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#openttd IRC Logs for 2021-11-24

---Logopened 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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---Logclosed Thu Nov 25 00:00:18 2021