--- | Log | opened Mon Jan 17 00:00:32 2022 |
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04:13 | <@DorpsGek> | [OpenTTD/OpenTTD] Ufiby commented on pull request #9789: Feature: Technology progresses independently of game time https://github.com/OpenTTD/OpenTTD/pull/9789#issuecomment-1014296331 |
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05:48 | <andythenorth> | do we think GSCargoMonitor is expensive? |
05:49 | <andythenorth> | I might try monitoring % passengers transported monthly, by putting a cargo monitor in every town and walking over them |
05:50 | <Cursarion> | oh, there'll be a fix for the game time thing? neat |
05:51 | <FLHerne> | well, people have been writing patches to modify that for years |
05:51 | <FLHerne> | probably too early to say whether this one will satisfy all the different views on how to do it |
05:55 | <LordAro> | "will" is probably a bit strong |
05:55 | <LordAro> | also "fix" |
06:16 | <Cursarion> | one fix to rule them all |
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06:23 | <@DorpsGek> | [OpenTTD/OpenTTD] andythenorth commented on pull request #9789: Feature: Technology progresses independently of game time https://github.com/OpenTTD/OpenTTD/pull/9789#issuecomment-1014414334 |
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07:03 | <andythenorth_> | ok so I want to teach GS to build pylon objects between power station and certain industries |
07:03 | <andythenorth_> | it's pathfinding, plus some book-keeping about which tiles belong to which edge |
07:04 | <andythenorth_> | I have no idea how to store edges |
07:04 | <andythenorth_> | this must be a solved problem in programming? |
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07:22 | <andythenorth_> | they need stored so they can be removed if one of the industries is removed |
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08:48 | <andythenorth> | does the game have pathfinders that could be exposed to NoGo / NoAI? |
08:49 | <andythenorth> | me writing my own A* or something in squirrel seems like it will go badly lolz |
08:52 | <LordAro> | there are libraries |
08:56 | <andythenorth> | I looked at SuperLib for roads |
08:56 | <andythenorth> | but it would need refactoring from roads to [other things] |
08:57 | <LordAro> | there's a generic a* library for AIs, at least |
08:57 | <LordAro> | and indeed specific rail & road libraries |
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08:57 | <LordAro> | probably not been "duplicated" for GS |
09:08 | <andythenorth> | or I didn't find it yet... |
09:44 | <supermop_Home> | yo |
09:45 | <_dp_> | there is no pathfinder in gs api but there is a priority queue now |
09:48 | <supermop_Home> | can objects be placed after map creation by newgrf? or only by gs? |
09:48 | <supermop_Home> | I assume andy wants to plant transmission lines |
09:49 | <supermop_Home> | we need NewFields |
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10:11 | <_dp_> | even gs only got object placement in 12.0 |
10:17 | <supermop_Home> | fields would be nice for ranches, forests, and national parks I guess |
10:17 | <supermop_Home> | or beach industries |
10:19 | <supermop_Home> | mostly i'd just like differentiated pineapple vs sugarcane fields |
10:22 | <supermop_Home> | would also be neat to have farms close or drop production when they get too hemmed in by towns |
10:25 | <supermop_Home> | well that's all getting ahead of myself |
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12:02 | <supermop_Home> | oops I just found out I am supposed to work today |
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12:17 | <@DorpsGek> | [OpenTTD/OpenTTD] benda updated pull request #9770: Fix #9765: Incorrect Company Values https://github.com/OpenTTD/OpenTTD/pull/9770 |
12:18 | <@DorpsGek> | [OpenTTD/OpenTTD] benda commented on pull request #9770: Fix #9765: Incorrect Company Values https://github.com/OpenTTD/OpenTTD/pull/9770#pullrequestreview-854656609 |
12:19 | <@DorpsGek> | [OpenTTD/OpenTTD] benda commented on pull request #9770: Fix #9765: Incorrect Company Values https://github.com/OpenTTD/OpenTTD/pull/9770#pullrequestreview-854657137 |
12:19 | <@DorpsGek> | [OpenTTD/OpenTTD] benda commented on pull request #9770: Fix #9765: Incorrect Company Values https://github.com/OpenTTD/OpenTTD/pull/9770#pullrequestreview-854657292 |
12:19 | <@DorpsGek> | [OpenTTD/OpenTTD] benda commented on pull request #9770: Fix #9765: Incorrect Company Values https://github.com/OpenTTD/OpenTTD/pull/9770#pullrequestreview-854657377 |
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13:10 | <andythenorth> | can we have a pathfinder in the GS API? :P |
13:10 | <andythenorth> | or I can try and adapt the superlib road one, but eh |
13:10 | <andythenorth> | also is there any way to attach buttons to e.g. industries? |
13:10 | <nielsm> | no way to add buttons to industries, no |
13:11 | <nielsm> | for GS, you'll have to have the player start the interaction in a storybook page |
13:12 | * | andythenorth considering various ways to connect power stations to substations |
13:12 | <andythenorth> | or provide power in towns |
13:13 | <andythenorth> | one option is GS just fills in pylon objects where needed, no player interaction except placing substation industry |
13:13 | <andythenorth> | another option is storybook gives a list of all substations, then the option to connect each one to a power station |
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13:50 | <andythenorth> | anyway first a pathfinder :P |
13:55 | <bkilm[m]> | Does anybody know of another business simulator game that reminds you of Transport Tycoon but of orders of magnitudes less complexity (and micromanagement)? |
13:56 | <Gustavo6046> | unfortunately my body has never heard of circadian rhythm |
13:56 | <andythenorth> | Pocket Trains :P |
13:56 | <bkilm[m]> | Thanks, I'll have a look for some inspiration. Although, I only play FOSS games. 🤷 |
13:57 | <Gustavo6046> | Hmm, business in OpenTTD is a bit too simplistic to me. People play it because they like trains, I play it because I like the intricacy of people moving around. I would be interested if there was a way to add depth to the business model, perhaps even in such a way that the player can modify its modus operandi in some ways. |
13:57 | <+glx> | andythenorth: maybe you can convert https://bananas.openttd.org/package/ai-library/4752412a into a GS lib |
13:57 | <+glx> | oh but there is https://bananas.openttd.org/package/game-script-library/4747412a |
13:58 | <andythenorth> | oo |
13:59 | <LordAro> | I have caused GNAT to hang by having a short git commit hash that could be interpreted as an integer |
13:59 | <LordAro> | That is all. |
14:00 | <bkilm[m]> | Gustavo6046: Sure, trains and trucks are fun to look at, but at the end of the game, what matters is only whether you could achieve exponential growth on your charts given a finite amount of loan. Everything else is just eye candy. |
14:01 | * | andythenorth has a look at graph.aystar |
14:01 | <andythenorth> | I suspect pylons are a terrible idea because they're discontinuous |
14:01 | <andythenorth> | so they could e.g. be either side of a skyscraper |
14:01 | <Gustavo6046> | bkilm[m], :D |
14:01 | <Gustavo6046> | that's what I like to read! |
14:02 | <bkilm[m]> | Gustavo6046: I mean, just for kicks, I once played an OpenTTD game where I build almost nothing (just a single bus serving two stops to keep me from going bankrupt). I only bought and sold stocks and could actually win at the end, but it took quite a few decades. |
14:02 | <Gustavo6046> | lol |
14:02 | <Gustavo6046> | you mean loaned and paid off? |
14:03 | <bkilm[m]> | With 8 starting players (all bots, but I preselected to only enable the smartest bots), it was quite easy to get into top 3 within 10-20 years, but then fighting the Big Oil required quite some amount of strategy and watching the stock exchange charts carefully. |
14:03 | <Gustavo6046> | stock exchange? |
14:03 | <Gustavo6046> | you can buy and sell stock... in OpenTTD? |
14:03 | <Gustavo6046> | :OOOOO |
14:03 | <bkilm[m]> | Yes |
14:04 | <bkilm[m]> | I thought that was the main goal of the game 😉 |
14:04 | <andythenorth> | but maybe the GS can avoid town zones |
14:04 | <Gustavo6046> | I didn't know that! |
14:04 | <andythenorth> | and maybe the objects can adapt to neighbouring tiles |
14:04 | <Gustavo6046> | All I do is buy a fun network, pay off my loan, then gradually expand the transport network |
14:04 | <bkilm[m]> | https://wiki.openttd.org/en/Manual/Economy#share-trading |
14:05 | <Gustavo6046> | What AIs are compatible with both industry replacement and 2cc vehicle NewGRFs? |
14:05 | <andythenorth> | anyway it's way more interesting trying to build stuff like power lines in GS + grf |
14:06 | <bkilm[m]> | Gustavo6046: For example, their stock can go up and down pretty sharply as they build out their networks or are effected by recession, subsidies, productions downturn, UFO and stuff like that. Buy when it is down and sell when it is high. Follow the news promptly. Kind of analogous with real life. |
14:07 | <Gustavo6046> | oooh |
14:07 | <bkilm[m]> | By the way, in most cases, you must not buy 100% of any company until the very end. Until you own only up to 75%, they are micromanaging instead of you and if you have invested right, their growth brings you income. |
14:09 | <bkilm[m]> | Again, when playing this game, I didn't have to build or micromanage anything basically. I did fix a UFO crash site once just out of boredom, though, but with my economy, the effect wasn't really noticeable. Too bad I didn't do a recording, but I didn't know it was going to end so well. |
14:10 | <LordAro> | sounds like a super boring way of playing the game, to me |
14:10 | <LordAro> | but who am i to argue? |
14:10 | <bkilm[m]> | Yeah, I probably wouldn't repeat that 😄 |
14:11 | <bkilm[m]> | It was exciting at a different level though - following nervously whether the given event will result in the anticipated effect. Kind of like a real stock exchange simulator with real life-like events causing the chart movements. |
14:11 | <Gustavo6046> | basically you profit off of other people's work |
14:11 | <Gustavo6046> | ah yes, capitalism :p |
14:12 | <bkilm[m]> | Just built out a 256+ railway line across a map two years ago! It's so fun to navigate all your town, industries and trains on the same two-lane bus line. Although that was also super boring to build due to the all the terrain work. |
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14:12 | <bkilm[m]> | Actually, it would be an interesting multi-player component to add: you can't build anything, but could participate in stocks!! |
14:13 | <bkilm[m]> | It is rare to see a multi-modal game that you can play at so different levels in real time at once. |
14:14 | <bkilm[m]> | Sorry for the typo, it was not two years ago it was two days ago! |
14:16 | <bkilm[m]> | By the way, I had to keep open so many windows at the same time (news, disaster inspection live view, running profits, vehicles, company values, current shares overview, the actions of newcomers), I wished OpenTTD had support for multi-monitors. |
14:17 | <wiscii> | adding an app-free view port that can be moved to a second screen .. hmm :) |
14:18 | <wiscii> | Gustavo6046: i have a very early server up if you like to play |
14:18 | <wiscii> | now that i am awake! |
14:19 | <wiscii> | anybody else too |
14:20 | <wiscii> | name tct pass wiscii |
14:20 | <Gustavo6046> | loll |
14:20 | <Gustavo6046> | bkilm[m], or docking multiple windows together |
14:20 | <Gustavo6046> | wiscii, hello! :D |
14:20 | <wiscii> | hi :) |
14:20 | <Gustavo6046> | I'm watching a video on aoe2 https://www.youtube.com/watch?v=taGNDAB-VYg but I'll check the server once I'm done |
14:22 | <wiscii> | checkout "The spiffing brit" |
14:23 | <wiscii> | https://www.youtube.com/watch?v=msr27PwObVM |
14:23 | <Gustavo6046> | I know TSB |
14:23 | <Gustavo6046> | he's a fun bloke |
14:23 | <wiscii> | ;-) |
14:23 | <Gustavo6046> | he does stuff like idk, exploiting economies in games, or the Steam inventory item market |
14:24 | <Gustavo6046> | he once profited off of market manipulation with CS:GO items in Steam |
14:24 | <wiscii> | he taught me how to beat AOEii |
14:24 | <Gustavo6046> | what?? |
14:24 | <Gustavo6046> | he did aoe2? |
14:24 | <wiscii> | that link above :) |
14:24 | <Gustavo6046> | oh okay |
14:24 | <Gustavo6046> | I also watched his video on the cookie clicker thing |
14:25 | <wiscii> | oh yeah, i rember that, to make magic items like a fork or something |
14:25 | <wiscii> | over powered stuff |
14:27 | <bkilm[m]> | Do you think these pages are up to date? Do you think there exist some other unwritten conventions that you follow? https://wiki.openttd.org/en/Community/Play%20Style/Multiplayer%20Rules https://wiki.openttd.org/en/Community/Multiplayer%20cheating |
14:27 | <Gustavo6046> | I also remember when he made a video on the GameStop stocks ruse |
14:30 | <wiscii> | bkilm[m]: guidelines ? |
14:32 | <LordAro> | bkilm[m]: if it doubt, the wiki is out of date :p |
14:33 | <wiscii> | the "rules" are still generally valid .. |
14:39 | <wiscii> | what a pita - i tried the "Apollo NewGFX" and some eye-candy stuff. There is no grain hopper in the current game and cannot be refitted |
14:39 | <wiscii> | pfft.. |
14:39 | <bkilm[m]> | Yes, I ask because I'm not a very experience player, but I added some cheats in there just recently. |
14:39 | <bkilm[m]> | And I also noticed that certain servers share their code of conducts of sorts via short messages that scroll away very quickly. |
14:40 | <bkilm[m]> | It would be nice to have a section that at least lists the kind of behavior that some of the servers may enforce. If you played on a lot of servers before, you probably have more data point than I do. |
14:48 | <wiscii> | bkilm[m]: i guess all those public servers have rules .. |
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14:50 | <bkilm[m]> | Yes, and it would be nice to document that in the wiki for other server operators. |
14:50 | <bkilm[m]> | For example, we played on a server where there were no rules pinned, that could have been interpreted to mean that industry competition is allowed, while it should be just the opposite by default (from the perspective of having fun together). |
14:58 | <wiscii> | i wouldn't sweat it -- if you win then maybe others will try the same idea ;-) |
15:00 | <wiscii> | does anybody know a good font to use in linux for ottd |
15:01 | <wiscii> | the only one that works for me is the defult system fallback font |
15:01 | <wiscii> | the rest are all hairline thin |
15:02 | <frosch123> | "medium_font = DejaVu Sans, bold" + "medium_size = 12" |
15:04 | <wiscii> | frosch123: without the quotes, right ? |
15:04 | <wiscii> | and , bold for bold |
15:04 | <frosch123> | yes, i think i even put that in the wiki |
15:04 | <wiscii> | oh, let me see |
15:05 | <frosch123> | https://wiki.openttd.org/en/Archive/Community/FAQ%20troubleshooting#linux |
15:06 | <wiscii> | thanks, that is exactly what i was looking for :) |
15:08 | <@DorpsGek> | [OpenTTD/OpenTTD] LC-Zorg commented on pull request #9789: Feature: Technology progresses independently of game time https://github.com/OpenTTD/OpenTTD/pull/9789#issuecomment-1014854579 |
15:10 | <andythenorth> | right let's see how to aystar |
15:11 | <andythenorth> | hmm I don't get it https://github.com/OpenTTD/OpenTTD/pull/9789#issuecomment-1014854579 |
15:11 | <andythenorth> | does anyone get it? |
15:12 | <andythenorth> | oh nvm |
15:13 | <andythenorth> | I mean LC literally rejected groundhog year https://github.com/OpenTTD/OpenTTD/pull/8749#issuecomment-796053634 |
15:14 | <andythenorth> | ok trying to figure out the interface to Yexo's Aystar GS lib https://gist.githubusercontent.com/andythenorth/499a2257acb620f920ddb73476b57f94/raw/34af449fabc8936dafb3654ba5988f4d6ec00382/gistfile1.txt |
15:16 | <_dp_> | andythenorth, doesn't he just want groundhog as a cheat? |
15:16 | <_dp_> | and don't ask me how is that different from a setting :p |
15:16 | <andythenorth> | I do not understand |
15:16 | <andythenorth> | LC is usually right about something |
15:16 | <andythenorth> | but stopped clock twice a day |
15:17 | <andythenorth> | is also correct |
15:20 | <supermop_Home> | why not just turn on vehicles never expire |
15:20 | <supermop_Home> | and not buy any modern trains |
15:21 | <andythenorth> | buildings and stuff |
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15:24 | <supermop_Home> | use a town set with homogenous buildings? |
15:25 | <andythenorth> | hmm how do I use a GS lib? |
15:25 | <andythenorth> | I seem to have imported Aystar |
15:26 | <andythenorth> | but I can't figure out the lib interface |
15:27 | <andythenorth> | programming NoGo is such a guessing game |
15:30 | <andythenorth> | cargo culting |
15:30 | <andythenorth> | so SuperLib is used as e.g. |
15:30 | <andythenorth> | Helper <- SuperLib.Helper; |
15:30 | <andythenorth> | but |
15:30 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh commented on pull request #9789: Feature: Technology progresses independently of game time https://github.com/OpenTTD/OpenTTD/pull/9789#issuecomment-1014868164 |
15:30 | <andythenorth> | Aystar <- Aystar.Ayster |
15:30 | <andythenorth> | is not found |
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15:31 | <andythenorth> | ignore the typo |
15:31 | <andythenorth> | Aystar.Aystar not found |
15:31 | <andythenorth> | Graph.Aystar is not found |
15:31 | <andythenorth> | Aystar.Graph.Aystar is not found |
15:31 | <andythenorth> | Graph.Aystar.Aystar is not found |
15:31 | <andythenorth> | GGA* throws an expression error |
15:33 | <andythenorth> | my import is |
15:33 | <andythenorth> | import("graph.aystar", "AyStar", 6); |
15:34 | <_dp_> | by far the most popular question on cm server with tech progression is "why no maglev" |
15:34 | <_dp_> | it's 2100, ppl want maglev or riot :p |
15:35 | <frosch123> | make a railtype grf that switches graphics in some year :p |
15:35 | <supermop_Home> | isn't getting better technology the richer/better you play sort of an inverse gameplay curve? |
15:35 | <frosch123> | though maglev tracks are really ugly |
15:36 | <supermop_Home> | frosch123 zeph's reworked ones in opengfx thread look better |
15:36 | <supermop_Home> | but yes, I prefer no maglev |
15:36 | <andythenorth> | lol squirrel programming seems much worse than grf |
15:36 | <andythenorth> | the language does very poorly for google results |
15:36 | <andythenorth> | mostly I get actual squirrels |
15:36 | <supermop_Home> | really a GS should take locomotives away from you the better you do |
15:36 | <_dp_> | supermop_Home, no, why? it just adds some variety in unlock order |
15:37 | <andythenorth> | how do I instantiate a module? |
15:37 | <supermop_Home> | "oh you think you're hot shit with your big profitable coal route? Well let's see you do with Kirby pauls only" |
15:37 | <LordAro> | andythenorth: are you sure graph.aystar is in gs_libraries, rather than just ai_libraries ? |
15:37 | <andythenorth> | yes |
15:37 | <LordAro> | (or whatever the folders are called) |
15:38 | <andythenorth> | the first import doesn't fail |
15:38 | <LordAro> | i can't remember how to import libraries, see what aroai did :p |
15:38 | <andythenorth> | but I can't reference anything without an assignment |
15:38 | <andythenorth> | currently just cargo culting stuff from http://scrat.sourceforge.net/import.html |
15:38 | <andythenorth> | 2009 'beta state' top google result |
15:38 | <andythenorth> | GG |
15:38 | <+glx> | look how the lib imports binary queue |
15:39 | <andythenorth> | what's the second param? |
15:39 | <andythenorth> | empty anyway :) |
15:40 | <supermop_Home> | although, would an isolated island land that has an all powerful transport company making boatloads of money with steam engines ever see any impetus to develop diesels or electrics? |
15:40 | <supermop_Home> | the fuel never runs out, the stoker labor is free, no one ever complains about the polution |
15:41 | <+glx> | pathfinder.road does _aystar_class = import("graph.aystar", "", 6) in Road class |
15:41 | <+glx> | then this._pathfinder = this._aystar_class(this, this._Cost, this._Estimate, this._Neighbours, this._CheckDirection); in constructor |
15:41 | <LordAro> | http://www.squirrel-lang.org/doc/squirrel2.html#d0e961 |
15:41 | <LordAro> | i think Zuu was the only one to ever use the <- mechanisms |
15:42 | <andythenorth> | oh that's interesting |
15:42 | <andythenorth> | _aystar_class = import("graph.aystar", "", 6); |
15:42 | <andythenorth> | just fails for me |
15:42 | <andythenorth> | but works in pathfinder.road |
15:43 | <andythenorth> | ok so it needs some scope thing |
15:43 | <andythenorth> | squirrel has this weird thing where everything is in a table? |
15:43 | <+glx> | yes |
15:43 | <andythenorth> | it's such a cartoon language |
15:43 | <supermop_Home> | andythenorth my tiny Hawaii style map with firs, NG trains are just barely hanging on, but looking cute |
15:44 | <andythenorth> | local _aystar_class = import("graph.aystar", "", 6); |
15:44 | <andythenorth> | is the only way I found so far to not get errors |
15:44 | <andythenorth> | what's the weird :: notation that I keep seeing |
15:44 | <+glx> | members implementation |
15:45 | * | andythenorth reads docs |
15:45 | <frosch123> | CityBuilder GS uses aystar |
15:45 | <frosch123> | did you check that one already? |
15:45 | <frosch123> | whenever i need an example, I just grep in content_download |
15:45 | <andythenorth> | same |
15:46 | <andythenorth> | I have to use that slots notation for globals I think |
15:46 | <andythenorth> | foo <- foo.foo.foo.foo() |
15:46 | <andythenorth> | but locals are declared as local = foo |
15:46 | * | andythenorth not a good learner |
15:47 | <frosch123> | iirc "<-" works always, while "=" fails for undefined variables |
15:47 | <frosch123> | definition vs. assignment |
15:48 | <andythenorth> | yup, I learn this every 6 months for last 2 years :P |
15:48 | <andythenorth> | then forget |
15:48 | <andythenorth> | can we embed Rust in OpenTTD? :P |
15:52 | <andythenorth> | ok maybe I just abuse the road pathfinder |
15:52 | <andythenorth> | seems Aystar needs a lot of scaffolding I don't have yet |
15:57 | <_dp_> | andythenorth, wasm? ;) |
16:01 | <frosch123> | don't scare andy with css guis :p |
16:01 | <andythenorth> | well this doesn't crash https://gist.githubusercontent.com/andythenorth/73712840bc08bbc407af72dd7f420b81/raw/337f01bd3fb960900ed0cefaef538d86c1af99a5/gistfile1.txt |
16:02 | <andythenorth> | doesn't give me a useful result yet |
16:03 | <_dp_> | frosch123, css is optional ;) |
16:03 | <_dp_> | if anything it's gs that needs css or smth to describe guis, wasm can just call methods directly |
16:04 | <andythenorth> | local bar = foo.FindPath(10000); |
16:04 | <andythenorth> | gives me null |
16:05 | <andythenorth> | https://wiki.openttd.org/AI:RoadPathfinder |
16:05 | <andythenorth> | polish version :) https://wiki.openttd.org/pl/Development/Script/SI/RoadPathfinder |
16:06 | <andythenorth> | bingo https://wiki.openttd.org/en/Development/Script/RoadPathfinder |
16:06 | <andythenorth> | docs ftw |
16:06 | <andythenorth> | what a great community :) |
16:13 | <andythenorth> | lol why does opening console change the value of GS constants? |
16:13 | <andythenorth> | that's funny |
16:13 | <andythenorth> | GIT_VERSION <- "4.4.0-123-g310516fe"; is declared as a constant |
16:13 | <andythenorth> | but the GSText display of it increments the value when I open / close console with ~ |
16:14 | <+glx> | maybe just GetString effect |
16:18 | <andythenorth> | trying this https://gist.githubusercontent.com/andythenorth/3175a5c9dd9f0267a6b156ce66923ae7/raw/03e4503fc6f962427a3f14800d81d94bd0ecd7b4/gistfile1.txt |
16:19 | <andythenorth> | still null after many months on ffwd |
16:19 | <+glx> | path from tile 0 to tile 1 ? |
16:20 | <andythenorth> | yup |
16:20 | <andythenorth> | I tried others |
16:20 | <andythenorth> | wanted the shortest route :P |
16:20 | <andythenorth> | should still return a route of 2 tiles? |
16:20 | <+glx> | but is there a possible road path from 0 to 1 ? |
16:21 | <+glx> | road pathfinder "tries" to build road tiles |
16:22 | <andythenorth> | so it might be water |
16:22 | <andythenorth> | ok |
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16:24 | * | andythenorth adapted the AI docs example |
16:25 | <andythenorth> | wow pathfinding is slow |
16:25 | <andythenorth> | 12 months to find a path |
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16:26 | <TrueBrain> | https://twitter.com/dannyodwyer/status/1482178903867211779 <- well, that is the end of OpenTTD, right? :D |
16:28 | <+glx> | gold rush feeling |
16:29 | <andythenorth> | Team17 though! |
16:29 | <andythenorth> | did Worms |
16:29 | <+glx> | they also edit many cool games |
16:29 | <wiscii> | oh yeah! they did |
16:29 | <TrueBrain> | as I said, end of OpenTTD :P |
16:30 | <supermop_Home> | I would 100% play a team 17 transit game |
16:30 | <andythenorth> | vertigo camera angle though |
16:31 | <wiscii> | unlikely to have a "free" play mode (in all sense of the word) |
16:37 | <supermop_Home> | need a first person transport game |
16:41 | <andythenorth> | if (GSMap.DistanceManhattan(path.GetTile(), par.GetTile()) == 1 ) { |
16:41 | <andythenorth> | 'expression expected' |
16:42 | <andythenorth> | taken from https://wiki.openttd.org/en/Development/Script/RoadPathfinder but ported to GS |
16:45 | <andythenorth> | not convinced that example is useful for my case |
16:48 | <supermop_Home> | i'd pay for this thing |
16:49 | <supermop_Home> | the bridges remind me of brio |
16:53 | <nielsm> | expectation expressed: expression expected |
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16:59 | <_dp_> | and Mashinky is finally getting a multiplayer |
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17:10 | <wiscii> | i just started a new game but it kept my old selection of cargo type in available trains |
17:12 | <andythenorth> | lol https://media.discordapp.net/attachments/337701432230805505/932759325812854824/unknown.png?width=2248&height=1179 |
17:12 | <andythenorth> | I guess that's working then :D |
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17:24 | * | andythenorth now in OpenTTD source |
17:25 | <andythenorth> | trying to work out how to choose an object to build |
17:25 | <andythenorth> | there seems to be no ID |
17:25 | <andythenorth> | and string matching the name is failing |
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17:26 | <andythenorth> | _dp_ using this https://github.com/OpenTTD/OpenTTD/pull/9568 |
17:26 | <andythenorth> | how do I select the object to build? |
17:28 | <_dp_> | well, you have the list of all objects |
17:28 | <_dp_> | idk how you want to select it |
17:28 | <+glx> | ObjectType API is quite limited |
17:28 | <nielsm> | presumably by something like GRFID and an ID within that GRF |
17:29 | <_dp_> | some more methods may be needed to navigate that list |
17:29 | <andythenorth> | probably GRFID and ID within that GRF |
17:29 | <_dp_> | or some labels |
17:30 | <_dp_> | I've no idea how to approach grf-gs interoperability in general |
17:31 | <_dp_> | so in that PR I only did the bare minimum |
17:31 | <andythenorth> | well the first thing might be to expose a numeric ID if there is one |
17:31 | <andythenorth> | yup understood, it's proof of concept :) |
17:31 | <nielsm> | https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_object.h#L58-L97 |
17:31 | <+glx> | numeric ID is internal to openttd usually |
17:32 | <_dp_> | I wouldn't call it PoC as what it does it does fine, just more methods may be needed to use it effectively |
17:33 | <+glx> | yeah it's possible to build objects, but selection is quite random ;) |
17:33 | <andythenorth> | yeah the numeric ID does not match up |
17:34 | <andythenorth> | I ran a counter on the list |
17:34 | <+glx> | ObjectType is the ID |
17:35 | <+glx> | but the value depends on other loaded grf, and the load order |
17:35 | <nielsm> | yeah if you want a specific object from a specific GRF, you'd need to expose data from the grf_prop member in ObjectSpec |
17:36 | <+glx> | should be possible as we now expose the grf list to GS |
17:37 | <+glx> | object class may be a good info too |
17:37 | <nielsm> | and the flags |
17:38 | <nielsm> | and the size |
17:42 | <andythenorth> | lol I eventually got the Auz pylon by guessing IDs |
17:42 | <andythenorth> | https://media.discordapp.net/attachments/337701432230805505/932766678587146260/unknown.png?width=1922&height=1298 |
17:42 | <andythenorth> | it's a road pathfinder so it only does 90 degree turns |
17:43 | <andythenorth> | it's also avoiding water :P |
17:43 | <+glx> | unless it can bridge |
17:43 | <nielsm> | apparently it can cross 4 tiles, unless there's water between then it can more? :) |
17:44 | <nielsm> | the part where it goes past the river |
17:44 | <andythenorth> | the road pathfinder seems to understand bridges and tunnels |
17:44 | <andythenorth> | and it could build a different object for undersea cables |
17:45 | <andythenorth> | this is quite interesting |
17:45 | <andythenorth> | most fun I've had since Train Whack |
17:45 | <andythenorth> | GS is all very different once you assume the GS and industry grf have shared information |
17:46 | <andythenorth> | so the GS actually...knows what things are and what they are for in game |
17:47 | <andythenorth> | hmm randomised pylons? |
17:47 | <andythenorth> | also the pathfinder is...rather slow |
17:47 | <andythenorth> | multiple months |
17:48 | <andythenorth> | does the game pathfinder take months? :P |
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18:33 | <@DorpsGek> | [OpenTTD/OpenTTD] Hevlikn opened issue #9791: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/issues/9791 |
18:55 | <@DorpsGek> | [OpenTTD/OpenTTD] Hevlikn commented on issue #9791: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/issues/9791 |
18:57 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on issue #9791: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/issues/9791 |
19:00 | <@DorpsGek> | [OpenTTD/OpenTTD] Hevlikn commented on issue #9791: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/issues/9791 |
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20:12 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on issue #9791: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/issues/9791 |
20:13 | <supermop_Home> | should I draw the last two tropic offices next, even though the base sprites are not bad? or the vertical tube building? or the HQs? |
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20:22 | <supermop_Home> | is the most salient feature of the vertical tube building that it's: A) Round, A')Not just round but specifically a cylinder, B)Weird looking in general, or C) that it has an unusual expressed structure, in an Archigram sort of way (with unusual contructio |
20:22 | <supermop_Home> | construction stages |
20:23 | <supermop_Home> | I'd say A is sort of important, but that it is mostly B and C |
20:24 | <supermop_Home> | as its really the first (only?) post 1994/5 building in the game, so it originally functions as a "wow now you are in the future" signifier |
20:25 | <supermop_Home> | and the weird hanging structure seems to be a nod to Archigram, but also Foster and Rogers - a sort of specifically British idea of futurism |
20:26 | <supermop_Home> | I love the sentiment behind it, but man do I hate that sprite |
20:30 | <supermop_Home> | the problem with any fun and playful building in the base set is that it generally gets built ad naseum |
20:31 | <supermop_Home> | You could say, redesign it to just be a more normal but round building - that way it will look different, but not crazy. |
20:32 | <supermop_Home> | but a city full of boring plain cylindrical buildings will still look stupid without any of the fun of it being crazy |
20:33 | <supermop_Home> | probably the best course of action is just drawing it has a pretty boring early 2000s rectangular building, but that seems to defy the spirit of being a base set |
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22:07 | <Gustavo6046> | <supermop_Home> is the most salient feature of the vertical tube building that it's: A) Round [...] |
22:07 | <Gustavo6046> | Ah yes, tubes are round |
22:07 | <Gustavo6046> | :D |
22:08 | <Gustavo6046> | sorry, it just sounds kinda funny out of context |
22:08 | <Gustavo6046> | Also, reiterating a question from earlier that I don't think got answered |
22:08 | <Gustavo6046> | <Gustavo6046> What AIs are compatible with both industry replacement and 2cc vehicle NewGRFs? |
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--- | Log | closed Tue Jan 18 00:00:34 2022 |