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#openttd IRC Logs for 2019-08-15

---Logopened Thu Aug 15 00:00:54 2019
00:14-!-Wormnest [~Wormnest@35.136.176.177] has quit [Ping timeout: 480 seconds]
00:32<Eddi|zuHause>i always get annoyed when looking for electronic parts... "parts: 1,60€, shipping: 6€"
01:05<Eddi|zuHause>why are samsung ssds twice as expensive as everyone else?
01:27<nielsm>because of brand
01:28<nielsm>for a while samsung ssd's were the only with a good combination of reliability, performance, price, but that's no longer true
01:29<nielsm>poor reliability in cheaper ssd's is not much of a problem any longer
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02:44<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7693: Some nonsensical news texts when industry production changes https://git.io/fjdmm
02:45<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7691: Infinite money exploit in multiplayer using shares and sending money back and forth https://git.io/fjdm3
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03:14<DorpsGek_II>[OpenTTD/OpenTTD] auge8472 commented on issue #7693: Some nonsensical news texts when industry production changes https://git.io/fjdmR
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03:45<andythenorth>yo
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04:45<Samu>hmm, looks like I found a bad usage of AIController.Sleep
04:46<Samu>or maybe not, unsure
04:48<Samu>during AI save, it didn't register a station at a tile during build
04:48<Samu>because it's still testing for roads before returning the value of the tile
04:48<Samu>i wonder how I can solve this
04:50<Samu>on load, it found out no register of that station, so it build it again
04:50<Samu>now I have a n unused station tile lost
05:38<DorpsGek_II>[OpenTTD/OpenTTD] Wuzzy2 commented on issue #7693: Some nonsensical news texts when industry production changes https://git.io/fjdOS
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05:45<DorpsGek_II>[OpenTTD/OpenTTD] Wuzzy2 commented on issue #7694: Too much news spam on small economy changes https://git.io/fjdOp
05:46-!-D-HUND is now known as debdog
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06:34<Samu>they produce passengers at oil rigs!
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08:02<LordAro>it is definitely lunchtime
09:04<Wolf01>https://youtu.be/5mv8YBavcZg?t=470 <- eddi, do you know the mod is he using here? (7:50)
09:21<peter1139>It was lunch time. Lunch was had.
09:21<peter1139>(Surprise salad!)
09:21<Wolf01>It's almost biscuit time
09:21<peter1139>Possibly. I just had a flat peach though.
09:32<LordAro>peter1139: you shouldn't sit on them first
09:32<peter1139>Stops them rolling off the desk though!
10:16<Samu>dark blue should be bankrupting "soon"
10:17<Samu>rocketAI
10:20<Samu>YES!! finally no more 300 ms
10:20<Samu>averages 5 ms now
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11:16<Wolf01>Damn mods, I want a one way single lane road... no, only from 2 to 6 lanes
11:17<Wolf01>Also I need to drink
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11:39<peter1139>Yes, drink.
11:39<peter1139>Some kind of real ale.
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11:53<Wolf01>I don't like ale, or beer :(
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12:14<Samu>this video has a train https://www.youtube.com/watch?v=-gLs6YNnqZY
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13:37<Eddi|zuHause>Wolf01: some kind of auto-roundabout-builder? never seen before...
13:37<Eddi|zuHause>Wolf01: but i don't usually build roundabouts anyway
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13:47<Eddi|zuHause>Wolf01: i'm pretty sure there's a 1-lane one-way road in my game
13:47<Eddi|zuHause>technically it's 1 lane plus 1 parking lane
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13:48<spnda>Uhm, quick question, where can I check if the player is on a server or not?
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13:49<nielsm>you mean whether it's multiplayer?
13:49<spnda>yeah
13:49<nielsm>in the C++ code?
13:49<nielsm>_networking
13:49<spnda>is that a bool?
13:49<nielsm>yes
13:49<spnda>ok, thanks
13:49<nielsm>it's also set on a dedicated server, or if the player is spectating
13:50<nielsm>and there's a related global bool that indicates whether the local instance is a dedicated server
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13:58<spnda>Is it also possible to find the server name the player is currently on?
14:01<nielsm>it doesn't get stored anywhere easily accessible
14:01<nielsm>iirc
14:01<spnda>hmm ok, I'll check if I can store it in a variable anywhere
14:02<nielsm>https://github.com/nielsmh/OpenTTD/commit/4b8bc891cfc12b76ec50e1d30b7ffb16771807dc#diff-1e9d0b035b69c918344fd1fb7dbb6d4aR1375
14:03<nielsm>(that line is technically pre-connection)
14:04<milek7>"social presence"? what's that?
14:04<nielsm>reporting what the local client is doing to stuff like discord
14:05<nielsm>I made a decoupled implementation of that somewhat as an experiment
14:07<nielsm>it's windows-only so far (could be supported by more platforms with not too much work) and requires this dll to do anything useful: https://github.com/nielsmh/ottd-discord
14:09<spnda>nooooo that's what I am doing atm
14:09<spnda>But mine is not decoupled
14:09<nielsm>lol
14:10<spnda>nielsm, does yours work?
14:10<nielsm>the decoupling is basically for license purposes
14:10<nielsm>yes mine works
14:10<spnda>why the license thing?
14:10<nielsm>the decoupling allows the dll to easily be a different license which is more compatible with the restrictive licensing of the discord sdk
14:11<nielsm>(I'm using the full game sdk since the older rich presence sdk is deprecated and no longer available for download)
14:11<spnda>It's MIT.... Well I guess
14:12<nielsm>and also avoids supporting a specific social platform directly in the ottd codebase which I know other devs would dislike and that alone would have a PR shot down
14:12<spnda>Would it be against the licenses to use the DLL in a GPL licenced programm?
14:12<spnda>Actually discord-rpc is made for Linux and Mac aswell
14:12<nielsm>well sort-of yes, but on the other hand the person doing the linking that makes an unredistributable program is the end user
14:13<nielsm>so both ottd and the dll remain individually redistributable
14:13<nielsm>but possibly not in the same download package
14:14<nielsm>but anyway, the API to the DLL is intended to be sufficiently generic that you could implement a different social presence system (e.g. steam) just with a different plugin dll
14:16<nielsm>or, change it to use the old discord api if that's easier/more portable/whatever
14:17<spnda>now I don't feel like continuing because of the licence...
14:17<nielsm>you're very welcome to take my work and improve it, it's not quite finished or polished yet
14:18<nielsm>e.g. it doesn't work at all if you are the server
14:18<nielsm>and does useless things if the server is on a local network
14:18<nielsm>there's tons of things that can be improved :)
14:18<spnda>Mine is finished logic wise
14:18<spnda>Has support for everything
14:19<spnda>for example: https://cdn.discordapp.com/attachments/442748131898032138/611625083135459338/unknown.png
14:20<spnda>Also has a custom message for servers now, scenario creator and updates on each month, year and company name change
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14:21<nielsm>I didn't think to put current date in, and treats scenario editor as not-in-game
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14:38<andythenorth>hi
14:53<Samu>bots everywhere
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14:58*andythenorth is not a bot
15:04<Samu>"socialize" everything
15:05<Samu>makes u anti-social if u think of it
15:11<Samu>max population a house can produce is 250?
15:12<Samu>erm, my bad
15:12<Samu>max hs->population is 250?
15:12<Samu>must check
15:14<nielsm>255 is the actual max possible, it's a byte
15:15<nielsm>but in the default house set nothing is higher than 250
15:16<Samu>ah
15:16<Samu>thx
15:17<Samu>btw, GetCargoProduction on company headquarters returns 0, for pass and mail
15:17<Samu>but on tile loop, it does produce cargo
15:17<Samu>somebody forgot
15:18<Samu>to addproducedcargo
15:18<Samu>for object tiles
15:33<Eddi|zuHause>Wolf01: https://youtu.be/LgXLuIwAljg?t=362 <-- that here might give you some kind of overview?
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16:46<Samu>i had a weird idea, 15 instances of my AI, since now transported cargo is taken into consideration when picking up towns, I wonder which of the min_route_dist value will be best
16:47<Samu>15 different min_route_dist values
16:48<Samu>they all picked the same first town
16:48<Samu>hmm, oh well
16:49<Samu>2nd and 3rd route picks shall be more diversse
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17:07<Wolf01>Eddi|zuHause: yeah, I found the mod looking for roundabouts, do you have some suggestions for good mods? Like something to make road crossings disappear when disabled or how to make traffic lights working for real?
17:07<Eddi|zuHause>Wolf01: Traffic Manager: President Edition is a must have
17:08<Eddi|zuHause>it has lane configuration and traffic light configuration tools
17:08<Eddi|zuHause>which need some getting into, but they work great if used right
17:08<Wolf01>Yes, I have that, road anarchy, I tried to get the one to draw lane lines etc but it doesn't load
17:08<Eddi|zuHause>Wolf01: asymmetric roads (like 4+2) for having enough space for turning lanes
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17:09<Eddi|zuHause>Wolf01: the line drawing needs some prop placement and prop anarchy mod
17:09<Eddi|zuHause>i haven't really got into that yet
17:09<Eddi|zuHause>i'm really liking the Metro Overhaul Mod
17:12<Wolf01>I need to understand how mass transport work, I can't get them to work right (too many passengers or too few, but in any case massive loss)
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17:19<Eddi|zuHause>i've never really had problems with that
17:19<Eddi|zuHause>make sure the stations have proper walking connections, so the passengers getting off don't clog your roads
17:19<Eddi|zuHause>and have bus feeders into a metro station or something
17:21<Wolf01>Yeah, I'm using that for the industrial area, there are only trucks there now, private cars are like 5%
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18:35<Eddi|zuHause>i've recently started to experiment with move it and road anarchy to get things to look better, but it's a bit tedious
18:35<Eddi|zuHause>also i've got a toolbar mod that makes picking from longer lists of road easier
18:38<Eddi|zuHause>oh, and "fine road tools" or something like that
18:38<Eddi|zuHause>... and mod achievement enabler
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---Logclosed Fri Aug 16 00:00:55 2019