--- | Log | opened Wed Nov 24 00:00:16 2021 |
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02:56 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro approved pull request #9716: Fix: Don't try to rename signs a company doesn't own https://git.io/JMebe |
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03:40 | <@peter1138> | ISTR that you used to be able to edit other company's signs. |
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06:06 | <dP> | yeah, you just highjack the sign when you edit it |
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06:12 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl commented on pull request #9716: Fix: Don't try to rename signs a company doesn't own https://git.io/JMvrY |
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07:31 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler dismissed a review for pull request #9716: Fix: Don't try to rename signs a company doesn't own https://git.io/JMebe |
07:32 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler updated pull request #9716: Fix: Don't try to rename signs a company doesn't own https://git.io/JMeZx |
07:37 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #9716: Fix: Don't try to rename OWNER_DEITY signs in-game https://git.io/JMvNP |
07:38 | <LordAro> | can _current_company ever be OWNER_DEITY ? |
07:40 | <dP> | LordAro, yes, gamescript |
07:41 | <LordAro> | can a GS ever call that function though? |
07:42 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl commented on pull request #9716: Fix: Don't try to rename OWNER_DEITY signs in-game https://git.io/JMvxc |
07:43 | <dP> | not HandleClickOnSign |
07:44 | <dP> | except for SE mode but that's handled above |
07:49 | <dP> | nvm, it handles something different |
07:50 | <dP> | apparently ctrl-clicking has a different permission check even though it's the same rename command xD |
07:52 | <dP> | so to delete your own sign you ctrl-click it, but to delete the sign of other company you click (or ctrl-click) and press delete button xD |
08:01 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #9716: Fix: Don't try to rename OWNER_DEITY signs in-game https://git.io/JMfvC |
08:02 | <LordAro> | dP: i noticed that |
08:02 | <LordAro> | bit odd. |
08:06 | <dP> | I can see why though as you can accidentally delete signs of other companies if you just spam ctrl-click |
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09:17 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on issue #9712: [Bug]: Cities still build too many, too long, bridges that spoil the game map https://git.io/J17Rq |
09:22 | <andythenorth> | those bridges are quite lol |
09:23 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 opened pull request #48: Fix some licensing unclarities https://git.io/JMf8X |
09:24 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 commented on issue #46: Licensing unclarities https://git.io/J1pG1 |
09:26 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 commented on pull request #48: Fix some licensing unclarities https://git.io/JMf4P |
09:27 | <@DorpsGek> | [OpenTTD/OpenSFX] matthijskooijman approved pull request #48: Fix some licensing unclarities https://git.io/JMf4x |
09:27 | <@DorpsGek> | [OpenTTD/OpenSFX] matthijskooijman commented on issue #46: Licensing unclarities https://git.io/J1pG1 |
09:28 | <while> | would anyone like to try an openttd server hosted on Tor? |
09:28 | <@peter1138> | Not me. |
09:28 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 dismissed a review for pull request #48: Fix some licensing unclarities https://git.io/JMf4x |
09:28 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 updated pull request #48: Fix some licensing unclarities https://git.io/JMf8X |
09:30 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 updated pull request #48: Fix some licensing unclarities https://git.io/JMf8X |
09:32 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 commented on pull request #48: Fix some licensing unclarities https://git.io/JMfRI |
09:33 | <@DorpsGek> | [OpenTTD/OpenSFX] matthijskooijman commented on pull request #48: Fix some licensing unclarities https://git.io/JMfRB |
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09:41 | <@DorpsGek> | [OpenTTD/OpenSFX] LordAro commented on pull request #48: Fix some licensing unclarities https://git.io/JMfEP |
09:43 | <@DorpsGek> | [OpenTTD/OpenSFX] matthijskooijman commented on pull request #48: Fix some licensing unclarities https://git.io/JMfuY |
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09:49 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 updated pull request #48: Fix some licensing unclarities https://git.io/JMf8X |
09:54 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 updated pull request #48: Fix some licensing unclarities https://git.io/JMf8X |
09:54 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 commented on pull request #48: Fix some licensing unclarities https://git.io/JMfgy |
09:56 | <@DorpsGek> | [OpenTTD/OpenSFX] matthijskooijman approved pull request #48: Fix some licensing unclarities https://git.io/JMf23 |
09:57 | <@DorpsGek> | [OpenTTD/OpenSFX] LordAro approved pull request #48: Fix some licensing unclarities https://git.io/JMf2g |
09:57 | <@DorpsGek> | [OpenTTD/OpenSFX] LordAro merged pull request #48: Fix some licensing unclarities https://git.io/JMf8X |
09:57 | <@DorpsGek> | [OpenTTD/OpenSFX] LordAro closed issue #46: Licensing unclarities https://git.io/J1pG1 |
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10:55 | <FLHerne> | tbh, for giant megacities like that the bridges don't seem totally crazy |
10:56 | <FLHerne> | some of the later screenshots are worse |
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11:18 | <nielsm> | well in cases like this one: https://user-images.githubusercontent.com/67662046/142782935-4279fc88-b1ba-403a-b12b-788918f2b433.png |
11:18 | <nielsm> | there's a large green spot in the middle, it ought to be such that the towns would fill that out before even considering those long bridges |
11:19 | <nielsm> | which is why I made my suggestion in the discussion topic to have a budget, which increases for larger towns, but never so high that the base budget allows that kind of huge bridges. instead the budget would add up across a large number of failed expansion attempts, so the bridges only happen when there's basically no other options left |
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11:31 | <@peter1138> | Tried it? |
11:32 | <LordAro> | could introduce a tax economy :D |
11:32 | <@peter1138> | Inflation could become meaningful! |
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11:41 | <Eddi|zuHause> | alternatively: if expansion would go across a body of water, additionally run a pathfinder towards the end tile? |
11:43 | <dP> | running pathfinder won't quite work as roads are not built arbitrary so you can end up in a situation where pathfinder thinks it's close but town can't get there |
11:43 | <dP> | especially with grid layouts |
11:45 | <Eddi|zuHause> | it wouldn't be a road pathfinder... it would be a basic terrain pathfinder. kinda like the ones used by AIs to plan routes |
11:45 | <Eddi|zuHause> | and that one could take grids into account |
11:45 | <Eddi|zuHause> | the idea would be to avoid building parallel bridges, or bridges close to the shore |
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11:58 | <Timberwolf> | Villages Is Villages has a very basic tax economy. |
11:59 | <LordAro> | ah, so you're suggesting "closed won't fix - implement in GS" ? |
11:59 | * | LordAro runs away |
11:59 | <Timberwolf> | Heh. |
12:00 | <Timberwolf> | I got to the point I felt awkward developing it further, because I wasn't so much coding as creating left-wing liberal social commentary. |
12:00 | <LordAro> | haha |
12:01 | <Timberwolf> | Although I did later find out that Sim City is based on the most insanely capitalistic model for city development available, which nobody really noticed in a game context. |
12:04 | <dP> | in a way openttd town aren't really designed to be that big so bridges are not the issue |
12:04 | <dP> | or, at least, not the only one |
12:30 | <nielsm> | after some threshold of expansion distance from the town center, the town spawns a new suburb town with its own name |
12:31 | <nielsm> | and have a hard limit on the size of the inner town zones so they can't grow arbitrarily big |
12:32 | <nielsm> | bad idea: introduce town scripts, same category as AI and GS, but the script governs a single town, or a cluster of towns |
12:35 | <nielsm> | town scripts might be able to communicate with their neighbours, but only by sending angry messages, at high cost |
12:40 | <Eddi|zuHause> | nielsm: i'm pretty sure i made that suggestion before |
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12:44 | <nielsm> | wouldn't surprise me, it's not too far fetched |
12:45 | <Timberwolf> | Needs the opposite for London. The town starts with a series of distinct surrounding towns, then gangs up with the nearest city to absorb all of them into a gigantic, sprawling inner town zone that is indeed "arbitrarily big" |
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12:55 | <FLHerne> | nielsm: See TrueBrain's concept here https://gist.github.com/TrueBrain/fe3c80e7dc9313b7ac7941540e5dee22 |
12:56 | <FLHerne> | I also dreamed roughly the same thing up independently before realising it was already thought of |
12:56 | <FLHerne> | which implies it's a good idea :D |
13:00 | <dP> | it's a good idea for a sane modding system |
13:00 | <dP> | GS is going to suck no matter how you pimp it up |
13:05 | <LordAro> | i'd still like a way of going in and patching up all the broken AIs |
13:05 | <LordAro> | not changing them at all, just preventing them from crashing where the owners have otherwise abandoned them |
13:05 | <LordAro> | because they're not a good look for the game |
13:05 | <FLHerne> | Nah, just remove them from BaNaNaS |
13:06 | <FLHerne> | no-one installs random forum stuff anymore |
13:06 | <LordAro> | maybe? most of them only crash in rare circumstances - usually with some cargo-altering newgrf or whatever |
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13:33 | <andythenorth> | TB also suggested town script before |
13:33 | <andythenorth> | 3's the charm, pls implement |
13:34 | <andythenorth> | oh we linked above, nice also :) |
13:34 | * | LordAro imagines the "why isn't my town growing? because your town script has crashed/is broken" |
13:34 | <LordAro> | + bug reports |
13:35 | <dP> | make bug scripts to handle crashed scripts |
13:36 | <dP> | "why isn't my town growing" -> "coz your tow script crashed your bug script" :p |
13:37 | <andythenorth> | @Timberwolf FIRS Heart of Darkness was intended as a critique of colonial resource exploration |
13:37 | <andythenorth> | but then I realised it might be seen as a fun model to follow, so I tried to reduce that :P |
13:37 | <andythenorth> | hmm we don't @ in irc |
13:37 | <andythenorth> | too much Other Platforms |
13:45 | <+glx> | @ works, but usually not needed |
13:45 | <+glx> | clients detect the username |
13:51 | <LordAro> | mine doesn't |
13:51 | <LordAro> | #irssimasterrace |
13:52 | <LordAro> | using '@' stops tab complete from working, no? no idea why anyone would ever bother to type out the full nick |
13:52 | <LordAro> | i don't even do that for glx :p |
13:53 | <+glx> | ah yes using @ breaks tab completion for me |
14:08 | <dwfreed> | I believe the @ is default in textual, andythenorth's IRC client |
14:08 | <LordAro> | how silly |
14:08 | <dwfreed> | it's a dumb default, yeah |
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14:38 | <andythenorth> | is it a default? |
14:39 | <andythenorth> | usually I just start typing 'dw' and tab will complete to 'dwfreed' |
14:39 | <andythenorth> | I have learnt @ from gchat |
15:22 | <dwfreed> | oh, maybe it isn't |
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15:42 | <Eddi|zuHause> | why would @ stop tab-completing? |
15:44 | <dwfreed> | considered part of the word, and thus doesn't match any nicks |
15:57 | <andythenorth> | @dwfreed nah |
15:57 | <andythenorth> | works fine |
15:57 | <andythenorth> | I look forward to the day I turn off irc clients |
15:57 | <andythenorth> | I did try matrix / element client, but it....sucks a bit |
15:59 | <dwfreed> | some clients work, some don't |
15:59 | <dwfreed> | irssi does not work if you type the @ before trying to tab-complete a nick |
16:12 | <Eddi|zuHause> | maybe some clients try to interpret the @ as the op flag, and only complete op names |
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16:34 | <a_guest> | hi there .. been quite a while I can't even recall what username I went by .. but mm :) |
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16:47 | <a_guest> | there goes the french trains :-s |
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21:52 | <@DorpsGek> | [OpenTTD/OpenTTD] YorVeX commented on pull request #9475: Remove: COMPANY_INFO packets and related code https://git.io/JMT5a |
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23:01 | -!- | debdog [~debdog@2a00:79c0:62d:900:7a24:afff:fe8a:d04d] has quit [Ping timeout: 480 seconds] |
23:45 | -!- | _aD [~quadrant@0001362b.user.oftc.net] has quit [Quit: leaving] |
--- | Log | closed Thu Nov 25 00:00:18 2021 |