IRC logs for #openttd on OFTC at 2017-08-01
            
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11:03:23 <Wolf01> o/
11:03:36 <Arveen2> \o
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11:12:20 <Wolf01> o/
11:12:49 <andythenorth_> Hi wolf
11:13:44 * andythenorth_ thinking about groundtypes
11:14:03 <andythenorth_> might be annoying to use
11:14:42 <andythenorth_> for example overbuilding tram on multiple ground types
11:14:43 <peter1138> underground types
11:14:48 <peter1138> 3d map array
11:14:53 <Wolf01> I have been thinking for 2 days how to refactor the vehicle movement code
11:14:56 <andythenorth_> lawks
11:15:00 <peter1138> larks
11:15:05 <peter1138> rewrite
11:15:07 <andythenorth_> 3D vehicle movement
11:15:18 <Wolf01> And put it into external resources
11:15:33 <andythenorth_> peter1138 something needs shaking up eh?
11:15:44 <andythenorth_> NewBugs
11:21:40 <andythenorth_> Wolf01 what's the unsolvable thing for NRT? Trolleybus on town roads?
11:22:03 <Wolf01> No, that's easily solvable
11:22:15 <andythenorth_> How?
11:22:39 <Wolf01> Just change it so you can convert city owned roads
11:23:52 <Wolf01> The worst thing is the ability to tell what has the catenary, if road or tramway
11:23:57 <andythenorth_> to arbitrary roadtypes?
11:24:10 <andythenorth_> Or using some compatibility graph?
11:24:22 <Wolf01> It would be cool to have some compatibility graph
11:24:32 <andythenorth_> having two types of catenary is dumb
11:24:43 <andythenorth_> There should just be one type
11:24:48 <andythenorth_> It's a game
11:25:09 <andythenorth_> But then we can't use label-based vehicle compatibility
11:25:18 <Wolf01> BTW, you can't even make town roads as one way right now
11:25:20 <andythenorth_> Have to have a catenary bool
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11:25:46 <Wolf01> o/
11:25:50 <Alberth> o/
11:25:55 <andythenorth_> Lo alberth
11:26:14 <andythenorth_> Is everyone on holidays? Or slow time at work?
11:26:17 <Wolf01> The catenary bool was a great idea
11:26:38 <andythenorth_> was it? :)
11:26:51 <andythenorth_> but then labels don't determine power
11:28:01 <Wolf01> I fail to see the downsides... ROAD and ELRD vs ROAD+catenary
11:28:10 <V453000> hello gentlemen
11:28:13 <V453000> I shit brix
11:28:18 <Wolf01> Hello sluglord
11:28:37 <andythenorth_> downside is it doesn't work like railtypes
11:28:47 <andythenorth_> lo V
11:28:53 <andythenorth_> such textures
11:28:56 <Wolf01> That's the problem, road isn't rail
11:29:04 <V453000> need moar
11:29:08 <V453000> hand painting my ass
11:30:14 <andythenorth_> I have child #1 drawing pixels now
11:30:23 <V453000> automation
11:30:27 <andythenorth_> Pixelmator on ios
11:30:43 <andythenorth_> need apple $1m pencil
11:31:49 <V453000> I was actually considering buying an ipad for drawing in subway
11:31:58 <V453000> but the pencil is utterly puny when compared to wacom's pen
11:32:05 <andythenorth_> haven't tried pencil
11:32:19 <Wolf01> Just buy a surface
11:32:26 <andythenorth_> Ipad pro genuinely good hardware
11:32:29 <andythenorth_> But
11:32:34 <V453000> fun part, I am still considering bying an ipad for drawing in subway since I don't dare carrying my 2k euro tablet in subway...
11:32:37 <andythenorth_> Ios still sucks balls
11:32:49 <V453000> yeah ios = no full photoshop
11:32:51 <V453000> = the fuck
11:34:13 <andythenorth_> Photoshop will die
11:34:20 <andythenorth_> Affinity will kill it
11:34:28 <Wolf01> Uhm, there's the lenovo yoga, but I don't know if it supports pens
11:34:45 <V453000> is SF the critical person to do the killing blow? :D
11:35:21 <andythenorth_> biab
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11:45:49 <andythenorth_> anyone used the CargoSprinter thing in Iron Horse?
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11:59:30 <Alberth> pax thingie, isn't it?
11:59:40 <Alberth> I think I used it a few times
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12:00:20 <Alberth> but I never build serious pax networks :p
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12:18:51 <Wolf01> I forgot how github works...
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12:22:08 <Alberth> it's a website, just click on buttons :p
12:22:41 <Wolf01> It's not user friendly... and local git says "Error encountered while pushing to the remote repository: Not a valid reference 'origin/master'"
12:22:58 <Wolf01> But I've just updated that
12:23:14 <Alberth> git isn't friendly indeed
12:23:41 <Alberth> you're on the local master, and not origin/master ?
12:23:51 <Wolf01> Local master
12:23:55 <Alberth> ie not trying to push origin/master?
12:24:02 <Wolf01> I'm trying to sync it with OTTD/master
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12:25:15 <Alberth> you fetch wit a repo, not with a branch, although you can select a branch to update, perhaps
12:25:22 <Alberth> s/with/from/
12:25:40 <Alberth> at least, it sounds like you do git fetch origin/master
12:25:55 <Alkel_U3> but git is really easy https://xkcd.com/1597/
12:27:01 <Alberth> it's horrible that people don't just refuse this kind of crap :(
12:29:32 <Alberth> option to pull a branch doesn't even exist, you simply get all updates, I think
12:30:11 <Alberth> ie git fetch origin
12:33:46 <Wolf01> BTW, to sync my origin with OTTD, base(mine)...head(OTTD) or the contrary? Because it was too difficult to write "merge X into Y" like I have on the desktop client...
12:35:47 <__ln__> what do you mean "option to pull a branch doesn't even exist"
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12:42:13 <Alberth> git-fetch(1) doesn't have an option to specify a branch
12:42:27 <Alberth> s/have/list/
12:42:45 <__ln__> why don't you pull instead of fetch
12:44:04 <Alberth> "... git pull is shorthand for git fetch followed by git merge FETCH_HEAD"
12:44:28 <Alberth> and I usually don't want to do that merge and only that merge
12:44:32 <Wolf01> I always synced every branch alone
12:45:08 <Alberth> but since it does git fetch, you still can't get changes of just 1 branch, as far as I can see
12:45:40 <Alberth> Wolf01: pulling in new commits, and merging commits in your version are 2 different steps
12:46:11 <Alberth> former gets everything new from remote, as far as I can see, latter must be done 1 branch at a time
12:47:01 <Alberth> likely, you try to pull new updates every time, which takes some network traffic, but is otherwise harmless
12:47:22 <Wolf01> No, I mean, I have 4 branches, I pull every branch individually, work/merge/etc, commit&push
12:47:56 <Alberth> so how do you get updates for a single branch with fetch?
12:48:14 <Wolf01> I don't know, I use the UI
12:48:32 <Wolf01> Just right click on the item and "fetch"
12:48:41 <Wolf01> Or directly "pull"
12:48:52 <Alberth> so how do you know you don't pull everything the first time?
12:49:22 <Wolf01> Because when I switch to another branch it's not updated
12:49:38 <Alberth> pulling and updating a local branch are 2 different things
12:49:51 <Alberth> maybe the UI confuses things here
12:50:00 <Alberth> but it's not what git does
13:02:05 <blathijs> Actuall, git fetch takes a refspec argument, so I think you can do "git fetch origin some_branch"
13:02:34 <blathijs> Though I think it doesn't use the default fetch storage config, so it only fetches into FETCH_HEAD if you do that I believbe
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13:03:38 <blathijs> Oh, it actually does update the remote-tracking branch, if it exists, according to the git-fetch manpage
13:04:00 <Alberth> that would be logical :)
13:04:32 <blathijs> I often use it to fetch pull requests from github, using git fetch origin pull/123/head, but then it only updates FETCH_HEAD
13:05:42 <Alberth> since 123 branch doesn't exist, I guess
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15:26:56 <supermop_> yo
15:33:38 <Arveen2> https://media.giphy.com/media/11ZSwQNWba4YF2/giphy.gif
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15:52:54 <Wolf01> Mmmh, should the movement defined by the tile for all vehicles or by the vehicle in that particular tile?
15:53:23 <Wolf01> *should be
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15:57:19 <Wolf01> A) makes easy to define movement for different things, like on different road stops, ramps, roundabouts; B) allow to have vehicles moving in a different way, allowing for example different turn radius based on vehicle lenght
16:04:05 <supermop_> notStateMachines?
16:05:14 <Wolf01> My idea was to put the actual vehicle movement arrays into a grf
16:05:45 <supermop_> i want non loop tram end of lines
16:06:20 <supermop_> or single track you so you can force trams to go around a loop in the same direction
16:07:17 <Wolf01> I want to make vehicles always overtake on one way roads
16:07:17 <supermop_> but a tram might be 2-3 tiles long, and a switch that lets it reverse would have to then control movement on several tiles past its own
16:14:53 <supermop_> so basically what i need instead is an n-scale model tramway on my desk
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16:16:09 <andythenorth_> Wolf01
16:16:23 <andythenorth_> did you sort the repo sync?
16:16:28 <Wolf01> Yeah
16:16:37 <andythenorth_> pull ottd/master
16:16:41 <andythenorth_> merge, push
16:16:47 <Wolf01> I made a direct link now, so next time I should just make a pull request from that one
16:17:26 <Wolf01> Stupid cross repo merge UI
16:18:06 <andythenorth_> I use shell :p
16:18:21 <andythenorth_> I can't imagine using a git UI
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16:23:21 <andythenorth_> anyone ever use narrow gauge in Iron Horse?
16:23:46 <Wolf01> I only use rail/elrl :P
16:24:02 <Wolf01> Not even mono or maglev
16:27:44 <supermop_> i do to look pretty
16:28:07 <supermop_> and in that one switchback game i posted on here from years back
16:28:29 <supermop_> NG passenger service is rarely sensible
16:28:59 <supermop_> i sometimes used it to save money in early games
16:33:33 <Wolf01> <supermop_> but a tram might be 2-3 tiles long, and a switch that lets it reverse would have to then control movement on several tiles past its own <- basically you want a sort of wye
16:34:48 <andythenorth_> depot :p
16:34:59 <andythenorth_> infinite length wye
16:35:33 <andythenorth_> supermop_: so I should delete NG? o_O
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16:42:17 <Wolf01> Mmmh, reimplement tram EOL loop as zigzag
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17:12:35 <Wolf01> Quak
17:13:16 <frosch123> moi
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18:22:03 <supermop_> Wolf01: not quite a wye
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18:24:37 <supermop_> https://www.tt-forums.net/viewtopic.php?f=26&t=72718&hilit=bluestone
18:24:46 <supermop_> like the crossover at upper left
18:25:25 <Wolf01> Yeah
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18:29:45 <supermop_> i guess i could actually code all these roads now
18:30:53 <supermop_> i no longer have the rendering plug in i used for those however
18:31:05 <supermop_> would need to redo all the textures for vray
18:31:33 <andythenorth_> i guess I should keep narrow gauge eh?
18:31:46 <supermop_> andythenorth_: it looks pretty
18:33:06 <andythenorth_> logically, it would be better done as light rail in road hog
18:33:35 <andythenorth_> at least for this roster in IH, where NG is not important
18:34:43 <andythenorth_> maybe when I have laptop I can do something for NRT
18:34:57 <andythenorth_> to aid finishing it
18:36:03 <andythenorth_> frosch123 with groundtypes, how would tram reverse loops be built?
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18:43:43 <supermop_> by original plan was to draw the U loops at end of line as N crossovers
18:43:55 <supermop_> and let the trams look stupid when using them
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18:55:41 * andythenorth_ wonders how the bits get in the tile
19:02:01 <Wolf01> Single tram track in the middle of the road?
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19:04:55 <supermop_> single track tram in middle of airport runway
19:05:13 <supermop_> helipad in middle of log flume
19:05:35 <supermop_> runway in middle of subway
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19:31:20 <frosch123> andythenorth_: what is special about tram reverse loops?
19:31:37 <frosch123> why/what should be different?
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19:35:14 <Wolf01> He is worried about identifying the *type
19:35:24 <andythenorth_> if tram is built with road, then it will be tricky to add reverse loops where the road needs to continue
19:35:41 <andythenorth_> a unified building tool makes that impossible
19:36:00 <Wolf01> You continue with building just the road?
19:36:09 <andythenorth_> the tram bits and road bits are same
19:36:12 <frosch123> since when are tram and road built together?
19:36:23 <andythenorth_> assuming groundtypes
19:36:38 <frosch123> groundtypes does not change the gameplay
19:36:45 <andythenorth_> only one groundtype per tile
19:36:47 <Wolf01> I don't think bits will be touched
19:36:51 <frosch123> it's just shuffles who provides which graphics
19:38:04 <andythenorth_> so what's the UI sequence (clicks) for adding say TRAM to say cobble road?
19:38:34 <frosch123> btw. there is yet a third option: allow 100 road types, 100 tram types, but only allow 256 combinations of road/tram type in a single game
19:38:51 <andythenorth_> if I lose connection I'll rejoin btw :p
19:38:54 <frosch123> andythenorth_: same as now? select tram, add tram
19:39:21 <andythenorth_> which type of tram?
19:39:31 <andythenorth_> provided by which grf?
19:39:56 <frosch123> the tram that is built is not necessarily the tram you selected
19:40:10 <andythenorth_> likely I've misunderstood groundtypes proposal :)
19:40:14 <andythenorth_> and UI
19:40:18 <frosch123> like already today: adding unelectrified trackbits to electrified track keeps it electrified
19:40:24 <Wolf01> I still have one question: if the grf author has both tramway with catenary and trolleybus, and defines sprites for ROAD+ELRL and ELRD+RAIL, what does it change from now?
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19:41:10 <frosch123> Wolf01: all sprites on a tile are provided by a single grf, so the grf has full control to make the appearance unique
19:41:46 <Wolf01> And if I want to install one grfs with only roadtypes and one with tramtypes?
19:41:52 <frosch123> with separate road and tram grfs we always make one draw/win over the other
19:41:54 <Wolf01> Rekt?
19:42:27 <frosch123> tbh i don't see much tramtypes happen
19:44:18 <frosch123> wrt. compatibility i do not expect more than 4 roadtypes and 3 tramtypes, but i expect tons of visual options which do not affect compatibility at all
19:44:35 <andythenorth_> groundtypes would be built similar to objects?
19:45:32 <andythenorth_> so I might have a window with 'cobble road', 'cobble road with catenary', 'cobble road with tram', cobble road with tram and catenary'?
19:46:05 <andythenorth_> ah but they're all on egroundtype
19:46:49 <andythenorth_> so for reverse loop I just choose a different variant of same groundtype
19:47:14 <Wolf01> I had a weird idea, also, remove tramtypes at all, have 30 roadtypes which define the graphics for both road and road+tram (tram only uses the current graphics), and you add both rail and catenary as flags
19:47:51 <andythenorth_> somewhat my original hack :D
19:48:23 <frosch123> i don't know depots would behave; but for ordinary tracks i imagine 3 tools: build roadbits (only upgrade ground), build trambits (only upgrade ground), change ground without modifying bits
19:48:40 <frosch123> 3 conversion tools: convert road, convert tram, convert ground
19:48:54 <andythenorth_> we need a UI mockup :)
19:49:02 <andythenorth_> but I am on a phone :p
19:52:03 <Wolf01> Mmmh, I don't understand well how ground should behave (I understood it has some properties which allow or not certain combinations) but there isn't much to mock, the other tools just continue to work like they are now
19:57:22 <andythenorth_> what would be the most awesome thing, as a player?
19:57:39 <Wolf01> Full freedom
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19:58:14 <andythenorth_> nah the UI for that would be unusable ;)
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19:58:37 <frosch123> merging two tiles into a 6 lane road with 2xroad,2xtram,2xroad :p
19:59:23 <andythenorth_> full freedom would imply precise control over each layer (ground, road, sidewalks etc) :)
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20:00:32 <Wolf01> Which is a combination of NRT and newobjects
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20:01:14 <andythenorth_> frosch123: also clover leaf junctions :p
20:01:30 <frosch123> split before merge :p
20:02:01 <andythenorth_> different lanes
20:02:08 <andythenorth_> blah blah
20:04:04 <andythenorth_> what's the country roads grf?
20:04:09 * andythenorth_ looks
20:07:22 <andythenorth_> mud and sand
20:08:18 <Wolf01> BTW, making *types dynamic would be cool, so you can have 28 roads and 2 trams, with curated graphics so every combination is drawn and approved by the author itself
20:09:37 <Wolf01> And the author decides which combinations won't be possible to have
20:09:48 <andythenorth_> could supermop roadtypes be done with sidewalks overlay?
20:10:03 <supermop_> done as in complete? sure
20:10:15 * andythenorth_ wondering about object-style eye candy layer
20:10:48 <supermop_> sidewalks/benches/trees/lamps/whatever
20:10:49 <frosch123> it's like the trees
20:11:02 <frosch123> just that sidewalks are not toggleable via transparency settings
20:11:20 <Wolf01> A grf could provide only one thing? For example, can you have a vehicle+roadtype+object all in one?
20:13:34 <andythenorth_> RH provides vehicles and roadtypes in one grf
20:14:45 <andythenorth_> biab, will lose connection now
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22:09:29 <andythenorth_> is it resolved then? :D
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22:53:12 <Eddi|zuHause> <Wolf01> A grf could provide only one thing? For example, can you have a vehicle+roadtype+object all in one? <-- all-in-one grfs tend to turn out terrible in the long run... people keep asking "could i have part X without part Y?"
22:54:30 <Eddi|zuHause> usually because something new popped up which does Y in a better way
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23:24:51 <andythenorth_> such train lengths
23:25:03 * andythenorth_ figuring out narrow gauge now
23:25:25 <andythenorth_> nearly figured all of v2 Iron Horse :)
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23:27:30 <andythenorth_> wondering if 2/8 is plausible, for wagons
23:28:06 <andythenorth_> it's only 8px in - view
23:28:16 <andythenorth_> might be too small eh
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23:32:58 <Eddi|zuHause> in CETS 3/16 was the shortest i did
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