IRC logs for #openttd on OFTC at 2016-08-23
            
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00:31:08 <Samu> do you know of a decent heightmap with a good balance between water, flat land and hilly land?
00:31:43 <Samu> objective is to test ais on them, no matter the transport choice
00:33:32 <Samu> i'd like to avoid lakes
00:33:38 <Samu> also rivers
00:33:51 <Samu> and narrow water passages
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00:46:40 <Samu> :(
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00:52:08 <Samu> \
00:56:12 <Samu> think i found a map i like
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01:08:01 <Samu> i'll be using NPF as pathfinder for ships
01:08:20 <Samu> ais do better with npf for some reason
01:09:21 <Samu> automatic reversing at signals, I wonder if this could help some ais
01:09:30 <Samu> will try
01:11:00 <alask0ud> brasileiro?
01:13:41 <ST2> nah, ningum dana samba por aqui xD
01:16:21 <alask0ud> asking Samu tho
01:16:41 <Samu> nop, tuga
01:16:55 <alask0ud> that
01:27:00 <Samu> will test all AIs, no vehicle type restrictions of any kind, and with their default parameters
01:27:08 <Samu> solo each
01:27:17 <Samu> for 100 years
01:27:41 <Samu> it's reasonable to do because some ais don't cope well with some restrictions
01:27:59 <Samu> map size reduced to 512x512 though
01:28:13 <Samu> let me count the number of ais
01:29:38 <Samu> 38, ugh...
01:29:41 <Samu> oh well
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01:30:41 <Samu> and this time, i'm password protecting the servers
01:31:42 <Samu> or hmm... screw the firewall settings or something like that
01:32:10 <Samu> is it possible to not advertise a dedicated server?
01:33:39 <Samu> server_advertise = false, let's see if this works
01:43:28 <Samu> 37? i must have missed some
01:43:47 <Samu> ah, right, 37, the other is a folder
01:45:18 <Samu> guys, pick 8 random numbers from 1 to 37, i don't feel like doing this alphabetically
01:47:51 <Samu> dead chat
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01:54:47 <Supercheese> @rand(37)
01:54:59 <Supercheese> @rand 37
01:55:01 <Supercheese> eh
01:55:19 <Samu> ^_^
01:55:29 <Supercheese> @calc rand 37
01:55:29 <DorpsGek> Supercheese: Error: unexpected EOF while parsing (<string>, line 1)
01:55:32 <Supercheese> bleh
01:55:40 <Supercheese> I tried
01:55:44 <ST2> hehe
01:56:01 <Supercheese> "The syntax is Python syntax" the bot says
01:56:08 * Supercheese does not know Python syntax
01:56:13 <ST2> if it's like rand(3) that gives 90% of times 2
01:56:21 <ST2> I think it's bribed xD
02:00:54 <glx> no random in supybot without a plugin
02:01:23 <Samu> just picked the first 8 to test
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02:19:46 <Eddi|zuHause> if rand(3) returns 4, you might be in trouble
02:23:33 <Samu> http://imgur.com/a/YBiBP
02:24:07 <Samu> bad start for civilai
02:24:15 <Samu> the one in the middle
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10:27:58 <V453000> yo north
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11:11:17 <andythenorth_> o/
11:14:16 <Wolf01> o/
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11:21:34 <V453000> north unstable today
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12:31:14 <Samu> hi all
12:33:24 <Samu> I'm trying to come up with "settings every ai author would agree"
12:33:44 <Samu> any hint?
12:34:21 <Samu> the only rule is... no NewGRF
12:39:19 <Samu> should I create a topic asking for it?
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12:48:52 <andythenorth_> Connection up, connection down :p
12:49:00 <andythenorth_> Is way of things
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13:09:44 <Samu> anyone know what is this setting?
13:09:46 <Samu> https://wiki.openttd.org/Heightmap_rotation
13:10:59 <Samu> game_creation.heightmap_rotation
13:11:26 <Samu> ah, I think I know
13:11:34 <FLHerne> Samu: Images are usually displayed with horizontal/vertical edges, OTTD maps are diagonal
13:12:35 <Samu> does it also work with generated maps'
13:12:37 <Samu> ?
13:13:07 <FLHerne> So the heightmap has to be rotated 45° in either direction to align with the OTTD world
13:13:29 <FLHerne> No? That doesn't really make sense
13:15:19 <Samu> ok
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13:21:38 <Krycho> Hello!??!
13:22:14 <FLHerne> Krycho: Hi
13:23:07 <FLHerne> So punctuation!‽¿≠
13:23:19 <Krycho> I would like to install an openttd server on a "Pi Zero" I have at home, but I can't seem to find a guide for it, you guys have any idea how I could do it?
13:23:27 <Krycho> ¿?¿?¿? :)
13:24:15 <Krycho> the pi zero is running Jessie and I am running it headless via SSH
13:25:09 <peter1138> probably "apt-get install openttd" would do the job
13:25:23 <FLHerne> The standard openttd build will run as a server, there aren't any headless packages
13:25:39 <peter1138> may not be the latest release though
13:26:04 <Alkel_U3> although jessie has quite old version in its repository
13:26:19 <Krycho> so id have to download it run it with it connected to a screen ?
13:26:32 <peter1138> no
13:27:02 <Alkel_U3> you just run "openttd -D"
13:28:37 <Samu> does vehicle.smoke_amount has any impact on vehicle performance?
13:28:46 <Samu> is it only for looks?
13:28:48 <Alkel_U3> if there isn't a build for your platform, you might need to compile from source
13:28:54 <FLHerne> Samu: Looks
13:29:21 <Samu> ok
13:29:51 <Krycho> should I be able to see the game on servers after running openttd -D ?
13:30:07 <peter1138> you'll need to configure it
13:30:37 <peter1138> there's a load of settings for ... everything
13:31:19 <Krycho> I see it there but it tells me server version is 1.4.4
13:31:33 <peter1138> yeah
13:31:37 <Alkel_U3> have fun https://wiki.openttd.org/Compiling_on_(GNU/)Linux_and_*BSD
13:31:38 <peter1138> so it's too old :(
13:31:47 <Alkel_U3> (it's not too complicated)
13:32:44 <peter1138> well compiling on a pi is not very fun
13:32:44 <Krycho> the problem is the first command it gives me on the site says "E: You must put some 'source' URIs in your sources.list"
13:33:23 <Alkel_U3> I did it on Cubieboard2 with Jessie, it's just long :-)
13:33:33 <Krycho> would it be easier to run on a kimsufi server ?
13:33:36 <Krycho> on debian ?
13:33:56 <Alkel_U3> if you have kimsufi server, yes
13:34:20 <Krycho> yeah
13:34:33 <Krycho> just use it as seedbox and teamspeak server xD
13:34:51 <Krycho> any step by step guide for it? cos im dumb as shit
13:34:59 <Alkel_U3> I personaly have very good experience with forpsi VPS
13:35:04 <Krycho> dir
13:35:09 <Krycho> woops xD
13:35:12 <peter1138> ls
13:35:55 <Samu> extend_vehicle_life = 50 - does it mean a vehicle that has a max age of 20 years, would get 70 instead?
13:36:09 <Samu> or is it the model availability that is extended?
13:36:21 <Samu> never tried this setting
13:36:42 <Alkel_U3> the Zero also won't be able to run at full speed during lategame anyway, IMHO. Even the faster, dualcore CB2 was running just so-so a few years back.
13:36:58 <Samu> ok just tried it
13:37:10 <Samu> lel, vehicles max age 70
13:37:16 <Samu> i don't think i like this setting
13:38:26 <Alkel_U3> Krycho: download from here according to your architecture https://www.openttd.org/en/download-stable , install.
13:39:06 <FLHerne> Alkel_U3: It's a RasPi, there are no such files
13:39:45 <Alkel_U3> FLHerne: he decided to switch to kimsufi server if I understood correctly
13:40:07 <Krycho> im torn xD
13:40:11 <FLHerne> Alkel_U3: Oh, I see
13:40:38 <Alkel_U3> server on zero won't be too playable, anyway, I think
13:40:39 <Krycho> but wont it give me the same problems?
13:41:17 <Alkel_U3> no because the page I linked has ready packages for Jessie on Intel CPUs
13:42:04 <Alkel_U3> just dowload from there and install it (dpkg -i nameofyouropenttdpackage.deb)
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13:44:37 <peter1138> yeah, prebuilt for x86_64
13:44:57 <Krycho> pi is arm
13:45:05 <peter1138> run it on the kimsufi, it'll perform better anyway
13:46:37 <Samu> allow landscaping under buildings, tracks, etc... is this the autoslope?
13:46:50 <Samu> the description slightly changed if it is
13:46:55 <Samu> wiki is not updated
13:50:33 <Samu> build_on_slopes is no longer an advanced setting
13:50:42 <Samu> wiki not updated ugh :(
13:57:24 <Samu> train_signal_side is only visual too, right?
14:02:57 <Wolf01> Yes
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14:12:39 <Samu> economy.give_money
14:12:45 <Samu> can AIs give money to each other?
14:14:57 <Samu> and shares?
14:15:14 <Samu> well i'm testing them solo, but just curious
14:18:03 <Wolf01> Mmmh, no frog and no north guy, many questions
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14:25:20 <Wolf01> Also, is it possible to fix or at least ignore the overloaded operators "expression mus have a constant value" error in enums?
14:25:29 <Wolf01> *must
14:25:53 <peter1138> enums must have a constant value, so...
14:26:04 <Wolf01> And they have
14:26:15 <Wolf01> It's the operator fault
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14:35:17 <Samu> topic posted
14:35:21 <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=75176 i hope it's not in vain
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14:59:51 <Wolf01> o/
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15:18:20 <Eddi|zuHause> you can only use operators which the compiler can evaluat on compile time, otherwise the result cannot be a constant
15:21:33 <Wolf01> Every enum has this problem if there's a value set with bitwise or
15:22:07 <Wolf01> like ROAD_X = ROAD_SW | ROAD_NE,
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15:57:40 <supermop_> yo
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16:11:20 <Eddi|zuHause> Wolf01: well, then you can't overload the | operator...
16:11:59 <Wolf01> Me? It's in the vanilla code, and every time I open some sources it floods with errors
16:12:36 <Eddi|zuHause> then i can't help you.
16:12:52 <Wolf01> And the poor wolf needs to search for his error in the middle of the others :(
16:12:54 <Eddi|zuHause> sounds overzealous
16:14:20 <Wolf01> Google seem to not be really helpful, Stackoverflow has something but not for this exact case
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16:27:13 <Wolf01> o/
16:27:37 <Wolf01> FYI: pushed catenary flag
16:28:32 <Wolf01> No gui, no split, only flag+drawing (no catenary is drawn atm as the bit is always false)
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16:38:36 <Rubidium> Samu: I have no idea
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16:45:43 <Ethereal_Whisper> http://i.imgur.com/E0l2GDP.png such a clusterfuck
16:53:07 <V453000> ez
16:53:31 <Ethereal_Whisper> Stupid "organic" junctions
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16:53:57 <Ethereal_Whisper> The north-south line crossing over/under the east-west line did not exist at the time of construction and design
16:54:12 <Ethereal_Whisper> So it's a haphazard addition lol
16:54:36 <andythenorth_> Wolf01 nice work on catenary :)
16:55:47 <Wolf01> ;)
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16:56:59 <Sergey> Help me
16:57:17 <Ethereal_Whisper> How can we?
16:57:18 * Sergey slaps Eddi|zuHause around a bit with a large fishbot
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16:57:29 * Ethereal_Whisper aims a bow and arrow at Sergey
16:58:08 <Sergey> How create owerlapping tiles ?
16:58:27 <Sergey> Sorry my bad English
16:58:46 <Sergey> How create GRF
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17:00:24 <SergeyNem> How create GRF ?
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17:10:20 <andythenorth_> Ships
17:10:20 <andythenorth_> Tricky
17:10:44 * andythenorth_ still seeking basic schema
17:11:01 <V453000> yo
17:13:33 <andythenorth_> Yo
17:14:06 <andythenorth_> Small and fast or small and slow? :p
17:14:13 <V453000> BIG AND FAST
17:14:17 * andythenorth_ no context
17:15:25 <Ethereal_Whisper> Ah, the age-old latency vs. throughput discussion
17:17:55 <Eddi|zuHause> slow and cargo decay modifier
17:19:20 <V453000> andythenorth_: answer is trains
17:22:24 <Ethereal_Whisper> Got a marine station not close enough to the coast? The answer is terraforming
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17:22:39 <Ethereal_Whisper> There, fixed my scroll issue
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17:42:40 <Wolf01> Really unstable today, eh?
17:43:23 <andythenorth_> Hotel wifi, on a phone :p
17:44:18 <Wolf01> Where are you?
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17:44:50 <Wolf01> o/
17:45:17 <Alberth> hi hi
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19:08:23 <Samu> GDDR6 is coming in 2018, i thought GDDR stuff would phase out
19:09:45 <Samu> Samsung plans to have 100 TB SSDs ready by 2020
19:09:51 <Samu> RIP HDD
19:12:10 <Samu> Seagate showcased a 60 TB SSD, 3.5' form factor, finally someone is making 3.5' SSDs
19:13:27 <Samu> 60 TB SSD! and here I am with my meager 1 TB HDD
19:13:34 <Wolf01> Do you think this argument belongs to this channel? We talk about Factorio or Europa Universalis here
19:14:06 <Wolf01> :D
19:14:13 <Samu> :(
19:16:45 <Alberth> it's all equally on-topic :p
19:17:08 <Alberth> also, you missed lego as topic :)
19:18:01 <Wolf01> Lego doesn't need to be on topic, it's always a fitting argument ;)
19:18:25 <Alberth> although I fail to see why you'd ever need a 100TB disk
19:19:16 <Wolf01> Risk of losing 100TB of stuff in one single fault?
19:19:36 <Wolf01> Better having 100 x 1TB SSD
19:27:56 <Eddi|zuHause> of course you'd put them in a raid 1/5/6/... to prevent data loss
19:31:06 <Alkel_U3> 100TB storage? How else could we move onto SupermegaultraHD™5D movies?
19:31:44 <Wolf01> I still watch DVDs
19:32:18 <Eddi|zuHause> that argument always reminds me how when CDs came out which were larger than any existing HDDs, and people said "you don't need a HDD anymore"
19:33:03 <Wolf01> Then with BR-D was the same, and something popped out even with holodisks
19:33:36 <Alkel_U3> as I only have access to an HD projector, I'd probably watch DVDs, too, but I needed that fourth SATA port for another HDD :-)
19:34:00 <Alkel_U3> too small disks and too low-end board
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19:35:13 <Alkel_U3> now it's demoted to a coffee cup holder without data connection
19:35:51 <Alkel_U3> oh, that reminds me of a story :D http://thedailywtf.com/articles/ITAPPMONROBOT
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19:59:28 <Wolf01> Quak
20:00:25 <frosch123> hoi
20:09:11 <SpComb> frosch123: http://skrblz.qmsk.net/~spbot/logs/openttd-20160822.tar.xz
20:09:34 <SpComb> frosch123: it's irssi default theme log format with HH:MM:SS timestamps, with files named by YYYY-MM-DD
20:12:16 <SpComb> using the EET/EEST timezone, i.e. finnish localtime with DST transitions
20:16:24 <frosch123> thanks
20:16:28 <frosch123> sounds like a sed task :)
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20:18:27 <andythenorth_> Connection stays up about 2 mins :p
20:18:42 <andythenorth_> I think this phone drops it when it sleeps
20:18:52 * andythenorth_ does not understand phones
20:19:21 <frosch123> the phone is supposed to understand you :)
20:20:19 <SpComb> frosch123: just sed won't help you with the 03:xx:xx timestamps on 2015-10-25 :P
20:20:34 <SpComb> but the irclogs code isn't smart enough to correctly handle the DST transitions either
20:21:04 <SpComb> and I wasn't smart enough to just convert all the old logs to UTC first
20:22:43 <Eddi|zuHause> andythenorth_: set it up to not drop connections that are idle
20:28:18 <Samu> darn bankrupts
20:28:36 <Samu> could the bankrupt system be changed somehow?
20:29:14 <Samu> ais disappearing with huge profits is ... meh
20:29:32 <Samu> could there be an option to disable bankrupting?
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20:29:58 <Samu> :( what can I do to avoid ai bankrutping with profits?
20:30:13 <SpComb> and I totally have a plan for replacing SpBot when the machine it's running on goes away, it just involves implementing a cluster of IRC bots written in Go, using etcd for dynamic configuration and writing messages into a kafka queue that gets loaded into an elasticsearch cluster, with some Django web frontend that includes progressive enhancement of some AngularJS components like a websocket streaming stuff from the same kafka queues!
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20:30:37 <SpComb> I would just need a couple months of development time and a nice Docker cluster to run it all on, and it would probably just end up logging #openttd, so I think I'm not going to bother :P
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20:30:55 <Eddi|zuHause> i think my buzzword detector exploded
20:31:21 <Eddi|zuHause> can't we just add logging to DorpsGek instead?
20:31:29 <Samu> EpicTrans should name his companies as EPIC BANKRUPTING COMPANY
20:31:50 <frosch123> Eddi|zuHause: psst, dorpsgek always wanted a friend
20:31:59 <SpComb> Eddi|zuHause: frosch123 said he had something as a replacement, dunno what exactly
20:32:23 <frosch123> http://webster.openttdcoop.org/index.php?channel=openttd&page=logs <- the same thing that logs all the other channels
20:32:49 <Wolf01> frosch123, andythenorth_, I'm wondering what I need to do on NotRoadTypes: let's take the StreetTypes, there will be a "Normal" type and more types like "Country", "Trolleybus" and "Freeway" with different limits and stuff?
20:33:03 <Eddi|zuHause> @logs
20:33:03 <DorpsGek> Eddi|zuHause: http://irclogs.qmsk.net/channels/openttd
20:33:14 <Eddi|zuHause> that needs updating, i suppose
20:33:21 <frosch123> not yet
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20:34:28 <Eddi|zuHause> Wolf01: the default game will just have "normal", anything else added by NewGRF
20:34:45 <Wolf01> Just trying to figure out what are the "StreetTypes" :P
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20:35:07 <frosch123> Wolf01: mostly graphical variations
20:35:12 <Eddi|zuHause> cobble vs. asphalt, town vs. country, ...
20:35:13 <frosch123> like off-road stuff for heqs
20:35:19 <Wolf01> Because even the "normal" could be split into types
20:35:54 <Eddi|zuHause> Wolf01: you can't possibly prepare for all things NewGRF authors will come up with
20:36:03 <Wolf01> If it's visual only I could suggest a gui to set the bits for decorations
20:36:11 <Eddi|zuHause> (*vaguely points towards V453000*)
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20:36:48 <frosch123> Wolf01: with only 4 bits for the type, there are not many user options :p
20:36:49 <Eddi|zuHause> Wolf01: one option that i had in mind was that "country" roads would be ignored by the town growth algorithm
20:37:24 <frosch123> but yes, "allow level crossing", "town growth speed", ... that stuff
20:37:34 <Wolf01> For example I wouldn't put a "road" and "road w/ catenary", because in future we could even have freeways with catenary for el-trucks
20:38:21 <Wolf01> (I always felt even the rails vs rails w/ catenary a duplication)
20:39:24 <Wolf01> But it's too late to change how the game works
20:39:34 <Eddi|zuHause> yes, but it's not a "clean" duplication, e.g. "maglev with catenary" makes no sense
20:39:55 <Wolf01> So if we'll need catenary on a freeway, we'll need a freeway wi/ catenary type
20:40:02 <Eddi|zuHause> yes
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20:42:31 <Wolf01> Btw, nobody stops me to have maglev w/ catenary, or there's a hardcoded limitation?
20:44:40 <Eddi|zuHause> Wolf01: you could add a flag "maglev cannot have catenary", but then you'd artificially block a railtype slot
20:46:17 <Eddi|zuHause> (assuming you'd want to reduce the railtype slots from 16 to 8, and have the other 8 automatically mapped to a "... with catenary" slot)
20:47:17 <Eddi|zuHause> it would probably simplify a few things, especially the GUI could just have a "... with catenary" button, but it'd reduce the flexibility a bit
20:47:48 <supermop_> Wolf01: Eddi|zuHause: what if the maglev train is propelled by the superconducting track, but uses catenary for powering the lights on board?
20:48:19 <Wolf01> You could have wireless charge
20:48:39 <supermop_> what if in tt land the catenary hanger's union is so strong they will strick if you build any fast track without catenary?
20:48:46 <supermop_> strike
20:48:49 <Eddi|zuHause> supermop_: the friction on catenary would pose a speed restriction
20:49:09 <Eddi|zuHause> plus wear, and other stuff
20:49:14 <Eddi|zuHause> it's a terrible idea, really
20:51:06 <Wolf01> Yes, it reduces flexibility, but it's really more easy to understand, you have a button to set the catenary bit in every tile you want (even on bare land, maybe you have an electric tracked vehicle)... the downside is that it breaks the "convert rail" tool
20:52:29 <Wolf01> Which is another point I need to work on: understand what could be converted into the new type
20:53:09 <Wolf01> Specially when you have 2 types on the same tile
20:54:16 <Wolf01> For example, you have a straight road, suddenly a tram crossing (or even a rail crossing) and you are converting the road to "freeway type" which doesn't allow crossings
20:54:47 <Eddi|zuHause> what's there to consider? you can convert all roadtypes into other roadtypes, and all tramtypes into other tramtypes. if the combination is not allowed, or if an incompatible vehicle is on it, the conversion fails
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20:57:51 <Wolf01> Yes
20:58:15 <Samu> does anyone know who works on EpicTrans?
20:58:23 <Samu> the author is still unknown
20:58:30 <Samu> at least for me
21:00:50 <Eddi|zuHause> the rail conversion originally failed when a vehicle is on it at all, but that was found too restrictive and annoying when converting to electric rail, because it results in forgotten bits and pathfinder errors
21:01:05 <Wolf01> I remember
21:01:26 <Samu> function GetAuthor() { return "Tovermodus"; }
21:01:30 <Samu> who's Tovermodus?
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21:10:40 <supermop_> catenary on empty land -> power lines -> all catenary must connect to a power plant or feeder station?
21:10:56 <supermop_> overhead electric boats?
21:14:39 <Rubidium> electric planes?
21:15:31 <Wolf01> Put lights in the sky to make landing corridors for planes
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21:17:53 <Samu> i'm investigating epictrans code, it looks similar to wrightai
21:18:02 <Samu> it does have german and english commentaries
21:18:08 <Samu> seems like copy pastes of other ais
21:18:27 <Samu> there's a OTVI part
21:18:31 <andythenorth_> Wolf01 there would be n newgrf defined extra types
21:19:26 <andythenorth_> I wanted to find a way to separate concerns - NotRoadTypes base patch, then extend for newgrf
21:19:44 <andythenorth_> Otherwise it's a big piece of work
21:19:52 <Wolf01> Yes, indeed
21:20:34 <andythenorth_> Newgrf requires defining spec for vehicles and road tiles
21:20:39 <andythenorth_> Updating tools
21:20:43 <andythenorth_> Etc
21:20:53 <Wolf01> I was just wondering why we had different types for just catenary
21:21:05 <andythenorth_> It will grow :D
21:23:00 <andythenorth_> But splitting street/tram is useful meanwhile imo
21:23:22 <andythenorth_> Especially I can now have a hotkey for autotram :)
21:23:32 <Wolf01> :D
21:29:45 <andythenorth_> bloody ships
21:29:55 <andythenorth_> Trains and trucks have a logic
21:30:19 <Wolf01> Ok, now we have a catenary bit and gui separation, and I'm too afraid to write ltrail_type.h and tamper with road_type.h
21:30:28 <andythenorth_> We have passenger vehicles, mail vehicles, different kinds of freight vehicles
21:30:37 <andythenorth_> Ships are just a mess :p
21:31:22 <andythenorth_> Wolf01 how completely do you envisage splitting ltrail and street?
21:31:58 <andythenorth_> Does anything remain shared? o_O
21:32:24 <Wolf01> Almost all is the same, functions only need type change on params
21:34:53 <Wolf01> I'm a bit confused and uncertain on what to do: lot of code duplication or lot of changes on existing code
21:36:39 <andythenorth_> I thought mostly change existing code, when I read it
21:36:40 <Wolf01> I think I'll start to make a hardcoded roadtype like "dirt road" and gradually remove the "tram" from "road"
21:37:02 <andythenorth_> Notably the drawing code seemed best unified
21:37:08 <Wolf01> Just to see all the changes it needs
21:37:11 <andythenorth_> Construction...maybe
21:37:19 <Wolf01> And then I'll remove the "dirt road" too
21:41:33 <andythenorth_> If you put a temporary 'dirt road' flag on a default vehicle, you'll find all the things like depot list etc that will need patched for newgrf types :)
21:43:07 <Wolf01> That's the fear I had... Also I might need to split vehicles too, but before or after the RoadTypes?
21:43:11 <Eddi|zuHause> <Wolf01> I'm a bit confused and uncertain on what to do: lot of code duplication or lot of changes on existing code <-- usually that's the point where inheritance comes in
21:43:44 <Eddi|zuHause> (or templates)
21:44:35 <Wolf01> I don't think the next patch will be a few lines of code
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21:48:07 <andythenorth_> Wolf01 vehicles should mostly be ok, all the heavy lifting on routing & drawing was done years agonfor trams
21:48:14 <andythenorth_> Ago *
21:48:49 <andythenorth_> I saw nothing to suggest splitting RoadVehicle into separate types
21:49:38 <Wolf01> For the same reason I don't find the need to split the RoadTypes, just unpacking them in the right way
21:50:29 <Wolf01> If in future we need another type which works like roads, as trains have (rail, monorail, maglev) we should just add another enum entry
21:50:51 <andythenorth_> +1
21:51:30 <Wolf01> Splitting gui and grf code is required
21:52:14 <Wolf01> A RoadType filter on vehicle list should already be there
21:53:19 <Wolf01> I could try to do something on unpacking the "StreetType", so I could test a convert tool between paved road and dirt road which don't affect the light rail
21:53:46 <Wolf01> Then remove the dirt road and let the grf doing the work
21:54:17 * Wolf01 needs to study how rail<->elrail works
22:00:06 <andythenorth_> I did some experiments with removal
22:00:19 <andythenorth_> Just need to clear the correct bits
22:00:45 <andythenorth_> iirc bridges and tunnels might be a PITA
22:01:01 <andythenorth_> Can't remember precisely
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22:21:14 <andythenorth> Maybe the tablet irc client is less stupid than the phone one :p
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22:23:21 <Wolf01> :D
22:23:23 <andythenorth> horsepower for ships.
22:23:31 <andythenorth> ?
22:23:39 <Wolf01> Put kids to sleep and stole the tablet?
22:23:40 <andythenorth> draft :p
22:24:00 <andythenorth> Yup kids asleep, taken ipad :p
22:24:40 <andythenorth> Ships only have 2 dimensions, capacity and speed
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22:25:02 <andythenorth> and speed is not useful, because there.
22:25:19 <frosch123> loading speed :)
22:25:29 <andythenorth> there's no reason to choose anything but fastest
22:25:47 <andythenorth> Loading speed is possible useful, yes
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22:30:29 <supermop__> andythenorth: i had a long rable yesterday about how granularity always beats capacity curently
22:30:45 <supermop__> no reason to use 1 600t instead of 2 300t
22:31:28 <supermop__> unless the big boat has much lower running cost, or fast load speed,
22:34:15 <Rubidium> or you're reaching the ship limit
22:36:13 <andythenorth> Big ones look cool
22:36:20 <andythenorth> Is the main reason
22:37:10 <andythenorth> In original FISH there was one 360t ship that refitted everything, and was basically the boss choice for most routes :p
22:37:33 <andythenorth> The bigger ones were pointless :p
22:38:16 <andythenorth> I'm not saying I *am* working on a new ship set, but if I was, it might not feature large ships
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23:05:08 <Wolf01> Mmmh, the problem is: how can I have only 2 RoadTypes in the same tile?
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23:06:28 <Wolf01> If I have 3 RoadTypes, 2 streets and 1 tram, I need to have just 1 street and 1 tram
23:06:51 <Wolf01> Not all of them or even 2 street types
23:08:47 <Eddi|zuHause> we have debated that for years. do you really allow multiple roadtypes? or only one roadtype and one tramtype? how to restrict trolleybus catenary to only some road bits?
23:09:01 <Eddi|zuHause> there was never a clear answer what would be best
23:09:02 <Wolf01> Exactly
23:09:17 <Eddi|zuHause> more flexibility needs more bits stored in the map
23:10:19 <Eddi|zuHause> imagine 4 road bits A,B,C,D with roads, then a tram going B,D and a trolleybus route going A,D. how to have no catenary on C?
23:11:34 <Wolf01> Yes, that's a problem we should address, but I can't even start to change this, rails are really different to roads
23:11:58 <Wolf01> Because you can only have one railtype per tile
23:12:18 <Wolf01> (that's the problem with diagonal rails of different types)
23:12:31 <Eddi|zuHause> there were some attempts to alter that
23:12:33 <supermop__> 2 railtypes per tile would be nice on diagonals
23:12:58 <Eddi|zuHause> with "stacked tiles" and whatnot
23:13:18 <Wolf01> The problem is that I'm stuck at functions, which all use "RoadTypes" type
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23:13:29 <Eddi|zuHause> michi_cc had somthing about that, and there's cirdan's fork
23:15:24 <andythenorth> Wolf01 one street type and one tram type per tile
23:15:33 <andythenorth> Anything else gets horrible
23:15:33 <Wolf01> Yes
23:15:44 <andythenorth> Really horrible :)
23:16:09 <Eddi|zuHause> andythenorth: but then, if trolleybus is a street type, you can't restrict the catenary to only some road bits, which will look horrible
23:16:15 <supermop__> 255 road types per tile
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23:16:23 <Eddi|zuHause> or you construct the catenary from adjacent tile data
23:16:25 <Wolf01> If I add one RoadType to the enum, it explodes because it looks for 3 road types on the same tile
23:16:36 <TrueBrain> @logs
23:16:38 <TrueBrain> I BROKE IT
23:16:49 <andythenorth> Construct catenary using similar magic to rail catenary
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23:17:15 <supermop__> 4096x4096 tram types per tile
23:17:22 <TrueBrain> @logs
23:17:22 <DorpsGek> TrueBrain: http://webster.openttdcoop.org/index.php?channel=openttd&page=logs
23:17:42 <andythenorth> How many ship types per tile?
23:18:11 <Eddi|zuHause> TrueBrain, frosch123: can we have a page that directly links to the latest log entry, instead of this overview page?
23:18:22 <supermop__> 0
23:18:58 <TrueBrain> NO! <3
23:19:18 <Eddi|zuHause> but it's 2 clicks and an "End" button press now!
23:19:22 <andythenorth> Squid has 25 ships. My current idea for scheme requires 84 :p
23:19:25 <TrueBrain> mainly because I have no idea how :p
23:20:54 <TrueBrain> @logs
23:20:54 <DorpsGek> TrueBrain: http://webster.openttdcoop.org/index.php?channel=openttd
23:21:00 <TrueBrain> smaller URL, same result :P
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23:23:14 <TrueBrain> @jump
23:23:14 <DorpsGek> TrueBrain: howhigh?
23:23:19 <TrueBrain> lol :D
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23:24:06 <frosch123> @logs
23:24:06 <DorpsGek> frosch123: https://webster.openttdcoop.org/index.php?channel=openttd
23:24:10 <Wolf01> Oh, the stats, I missed those
23:24:38 <frosch123> Wolf01: wait for tomorrow
23:24:44 <frosch123> they are coop only currently
23:24:52 <Wolf01> Yes, I noticed
23:24:53 <frosch123> completely eddi-free so to say
23:25:01 <Eddi|zuHause> haha :p
23:27:08 <Eddi|zuHause> what i always disliked about stats was that the "big numbebrs" usually are from some guys who only ever said 5 lines
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23:30:51 <andythenorth> Grr
23:30:56 <andythenorth> Ships :p
23:31:06 <andythenorth> Maybe sleep will solve them
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23:35:23 <Wolf01> Yes, I should take a break too
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23:42:11 <Wolf01> https://i.ytimg.com/vi/J3roEFBMl00/maxresdefault.jpg wonderful
23:42:34 <Wolf01> Here's your answer eddi
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23:46:31 <supermop__> Wolf01: ive been there
23:50:58 <Wolf01> http://www.internationalsteam.co.uk/tales/lythgoe85.htm nice, maybe andy could add these to iron horse
23:54:54 <Eddi|zuHause> Wolf01: what was my question?
23:56:31 <Wolf01> Picky :D
23:58:41 <Samu> the extension .log is not allowed
23:58:45 <Samu> t.t
23:59:10 <Samu> is .txt allowed on forum?
23:59:53 <Samu> oh yeah it is