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#openttd IRC Logs for 2019-04-12

---Logopened Fri Apr 12 00:00:53 2019
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01:36<nielsm>https://www.expressen.se/nyheter/snalltag-mellan-malmo-och-stockholm-tappade-tva-vagnar-/ swedish express passenger train loses two cars during service, ouch
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04:34<@peter1138>https://www.amazon.co.uk/JOHNWILL-Portable-Monitor-Raspberry-Computer/dp/B07PDBGBXK
04:34<@peter1138>Well...
04:36<reldred>huh, neat little unit the 10.1" one
04:36<reldred>I got a 12" one with a 1080p panel but it's packed out now
04:37<@LordAro>peter1138: that's very small for 4k
04:37<@peter1138>Quite.
04:37<@peter1138>reldred, oh hai
04:37<@peter1138>reldred, yeah, that might be a nice screen for an IRC window :-)
04:38<@peter1138>Or the 13" one.
04:38<@LordAro>think of all the text you could fit on it
04:38<@LordAro>at 10pt
04:38<@peter1138>Fixed bitmap font.
04:38<@peter1138>Like we used to use in the 1024x768 days.
04:39<@LordAro>you'd need a magnifying glass to read it, but that's beside the point
04:39<reldred>I just picked up a surface go and tbh I'm actually having to use the 150% scaling like some vision deficient old geezer'
04:40<reldred>peter1138 o/
04:40<@peter1138>Heh
04:40<@peter1138>Ok, so I guess I want a 4K panel with a decent size, IPS, and freesync (as nvidia "support" that now)
04:41<reldred>I thought they only whitelist a few panels?
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04:45<@peter1138>I'll tell you what though, 3x of those 15" screens would fit in my computer space ;)
04:56<reldred>I ditched the triple screen at home and went for one of those 34" curved 21:9 aspect monitors. Don't regret it for a moment
04:58<@peter1138>I'm tempted. Quite a premium for that ratio though.
04:58<@peter1138>And 1440p only, it seems.
05:00<reldred>3440x1440
05:00<reldred>its not bad
05:01<@peter1138>3840x1600
05:01<@peter1138>That's... even more :
05:01<V453000>I also have 3440x1440, it's great
05:01<V453000>34''
05:02<@peter1138>I have 5040x1050 so... it'd be less wide!
05:02<reldred>No bezels is nice
05:02<@peter1138>I should just do it, shouldn't I?
05:02<V453000>it's a bit higher pixel density than normal 23" FullHD but I got used to it quite quickly. Especially things you can fullscreen are awesome.
05:03<reldred>Its nice if anything just for watching movies on
05:03<V453000>I know some games don't support the 21:9, one that comes to mind is Starcraft 2
05:03<reldred>But yes, games is good.
05:03<reldred>But some games require some bullshittery to cooperate
05:03<reldred>*cough* betheseda games *cough*
05:03<@peter1138>"Finance available" oh fuck
05:03<V453000>Also, if you use anything similar to a non-display pen tablet, the pen mapping is distorted from the 16:9 tablet to 21:9 screen which takes some getting used to :/
05:04<@peter1138>Can't you just run those games with borders at the sides?
05:04<V453000>but other than that, ultra wide screen blender/VScode/openttd/factorio is joy
05:04<reldred>Yeah you can still just letterbox it
05:04<V453000>depends, I think SC2 does some really fucked up stuff
05:04<@peter1138>https://www.ebuyer.com/823331-viewsonic-vp3881-38-wqhd-superclear-ips-monitor-vp3881
05:05<V453000>but that's specific
05:05<@peter1138>38"
05:05<@peter1138>But probably feels less big due to ultrawide.
05:05<V453000>I got this one at home https://www.dell.com/en-us/work/shop/dell-34-ultrasharp-curved-monitor-u3417w/apd/210-adtr/monitors-monitor-accessories
05:05<reldred>Theres always workarounds, you can always just run at standard 2k res
05:05<@peter1138>Ultrasharps are always good.
05:06<@peter1138>No freesync on either of these :(
05:06<V453000>BTW when looking at a flat screen I fell really weird now, the curve takes some getting used to but it's great :D
05:07<@peter1138>Curved becomes necessary for ultrawide, I think.
05:07<V453000>when I played Factorio on the mac with 5k screen I felt like a fisheye
05:07<V453000>ish yes
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06:25<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7286: Add #2155: newheightmapgame command https://git.io/fjqxL
06:26<_Artea>damn
06:26<_Artea>planetmaker: seems you got game :D
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06:41<@planetmaker>well, some. But last thing I did was simply spam another 6 select airports and make 3 point-to-point connections with the supersonic jets.
06:41<@planetmaker>That made my profits skyrocket without much effort
06:41<Artea>I didnt bought you
06:41<Artea>my mistake
06:41<Artea>;P
06:41<Artea>btw
06:41<@planetmaker>hehe :P I bought you :P
06:41<Artea>why AIAI still there ?
06:41<Artea>we bought him
06:42<@planetmaker>or the remaining 25% which I could buy
06:42<Artea>its at 100% shares
06:42<@planetmaker>the current AIAI... dunno... I bought 25% so that no-one could buy it
06:42<@planetmaker>kinda giving it a survival guarantee, if it can manage on its own
06:42<Artea>I bought that one too
06:42<@planetmaker>... how? I owned 25%
06:42<@planetmaker>the purple one
06:42<Artea>well, I bought 75%
06:42<@planetmaker>yes... but 75%... so?
06:43<Artea>shouldnt be bought ?
06:43<@planetmaker>sure, can be bought. I understood that you aquired it and thus made the company go. Probably I misunderstood?
06:43<Artea>well
06:43<Artea>I bought it now
06:43<Artea>75%
06:44<Artea>and there is 25% yours
06:44<@planetmaker>ah, ok, yes, fine
06:44<Artea>its normal ?
06:44<@planetmaker>thought it was gone
06:44<@planetmaker>yes
06:44<Artea>nah
06:44<Artea>its there
06:44<@planetmaker>fine :)
06:44<Artea>AI just crashed
06:44<@planetmaker>right now?
06:44<Artea>not now
06:44<Artea>middle of the night
06:44<@planetmaker>hm :|
06:45<@planetmaker>but company doing well :P
06:45<Artea>I think cant hold for 10 years on "high level"
06:45<@planetmaker>it probably is just a nasty mistake
06:45<Artea>yeah
06:45<Artea>its AIAI
06:45<@planetmaker>did you report the crashs to the author?
06:45<Artea>the hardcore bot
06:45<Artea>yes, sent a mail
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06:45-!-planetmaker is "Ingo von Borstel" on @#openttd #debian #oftc @+#openttdcoop.nightly #/r/openttd +#openttd.dev
06:45<Artea>since I dont remember my TT forum login
06:45<@planetmaker>good :)
06:45<@planetmaker>bad :(
06:46<Artea>need to check it
06:46<Artea>has been long time since
06:46<@planetmaker>but there's password reset. And there's owen
06:48<Artea>found it
06:48<Artea>used a very old password
06:48<Artea>damn planetmaker
06:48<Artea>you bought Samu
06:49<@planetmaker>hehe
06:49<@planetmaker>but only 75% :P
07:01<Artea>yay
07:02<Artea>just got mail from AIAI's owners
07:02<Artea>* owner
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07:22<Artea>hi Samu
07:22<Artea>planetmaker bought you :P
07:22<Samu>hi
07:22<Samu>ok
07:22<Artea>caos in my World ;)
07:23<Samu>was I losing money?
07:23<Artea>just 40B behind
07:23<Samu>must have been inflation
07:24<Artea>nah
07:24<Artea>you are doing well
07:24<Artea>3B
07:39<Artea>planetmaker
07:39<Artea>server got laggy during the night ?
07:40<Samu>yes
07:41<Artea>must be my ISP
07:41<Artea>disconnected 1h ago
07:41<Samu>simulation rate was down at 6 fps at times
07:41<Samu>oh, maybe that, too
07:41<Artea>dont know why
07:42<Artea>has been dc everyday
07:42<Artea>I get so pissed because my other game dcs
07:57<@planetmaker>Artea, no, it's not the ISP which makes it laggy. If you use the framerate display, it periodically drops to low framerates
07:57<@planetmaker>probably as it's creating saves or other periodic stuff
07:58<Artea>I disable auto-saving
07:58<@planetmaker>but yes, my instance got disconnected over night... but then, my ISP resets my connection over night
07:59<@planetmaker>as samu says: it's the simulation rate which drops... nothing to do with networking
07:59<Artea>I got router issue
07:59<Artea>lost connection to ISP box
07:59<Artea>GRRRRR
07:59<Artea>hate when it happens
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09:05<Samu>LordAro, Your script made an error: the index 'town' does not exist https://imgur.com/UcPGQCk
09:16<@LordAro>isn't that the same error as before?
09:16<Samu>yes
09:17<@LordAro>https://dev.openttdcoop.org/projects/ai-aroai/repository/entry/builder_busroute.nut#L378 looks like this one
09:17<@LordAro>town -> townid
09:19<@LordAro>and looking at Dretfield in your screenshot, i'm not surprised it wasn't able to find somewhere to build
09:20<@peter1138>Toyland, ew
09:25<Artea>seems I'm #2 in my server ;)
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09:33<Samu>when is it fixed?
09:33<Samu>and uploaded to bananas
09:35<@peter1138>Urgh, we need to remove block signals :(
09:35<@peter1138>Or at least make them hard to get to.
09:35<@peter1138>So many people get them wrong.
09:35<Eddi|zuHause>i agree
09:37<Eddi|zuHause>iirc we already have settings for them to not be included in the ctrl+click cycle (who uses that anymore?), just need to also exclude them from the signal GUI
09:37<@planetmaker>ehm... the default *is* the path signal
09:37<@planetmaker>and yes, I use the ctrl+click cycle
09:38<Eddi|zuHause>planetmaker: the assumption should be that almost nobody knows ctrl+click features
09:38<@planetmaker>it's probably a safe assumption
09:38<@planetmaker>and not including them in the ctrl+click cycle... isn't that default either?
09:39<Eddi|zuHause>but, my prediction is even with only one signal type, people would still manage to get signals wrong. see TF :p
09:39<@planetmaker>of course they would
09:39<@planetmaker>understanding blocks is not the easiest thing to do
09:39<@planetmaker>factorio actually has a nice thing when placing signals: it highlights the different blocks with different colours
09:39<@planetmaker>(and only then)
09:40<@planetmaker>so you immediately see which tracks are connected and where a train would thus interfere with the path of another when it enters a block another train also would want to use
09:40<@planetmaker>(factorio only knows block signals)
09:41<@planetmaker>and pre-signals called chain signals (which is a special form of block signal, terminated by a normal signal)
09:41<Artea>grrrrr
09:41<Artea>just getting spammed from an ip
09:41<@planetmaker>but as in OpenTTD irrespective of signal type, signals cut tracks into blocks
09:42<@planetmaker>and even that system is not understood by many :P
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09:44<Samu>omg wikipedia begging for money again is so annoying
09:44<Artea>about the down framerate of the server
09:45<Artea>I think is due the dust in it
09:45<Artea>need to clean up
09:45<Artea>:(
09:45<Samu>stupid big box taking 3/4 of the screen
09:46<Artea>Samu: are you idleing in my server ? ;P
09:46<Samu>yes
09:46<Artea>hahaha
09:46<@peter1138>Problem with pre-signals is... people think they are superior to path.
09:47<@peter1138>https://www.reddit.com/r/openttd/comments/bcc9fi/train_staion_is_blocked/
09:47<@peter1138>The classic...
09:47<Artea>I wonder how CashDrainGS would be affected with Inflation
09:47<Artea>it will be my next task of DS
09:56<Samu>my GS is company value
09:57<Samu>if you want to try
09:57<Samu>it's nothing special
09:57<Samu>ranks companies by value, and that's it
09:59<Artea>try CashDrainGS
09:59<Artea>it helps alot in small trains
10:00<Artea>without I get around 2k or 5k max, with this I get like 12k
10:00<Artea>it's changes the dynamic of the game
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10:08<nielsm>new signal building UI that places path signals front and first
10:09<@planetmaker>well... expert setting which enables display of block signals. And only show path signals by default
10:11<Artea>planetmaker
10:11<Artea>you margin of profit is good
10:11<@peter1138>Yeah, hide them from the UI
10:11<Artea>I have a little more because I sold the shares of AIAI
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10:11<DorpsGek_II>[OpenTTD/OpenTTD] stormcone updated pull request #7497: Feature: Selective demolition tool. https://git.io/fjq82
10:11<@peter1138>Yet another setting ;(
10:13<nielsm>well it'd be a client setting not affecting simulation
10:14<nielsm>git pull => "539 files changed, 5901 insertions(+), 5881 deletions(-)"
10:14<@LordAro>could bundle it into the ctrl+click cycle setting?
10:14<nielsm>that's the nullptr patch right?
10:14<@LordAro>nielsm: yup
10:20<Guest110>Hello guys, I'm integrating OpenTTD with external stream analytics tool (Hazelcast Jet). May I ask for your help? I want OpenTTD to stop a train if specific external condition occurs. My intention was to plug a Jet listener into OpenTTD code and call some OpenTTD API to stop the train. Does it make sense? Which API to use to stop the train?
10:22<Guest110>I tried DoCommandP(v->tile, v->index, 0, CMD_START_STOP_VEHICLE, NULL) which didn't seem to have desired effect..
10:22<@peter1138>Calling functions directly? o_O
10:22<@planetmaker>Not quite clear what you're looking for. There is not exactly an API to stop trains in general... there's the user interface where you can stop trains. And AI have a command to start/stop trains, too
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10:23<@planetmaker>but... DoCommandP definitely is not an API but an internal function
10:23<@peter1138>So yeah, AI/GS have a defined API.
10:23<@peter1138>There is an admin API but I don't think that allows for that kinda stuff.
10:23<Guest110>So is there an AI API I can call?
10:23<@planetmaker>gamescripts might... when imposing themselves as a player
10:24<@planetmaker>you can call an AI API only when you are an AI script
10:24<@peter1138>^^
10:24<@planetmaker>and the game script API only when you're a game script
10:24<Samu>inb4 super GS playing as 15 AI companies
10:26<@planetmaker>Guest110, I'm actually not sure what you really want to do. You mentioned a tool. And you want to stop a train. But... that's not exactly a purpose... so hard to suggest anything
10:28<@planetmaker>i.e. it feels to me a bit like asking about the heat and temperature to bake potatoes with - but don't give the meal you try to cook :P
10:31<Guest110>I'm member of the team building an open-source stream processing solution. I want to build nice demo using OpenTTD as a long-time game fan. I want to use OpenTTD as a source of a real time data feed with transport telemetry. So that vehicle information updates are streamed into it. Analytical tool does decision making based on the observed data. Fox example stop the train if it detects potential collision.
10:32<Guest110>I'm successfully streaming the vehicle updates from OpenTTD. Now I'd like to build this "stop the train if rule wants it" part.
10:35<@planetmaker>collision detection is done in the pathfinder internals... that's not exposed anywhere
10:36<@planetmaker>or maybe not path finder, but the core game loop where vehicles are moved
10:36<Guest110>Collisions were just an example, I just wanted to do some visible action in OpenTTD triggered externaly.
10:37<Samu>a super AI entity
10:37<@LordAro>calm down, Samu
10:37<@planetmaker>Visible action... that's what we have AI and game scripts for - which are both written in squirrel. But both of which directly act on the game and its entitities
10:38<nielsm>https://0x0.st/zNX4.png
10:39<@planetmaker>anyway, as you do not seem to want to use that, but implement another AI / game script API - hook into whereever suits you. Maybe use the script API to look where they hook into
10:39<@planetmaker>and duplicate that for your needs
10:39<@planetmaker>nielsm, pre-signals are also block signals
10:39<Samu>nielsm, just hide them buttons really really hidden in some obscure openttd.cfg setting where no one would look
10:40<Guest110>Thanks planetmaker, thanks guys.
10:40<@planetmaker>nielsm, "show block signals in signal dialogue"
10:40<@planetmaker>Guest110, I guess that doesn't sound satisfactorily... but yes... difficult to answer more detailed
10:41<nielsm>Guest110: what tech are you using to receive the data from the game so far?
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10:48<Guest110>I use the Jet C++ client. With each train tick, I send the vehicle information to Jet. Client works asynchronously so game isn't affected.
10:49<nielsm>I mean, are you receiving it over a network socket? is that network socket connected as a regular client or to the adminport? or are you using a modified client?
10:49<nielsm>(modified game executable)
10:50<Guest110>Modified game executable. I've downloaded sources from GH and recompiled it with the client of Jet added to it.
10:50<nielsm>okay
10:52<nielsm>what you'd basically do then (I think) is add a block of code where you switch to the appropriate company and then perform a DoCommandP call for the "stop train" command with the train id
10:53<Guest110>DoCommadP returned false, but maybe that was because I didn't switch the company..
10:53<Guest110>How can I do that?
10:55<nielsm>basically just change _current_company global, but make sure to restore it afterwards
10:56<nielsm>ai_core.cpp in AI::GameLoop shows how to do that with Backup<CompanyByte>
10:58<nielsm>and (naturally) to act as any random company, you have to either be singleplayer mode, or server in multiplayer, or be connected as a client joined to that company
10:58<@planetmaker>a client will be kicked though from multiplayer if it tries to issue commands for anything not under the company's control
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11:00<@Alberth>o/
11:02<@planetmaker>o/
11:02<@LordAro>o/
11:05<Guest110>Thank you very much nielsm, I'll try!
11:07<_dp_>planetmaker, but server won't ;)
11:08<_dp_>but yeah, only doable as a server and even though it's somewhat possible with gs+admin port doing it directly with docommandp is likely to be much easier
11:09<@peter1138>gs network support? :D
11:09<_dp_>peter1138, network thing can talk to gs via admin port
11:09<@peter1138>Yeah
11:09<@peter1138>I heard about that.
11:10<@planetmaker>I actually wondered whether it really would be bad to allow AI conntect to a server from extern
11:11<@planetmaker>Sure, allows some automated griefing options...
11:11<@planetmaker>but also interesting helper opportunities
11:12<_dp_>o_O helper makes some sense as gs even though there are almost none currently
11:12<_dp_>but ai has no place in mp imo
11:13<@planetmaker>I think it has its place
11:13<@planetmaker>not in every MP scenario / setup. But there definitely are some
11:16<_dp_>idk, only use I can think of is to have some AI to make server look populated and attract more real players
11:17<_dp_>but that's kinda shady
11:19<_dp_>automated griefing is already a thing btw
11:20<@planetmaker>how?
11:20<_dp_>there was a bot at some point that spammed all servers with companies
11:20<@planetmaker>ofc... modified clients
11:20<Artea>R.I.P. 128 passangers from planetmaker's Transports
11:20<Artea>* passengers
11:21<@planetmaker>plane crash, eh?
11:21<@planetmaker>sucks :P
11:21<@planetmaker>but that's what makes the trains better
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11:22<@planetmaker>the 38 trains make approx. as much profit as the 38 planes. Or at least last night they did
11:24<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened pull request #7504: Feature: Hide block signal tools by default https://git.io/fjmvH
11:24<nielsm>there, cheeky PR of the day
11:24<Artea>yep
11:25<Artea>it sux
11:25<Artea>foster mkII costs 10,000,000 euros
11:25<nielsm>sound realistic
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11:26<Artea>put 2 road vehicles and they only give me 100k
11:26<@planetmaker>all my RV make negative income... all are feeder for trains
11:27<@peter1138>nielsm, not enough use of the words "obsolete" and "deprecated" ;-)
11:27<Artea>I wanted to make train
11:27<Artea>for subsidy
11:28<Artea>since is 4x
11:28<Artea>but meh, dont sure if worth and small space
11:28<nielsm>well block and pre signals do enable building train-based computers so they're not obsolete in the sense that all their functionality has been superseded
11:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7504: Feature: Hide block signal tools by default https://git.io/fjmvN
11:28<Artea>towns are already connected
11:29<@peter1138>nielsm, we should seriously consider one of the programmable signal patches.
11:29<@peter1138>i had a patch once...
11:29<@peter1138>But decided it was a bit NIH-syndrome.
11:29<nielsm>I think I suggested a system where you sent squirrel code over the string parameter in the commands
11:30<@peter1138>Mmm, no thanks :p
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11:34<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7504: Feature: Hide block signal tools by default https://git.io/fjmff
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11:55<nielsm>yeah a naive try to setting up selection stacks in the signal toolbar fails massively https://0x0.st/zN8B.png
11:57<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7504: Feature: Hide block signal tools by default https://git.io/fjmfV
12:00<nielsm>oh dear... https://0x0.st/zN8e.jpg
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12:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window https://git.io/fjmfF
12:14<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjmfN
12:15<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7501: Use std::sort() when it's possible https://git.io/fjmfj
12:21<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7501: Use std::sort() when it's possible https://git.io/fjmJk
12:36<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7501: Use std::sort() when it's possible https://git.io/fjmJw
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12:42<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7501: Use std::sort() when it's possible https://git.io/fjmJD
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12:54<Wolf01>o/
12:56<@Alberth>o/
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13:45<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7501: Use std::sort() when it's possible https://git.io/fjqQt
13:46<+glx>now using operator() in some places
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13:48<andythenorth>yo
13:52<andythenorth>7504 is interesting :)
13:52<+glx>oups it massively fails to compile
13:53<andythenorth>nielsm: tangentially relevant https://github.com/OpenTTD/OpenTTD/issues/5735
13:54<nielsm>yeah I know there's wishes to change the signal gui overall
13:54<nielsm>(it's not good)
13:55<+glx>next time I'll make sure to check with mingw before pushing
13:56<andythenorth>signals, I could do without semaphores ever :P
13:56<andythenorth>even down at the hotkey level
13:56<andythenorth>signals grf? o_O
13:56<andythenorth>:P
13:57<andythenorth>hmm hotkeys.cfg
13:57<andythenorth>does that actually work?
13:57<+glx>it should
13:59<Artea>auto renew needs a timer
13:59<Artea>or something
13:59<Artea>I have trains with 70 years old :S
13:59<@LordAro>realistic!
13:59<andythenorth>so I often build semaphores by accident
13:59<andythenorth>because I have ctrl key pressed
13:59<+glx>just make sure it can reach a depot when the autorenew check happens
13:59<andythenorth>in anticipation of building one way signal
14:00<Artea>it is, LordAro
14:00<andythenorth>I don't see how to disable that in hotkeys.cfg
14:00<+glx>if it's too far it won't autorenew
14:00<Artea>a very one indeed in my paradise
14:00<andythenorth>semaphores are nice for realism, but total ass for gameplay
14:01<nielsm>semaphores should require a signal house nearby to work (and be buildable), electric signals should require either a modernised signal house nearby, or a massively expensive signalling central
14:01<andythenorth>well maybe :P
14:01<andythenorth>how about a signal box auto-built by the game every n tiles :P
14:02<andythenorth>for pure eye candy
14:02*Artea would like to see LordAro beat planetmaker in his server
14:02<@LordAro>nice try :p
14:02<Artea>haha :P
14:02<@LordAro>pm is a seasoned ottdc veteran
14:02<Artea>I can see that
14:02<Artea>he beat me
14:03<Artea>but I bought AIs
14:03<Artea>went up creating a mess in my company
14:05<andythenorth>someone test new FIRS Steeltown? o_O
14:05<andythenorth>it works, with some rough edges
14:08<andythenorth>hmm
14:09<andythenorth>how can I distinguish cryogenic tankers from food tankers?
14:09<andythenorth>https://storage.googleapis.com/daily-wp-uploads/1/2015/08/Milk-Tanker.jpg
14:09<andythenorth>https://storage.googleapis.com/daily-wp-uploads/1/2015/08/Milk-Tanker.jpg
14:09<andythenorth>http://www.cryeng.com/wp-content/uploads/2018/04/5.jpg
14:12<Eddi|zuHause>orange stripe?
14:13<Eddi|zuHause>(not quite accurate, but close enough?)
14:13<andythenorth>it's the most obvious solution
14:13<andythenorth>or make one type white and one type silver
14:14<Eddi|zuHause>silver doesn't really translate in this pixel environment
14:14<milek7>kdtree crashed again ;/
14:14<andythenorth>https://dev.openttdcoop.org/attachments/download/9397/cryo_and_edibles_tankers.png
14:15<@LordAro>someone should fix that
14:15<andythenorth>silver and white are close, but not identical
14:15<andythenorth>it's only a few shades different, but the refrigerated vans are white
14:15<andythenorth>the tankers are silver
14:15<Eddi|zuHause>the least you could do would make the cryo stripe horizontal and the edible vertical
14:16<Eddi|zuHause>or the other way around, to match the refrigerated with the edibles tanker
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14:16<andythenorth>that's kind of snookered, by having 4 generations or so
14:17<andythenorth>which need to look same-but-different
14:17<Samu>hi
14:17<andythenorth>http://bundles.openttdcoop.org/iron-horse/push/LATEST/docs/html/trains.html#edibles_tank_car_pony_gen_2A
14:17<andythenorth>I wonder if they don't need to be so different though
14:17<andythenorth>then I could use horizontal for one type and vertical for the other, as eddi said
14:18<andythenorth>these were drawn quickly because I was bored of them not being done
14:18<Eddi|zuHause>the differences in generation could be more subtle
14:19<andythenorth>+1
14:19<andythenorth>so horizontal on the cryo tanks for realism (in Europe at least)?
14:19<andythenorth>or horizontal on the edibles tanks to match the fridge vans
14:19<Eddi|zuHause>i leave that up to your creative mind :p
14:20<andythenorth>oof
14:20<andythenorth>realism https://paulbartlett.zenfolio.com/img/s/v-3/p979624012-3.jpg
14:20<andythenorth>also realism https://www.pwrs.ca/new_announcement_images/products/Broadway_Limited_Imports/Freight_Cars/HO_Scale/Cryogenic_Cars/AIRLIQUIDETYPEB.jpg
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14:29<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjmT0
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14:43<Samu>damn
14:43<Samu>savegame conversion is missing
14:43<Samu>gonna fix
14:43<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjmTM
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14:55<Artea>damn hell
14:55<Artea>someone is spamming alot
14:55<Artea>in query for games
14:55<Artea>:S
14:57<Artea>games = servers
14:58<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjqQu
15:07<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjmkT
15:10<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjqQu
15:14<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjmkn
15:23<Samu>actually, autoreplace needs more changes than just a gui change :(
15:23<Samu>bah...
15:27<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7501: Use std::sort() when it's possible https://git.io/fjmkg
15:29<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7501: Use std::sort() when it's possible https://git.io/fjqQt
15:32<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7501: Use std::sort() when it's possible https://git.io/fjmko
15:35*peter1138 returns from cinema
15:40<andythenorth>cinema returns from peter1138
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15:53<@peter1138>yes
15:57<Eddi|zuHause>was there anything interesting in the cinema since i last went?
15:58<Eddi|zuHause>i can't even remember what it was...
15:58<Eddi|zuHause>probably star wars
15:58<Eddi|zuHause>which everyone thought was boring
16:01<andythenorth>s
16:01<andythenorth>did we do liveries yet? :)
16:04<@peter1138>Why?
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16:08<Samu>hmm what to do about autoreplace
16:08<Samu>looks like nothing has to be done
16:10<Samu>i can replace a small plane with a large plane
16:10<Samu>if the airports have long runways, it's fine, if they don't it's not fine
16:10<Samu>but autoreplace, itself... nothing changes
16:12<andythenorth>Why Not
16:13*andythenorth should make some pixels
16:13<andythenorth>also is it nap time yet?
16:15<@peter1138>Well, nrt.
16:15<@peter1138>Hmm.
16:15<Samu>https://github.com/OpenTTD/OpenTTD/pull/7502#issuecomment-482691203
16:15<Samu>keks
16:15<Samu>hope that's a bit clearer
16:16<Samu>probably more confusing now?
16:20*andythenorth moves yellow pixels around
16:20<andythenorth>such obsess
16:22<Samu>https://www.pathofexile.com/forum/view-thread/2486771 lol edit
16:22<Samu>that's the only melee skill that matters
16:25<Artea>road vehicles armoured should have more than 16 bags of valuables
16:26<Artea>every road vehicle should have a little more in the end...
16:26<nielsm>make a newgrf that changes that
16:26<nielsm>the base vehicles stay as they were defined by chris sawyer in transport tycoon deluxe
16:28<Artea>include new ones
16:28<Artea>I need to search for them
16:28<@LordAro>those are called "newgrfs"
16:29<Artea>seems I going have nice work on next version of OTTD
16:31<Samu>heh Artea, 95% of my patch requests are rejected
16:33<@LordAro>https://i.imgur.com/7YlJHYF.png i think this might be close to done
16:34<@peter1138>Hmm?
16:35<@peter1138>Still looks very old school :p
16:35<@LordAro>website remove-images-for-layout
16:37<andythenorth>you can usually reduce box-shadow to 0 0 1px #999 or so
16:37<andythenorth>or rgba(0,0,0,0.2)
16:37<@LordAro>andythenorth: hmm?
16:38<andythenorth>the drop shadow borders are fuzz
16:38<andythenorth>in the live site also
16:38*andythenorth firebugs
16:39<andythenorth>hmm
16:39<andythenorth>navigation-bg-left.png and friends
16:39<andythenorth>need to die :)
16:39<@LordAro>yes :p
16:40<@LordAro>that's the main purpose of my changes
16:40<TrueBrain>LordAro keeps saying he has a patch for that :P
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16:40<TrueBrain>he spend too much time with peter1138 :P
16:40<@LordAro>TrueBrain: lemme rebase to something newer than January, and you'll have a PR
16:40*andythenorth keeps saying he will rebuild the website
16:40<TrueBrain>I dont believe you LordAro :P
16:40<andythenorth>andythenorth hasn't got it done though
16:44*peter1138 rebuilds nrt again.
17:01<DorpsGek_II>[OpenTTD/website] LordAro opened pull request #80: General layout refactor https://git.io/fjmIS
17:02<@LordAro>TrueBrain: nyer.
17:07<andythenorth>such bed
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17:28<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7501: Use std::sort() when it's possible https://git.io/fjqQt
17:29<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7501: Use std::sort() when it's possible https://git.io/fjmL8
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17:51<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7501: Use std::sort() when it's possible https://git.io/fjmLb
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17:58<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7501: Use std::sort() when it's possible https://git.io/fjqQt
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18:01<Samu>that helicopter change...
18:01<Samu>hmm
18:01<Samu>not sure if it would make sense if I split it into a pr of its own
18:02<Samu>context: https://github.com/OpenTTD/OpenTTD/pull/7503
18:07<Samu>ok, i'll do it
18:10<@peter1138>I'm not sure it's a desirable change at all.
18:17<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window https://git.io/fjqQz
18:24<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7505: Change: Permit autoreplacing a plane with a helicopter or vice versa. https://git.io/fjmt4
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18:47<Samu>why was difficulty preset custom removed?
19:04<Samu>what happened here? https://github.com/OpenTTD/OpenTTD/commit/812ae4140a8566c2b4b43c6aa5bab5eecf82f18a#diff-aee88b4caa62907399795a20ac1d63f5L28
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20:49<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7506: Add: AI/GS Reinstate custom settings profile. https://git.io/fjmqA
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22:33-!-D-HUND is "Wowbagger" on #bitlbee #openttd
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22:43-!-Flygon [~Flygon@58-6-72-150.dyn.iinet.net.au] has joined #openttd
22:43-!-Flygon is "Flygon" on #openttd
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22:58-!-Sheogorath [~madgod@0001f8ef.user.oftc.net] has quit [Quit: Time to go I guess, let me check everything. Clothes? Check. Beard? Check! Luggage? Now where did I leave my luggage?]
23:01-!-HerzogDeXtEr [~farci@ip92340ef6.dynamic.kabel-deutschland.de] has quit [Read error: Connection reset by peer]
23:12-!-Flygon [~Flygon@58-6-72-150.dyn.iinet.net.au] has quit [Quit: A toaster's basically a soldering iron designed to toast bread]
23:13-!-berndj-blackout is now known as berndj
23:23-!-Sheogorath [~madgod@0001f8ef.user.oftc.net] has joined #openttd
23:23-!-Sheogorath is "Daedric prince of madness" on #openttd #tor-de
---Logclosed Sat Apr 13 00:00:54 2019