
04:21<@peter1138>I'd work from home but then I wouldn't get my daily cycling fix.
04:23<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships.
04:23<LordAro>peter1138: pfft, you call that late?
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05:29<Eddi|zuHause>interesting correlation: "on 19th april the GPS epoch rolls over to 0", "on 19th october is bicycle day" :p
05:29<Eddi|zuHause>dunno how i got october
05:33<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships.
05:39<@peter1138>I wonder how much cruft, and performance, we lose if we converted yapf to use std classes.
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05:51<Eddi|zuHause>what? get rid of 5 nested layers of templates?
05:53<LordAro>Eddi|zuHause: implying std classes aren't also 5 nested layers of templates
05:54<@peter1138>Yeah but that's not our problem.
06:05<Eddi|zuHause>i'd probably put yapf in the "don't touch it if it's not broken" category... you're probably looking at like 2 months of full-time dedicated work
06:07<@peter1138>Post 1.9, definitely.
06:22<FLHerne>andythenorth: OTTD maps are pretty big, if you want to 'finish' a single-player game on even 1k*2k it takes real-world days
06:23<FLHerne>(spread over several months of spare evenings, obviously)
06:23<FLHerne>So without adjusting the flow of in-game time, you'd inevitably end up in 2050 before even really getting started
06:25<FLHerne>My current game is only 128^2, 40 years in, and I'm still not quite finished connecting all the industries
06:25<FLHerne>(close, though)
06:27<FLHerne>The "making passengers feasible with CargoDist" side-effect of the current patch is, IMO, a bug
06:27<FLHerne>It's useful, but that's orthogonal
06:36<Eddi|zuHause>so, did steam crash or did i accidentally quit it and don't remember?
06:38<@peter1138>FLHerne, what current patch?
06:38<@peter1138>FLHerne, oh, daylength...
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09:54<Samu>heh, im bored, sorry
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10:03<drac_boy>hi there to anyone else who are getting a snowy head too :)
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10:10<drac_boy>so anyway just curious if its a best-try or is there sometimes some sort of minimum ottd version for to apply a new patch to?
10:13<nielsm>patches are for specific versions
10:13<nielsm>new patches intended for the next release version of ottd are written against current master at the time
10:14<nielsm>and should be continually updated as long as they don't get merged, to ensure they can still merge after master has changed
10:14<drac_boy>ah ok, just was trying understand the ongoing jgr thread so ty :)
10:27<@peter1138>Yup, they are effectively no longer patches, they have been integrated into his build.
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10:39<drac_boy>anyway got an apt soon but .. have fun with the fresh snow if thats the case for anyone in here :)
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10:42*andythenorth is in bright sun :P
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10:46<nielsm>it's almost looking like spring here, atm
10:49<Samu>i dont know how to work with classes
10:49<Samu>time to give up
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10:50<Samu>I'm trying to figure out a way to create an array of airport routes for my AI
10:51<Samu>each route would have a group, an engine, location from, location to
10:51<Samu>i just... know it is done with classes
10:51<Samu>but not how
10:52<Samu>is there a classes for dummies guide out there?
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10:56<Samu>okay, I give up, before I lose my temper
10:59<Samu>need to find a way to remove empty groups
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11:06<@peter1138>You can get a list of vehicles in each group, right?
11:09<Samu>yes, but sometimes, i move vehicles from a valid group into a renew group to upgrade engine, and that group becomes temporarily empty
11:10<Samu>but since I don't keep track of groups for each route, a new group is created after the upgrade
11:10<Samu>and the empty group becomes left behind, empty
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11:12<@peter1138>Don't really know what you are doing :p
11:13<@peter1138>Delete the group when you move the vehicle out if it's the last one?
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11:14<@peter1138>Or periodically go through all the groups and delete empty ones.
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11:16<Samu>ideally, I would move back the vehicles to the group they belonged in the first place
11:16<Samu>after the engine upgrade
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11:16<@peter1138>Ok, so you need to remember which group it was in
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11:17<@peter1138> uhhh
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11:24<Samu>current solution: clean up empty groups (even though they're supposedly temporarily empty)
11:24<Samu>and recreate a new group
11:25<Samu>it works, but it's dumb
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11:32<Samu>if only autorenew/autoreplace didn't screw vehicle_ids...
11:32<Samu>it would be so much easy
11:35<Samu>there would be no need for renewal groups
11:35<Samu>there would be no need to keep track of vehicles heading to depots
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11:39<Samu>alright, this works
11:39<Samu>stop mumbling
11:39<Samu>next step is to create share orders
11:39<Samu>for aircraft
11:39<Samu>it's currently implemented for road vehicles, but not for aircraft
11:41<Samu>it really helped speed up road vehicle management
11:41<Samu>I assume the same would happen for aircraft
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11:48<@peter1138>why do you need renewal groups?
11:48<Samu>to know which ones are currently heading to depots
11:48<Samu>so I don't repeat sending them to depots
11:48<@peter1138>are you using sub-groups?
11:48<Samu>it would stop sending them
11:49<@peter1138>you could create your renewal group as a child of the group the vehicle was originally in
11:49<@peter1138>then it gets renewed, and stays in the renewal group
11:49<@peter1138>then you can move it back to the parent group of the renewal group, then delete the renewal group
11:49<@peter1138>there may be an API call or two missing to be able to do that currently.
11:51<@peter1138>^ Yeah, actually it's available in that PR.
11:52<@peter1138>Ah, the matching call to make a new group with a parent is missing.
11:54<Samu>return occupancy / vehicle_count; what if the group is empty?
11:54<Samu>divide by 0?
11:54<@peter1138>Probably :-)
11:55<@peter1138>I haven't tested any of these calls as I don't write AIs.
11:56<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7224: Change: Use selected group as parent when creating a new group.
11:58<Samu>@calc 0/0
11:58<@DorpsGek>Samu: Error: float division by zero
11:59<@peter1138>It's okay, it's a WIP PR :p
12:00<Samu>current usage isn't displayed for gui
12:00<Samu>so, -1?
12:02<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7225: Add: Various AI/GS functions that may be useful.
12:04<Samu>a useful function: get capacity of an engine reffitted to cargo_type
12:05<Samu>get price of a reffitted engine
12:05<Samu>both without buying it
12:05<Samu>useful for planning mode
12:06<@peter1138>players can't do that either.
12:06<@peter1138>you can't refit engines
12:06<@peter1138>you can only refit vehicles
12:07<Samu>that's ... sad :|
12:07<@peter1138>the capacity can vary depending on the vehicle
12:08<@peter1138>the joys of newgrf callbacks
12:13<Samu>isn't there a way to pseudo-"buy a vehicle just to get capacity/price" for engine purposes?
12:14<Samu>how does cloneing a vehicle do it?
12:25<Samu>about the 90 degrees... I don't know
12:25<Samu>it's okay, I suppose
12:27<Samu>pathfinder will now attempt going at greater lengths just to avoid doing a 90 turn
12:28<@peter1138>i think cloning buys everything and then undoes it all
12:29<@peter1138>Samu, you can tweak the penalties, it shouldn't go too much farther though.
12:29<@peter1138>Maybe the penalty should be lower for ships, as they are slower.
12:34<Samu>there should be a penalty going through locks now
12:34<Samu>they literally "stop"
12:34<Samu>not literally
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13:00<@peter1138>Could do
13:01<@peter1138>Kinda unlikely to find a shorter path except in test cases :p
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13:18<Wolf01> so, that's how the city center lego set worked, nothing new
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13:43<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7224: Change: Use selected group as parent when creating a new group.
13:46<@peter1138>Ok, that was weird. Rebooted my Debian VM and it came back with... no boot device. WTF.
13:47<@peter1138>Maybe time to start doing backups of it :p
13:54<@peter1138>Why is it you only spot bugs after you merge? :/
14:02<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7233: Fix #7224: AI could no longer create groups.
14:08<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7233: Fix #7224: AI could no longer create groups.
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14:15<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7233: Fix #7224: AI could no longer create groups.
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14:19<@peter1138>Oh right, I can see the 'draft' status in the PR list after all.... the merge icon on the left is greyed out.
14:21<@peter1138>Hmm, should I change the existing AI CreateGroup() function, or create a new function?
14:21<@peter1138>Former requires a compat addition, the latter may be considered wasteful
14:21<nielsm>squirrel doesn't have optional arguments at all does it?
14:22<nielsm>since that'd be the obvious solution
14:22<@peter1138>As far as I know, no :(
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14:25<@peter1138>Squirrel’s functions can have default parameters.
14:26<@peter1138>But I don't know if that carries over to the C++/SQ Api.
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15:16<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7225: Add: Various AI/GS functions that may be useful.
15:17<@peter1138>^ samu
15:18<@peter1138>Now you can create your replacement group as a child, and... then moved vehicles back to the parent group after replacement
15:18<@peter1138>Technically players can't see the group id, but they can see the heirarchy, so i guess that's fine? :)
15:23<Markk>Hello everyone
15:24<Markk>Just updated to 1.8.0 från 1.7.1 RC1, finally I can right-click scoll again, I've really been missing that.
15:24<Markk>A question though, what does this button do?
15:24<Markk>I haven't been able to figure out what it does.
15:25<Markk>Or more like, I haven't done anything when I've been pressing it. Even under different cirumstances.
15:25<nielsm>the square one restores the window size to the default
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15:26<nielsm>and if you hold ctrl while clicking it, changes the default size for that window to be the current
15:26<Markk>Ah, I see, nice!
15:26<Markk>Oooh, even sweeter.
15:26<Markk>That's some great news for my OCD.
15:26<Markk>Thank you nielsm!
15:28<Markk>Only thing I'm missing now is like two different levels to sticky windows. So you can have sticky windows, and more sticky windows. Would be great for when having some main windows and then opening some semi permanent windows, like when creating a bunch of new vehicles, when being able to close the semi permanent, but keeping the main ones.
15:29<nielsm>that would be really hard to make a concise UI for I think
15:30<nielsm>"superglued windows"
15:30<@peter1138>Was right-click scrolling now working?
15:31<nielsm>win10 introduced a change in mouse handling somewhere that caused right-click scrolling to break, that's a long time ago
15:31<Markk>peter1138: Yes, in Windows 10 there was some issues with that.
15:32<Markk>I've not been able to use right-click scrolling for the last year or two.
15:32<@peter1138>I wonder what fixed it.
15:32<Markk>An update!
15:32<nielsm>pretty sure a code change in ottd was required
15:33<@peter1138>So the question is... why did it take you so long to change to 1.8.0? :p
15:33<@peter1138>Yeah, I remember working on that now.
15:33<Markk>I've just gotten used to it.
15:33<@peter1138>Had the same idea as michi_cc but he got there first :D
15:34<@peter1138>Ah, 1.8.0 was April 1
15:35<@peter1138>At the end of that month, we also added a different right-click scroll method that doesn't fix the cursor in place.
15:35<@peter1138>Which I needed cos I develop under VNC :-)
15:36<Markk>Oh, have I been so slow to upgrade... But I'm usually fine with the version I'm playing on, if there's not anything I'm really annoyed by. That's why I just upgraded, after reading some forum posts about the scroll issue.
15:58<Samu>openttd launcher
15:58<Samu>keeps openttd up to date and launches openttd
15:59<@peter1138>Steam :p
16:01<Markk>Oh, is OTTD on Steam now as well?
16:01<@peter1138>No :(
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17:20<DorpsGek_II>[OpenTTD/OpenTTD] EarthlingKira commented on pull request #6965: Add: Option for population-linear town cargo generation
17:25<DorpsGek_II>[OpenTTD/OpenTTD] EarthlingKira commented on pull request #6965: Add: Option for population-linear town cargo generation
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17:58<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #6965: Add: Option for population-linear town cargo generation
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18:06<Samu>I will consider using sub-groups once the functions are in 1.9.0 for real
18:07<@peter1138>Please test it!
18:07<@peter1138>I can't do it.
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18:11<Samu>poor version 8
18:11<Samu>it's having so much test code
18:15<Samu>got to change API to 1.9
18:15<Samu>hmm not sure if that's gonna work for the rest of the code
18:17<@peter1138>You could just copy the compat functions you need...
18:18<Samu>I just finished implementing share orders
18:18<Samu>for aircraft, this is all too fresh
18:19<Samu>function WrightAI::BuildAircraft(tile_1, tile_2, silent_mode = false, build_multiple = false, skip_order = null)
18:19<Samu>it's becoming a really messy function
18:21<@peter1138>I guess I should test it though, heh.
18:24<@peter1138>Hmm, I wonder how.
18:28<@peter1138>Hmm, judging by Accepts/Supplies in the station windows, it seems to be good still.
18:34<Samu>uhmm where is the doxygen stuff
18:35<Samu>oh, it's not even in master
18:36<@peter1138>Nope, it's MASSIVE.
18:37<@peter1138>My copy of it.
18:37<@peter1138>Oh actually it's only 4.7MB, but still.
18:37<@peter1138>it's not nrt lol
18:38<@peter1138>^ better link
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18:38<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #6965: Add: Option for population-linear town cargo generation
18:38<@peter1138>Ok, NRT docs put bac.
18:39<drac_boy>just wondering if I got this right, the only thing you can alter is the cosmetic sprites .. to have the refit menu intentionally change any running parameter would require something like the regear "cargo" used by the nars set or alike right?
18:39<drac_boy>sorry about if I'm not wording the question too well after a long day :-|
18:40<Eddi|zuHause>i think the answer is "no"
18:40<@peter1138>I think so too.
18:41<Eddi|zuHause>you can alter all sorts of things with regular refits. just the general consensus is that every time someone tried it turned out to be a bad idea
18:42<drac_boy>eddi yeah I didn't liek the regear cargo thing in nars either .. but anyway ty for letting me check about this
18:42<drac_boy>like* meh
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18:45<Eddi|zuHause>no, i mean stuff that sounds like a good idea, like ships changing capacity in FISH
18:45<drac_boy>ah well I guess that one could be nice too .. not having to make a 400 tonnes boat wait a long time for 170 tonnes of cargo
18:51<drac_boy>anyway just carry on :)
18:53<Eddi|zuHause>you also got a few sets which use passenger cargo instead of regearing cargo (since they figured out how to set a capacity of 0)
19:01<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
19:02<@peter1138>Well it worked in a quick test.
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19:02<@peter1138>I didn't test very nearby oil rigs.
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19:10*drac_boy keeps thinking more to myself on rails
19:14<Samu>tells me to push
19:15<Samu>if I pull, I get conflicts
19:16<Samu>recycle bin solved
19:16<Samu>clone again
19:17<@peter1138>Hmm, so it's 55 less lines added.
19:19<Samu>omg, to test sub-groups, I need to edit many parts of my ai
19:19<Samu>arf :/
19:20<Samu>sentToDepotAirGroup[i] = AIGroup.CreateGroup(AIVehicle.VT_AIR); invalid number of parameters
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19:20<@peter1138>just add INVALID_GROUP as a parameter.
19:20<@peter1138>It's a shame we can't do optional parameters.
19:21<Samu>but I haven't finnalized v8 yet
19:21<@peter1138>Hmm, I wonder.
19:22<Samu>v8 is for 1.4 api
19:22<Samu>now im testing 1.9 api
19:22<@peter1138>AIGroup._CreateGroup <- AIGroup.CreateGroup;
19:22<Samu>without having upload v8
19:22<@peter1138>AIGroup.CreateGroup <- function(vehicle_type, parent_group_id = INVALID_GROUP)
19:23<@peter1138>{ return AIGroup._Create(vehicle_type, parent_group_id);
19:23<@peter1138>You never know.
19:23<@peter1138>My keyboard is squeaking :(
19:23<Samu>but this group specifically
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19:23<Samu>it to become
19:24<Samu>have to re-invent
19:25<Samu>I don't feel like testing this atm, my current stuff for v8 is already a big pile of mess
19:25<Samu>i rather finish v8 first
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19:27<Samu>the changelog... omg
19:27<Samu>the boring
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19:29<@peter1138>Aww, my company went bust.
19:29<@peter1138>Guess I should've played it a bit more :p
19:30<@peter1138>Infrastructure costs + inflation make a difficult game :p
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20:05<drac_boy>hi big mop :)
20:06<+glx>peter1138: I don't fully understand the after load part
20:08<+glx>the station loop I see why, but the else part
20:09<@peter1138>The else is because I didn't bother saving the st->industry reference.
20:09<@peter1138>So it's two-way associative when loaded, but only one-way when saved.
20:10<@peter1138>Maybe it'll be simpler to just save it.
20:10<+glx>oh I see, st->ind->st and ind->st->ind
20:10<drac_boy>anyway going off for other things before bedtime tonight .. have fun still :)
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20:11<@peter1138>glx, yeah, gets a bit mad.
20:11<+glx>and can be an infinite indirection ;)
20:12<@peter1138>Just hope that st->ind and ind->st match!
20:15<+glx>yeah saving industry ref implies adding some saveload stuff
20:16<@peter1138>saveload bump was already there from samu's setting addition, so.
20:19<+glx>your changes make it simpler
20:19<+glx>and revert a lot of the original changes :)
20:22<+glx>oh a forgotten doxygen update
20:23<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
20:30<+glx>and it's also more generic and future proof, in case new industries get a neutral station
20:30<@peter1138>The only reference to oilrigs is in the saveload conversion.
20:31<+glx>where it matters
20:31<@peter1138>Also the original didn't take care of then st->xy isn't a station tile any more.
20:31<@peter1138>I think that can happen when a station is removed.
20:32<+glx>removed and in the waiting for rebuild window ?
20:32<@peter1138>I had it crash on load, hence the test.
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21:37<@peter1138>Hmm, if I change a config setting from bool to byte, can I make it not complain about the value being true/false rather than 1/0?
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21:41<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
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21:52<@peter1138>Ah, savegame bump I guess.
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---Logclosed Sat Feb 16 00:00:06 2019