IRC logs for #openttd on OFTC at 2017-08-04
        
        
        
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16:12:42  <V453000> my ass is grass and friday
 
16:12:56  <V453000> sense you seek, sense you find in slugs
 
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16:22:04  <HeyCitizen> no admins? no commands working?  no one to help with trolls/blockers?
 
16:25:21  <HeyCitizen> so we have a couple of cities on server 1 that have become saturated with stations from the same player
 
16:25:44  <HeyCitizen> doesnt give a fuuu
 
16:25:50  <V453000> this is a general openttd channel not for some specific servers :P where are you from? reddit?
 
16:26:19  <V453000> that would be channel #/r/openttd
 
16:28:54  <peter1138> but reddit is the front page of the internet, or something
 
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19:20:37  <Wolf01> Oh, something I could draw!
 
20:04:16  <Wolf01> V, why no FFF yet? Was your turn heh? :D
 
20:04:46  <V453000> I'm probably not going to write anything for a while
 
20:04:52  <V453000> doing small things, not much to tell
 
20:05:09  <Wolf01> You could talk about slugs
 
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20:30:05  <Alberth> Wolf01:  They added Belgium, but not Holland :p
 
20:30:30  <Alberth> while we are quite well connected
 
20:31:15  <Alberth> probably we didn't fit in the message they wanted to give :p
 
20:46:19  <Eddi|zuHause> i'm surprised germany is even on that list
 
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21:37:56  * andythenorth back at a real laptop 
 
21:38:19  <andythenorth> phones and tablets really don’t cut it :P
 
21:40:51  <andythenorth> everything is remarkably better on a proper device
 
21:52:51  <andythenorth> did anyone finish FIRS 3 while I was away? o_O
 
21:54:13  <Wolf01> There was a guy, andythe_ or something like it who wanted to do it
 
21:58:31  <andythenorth> should port-type industries include a dock/heliport tile?
 
21:59:29  <Wolf01> Like oil rigs but on shores?
 
22:01:48  <Wolf01> It would be better to have a port included
 
22:02:05  <andythenorth> I just argued in forums that it would suck :)
 
22:03:13  <gpsoft> Anybody knows how to analyse crash logs?
 
22:04:04  <Wolf01> Maybe they could be used to spoil cargo distribution in an infrastructure sharing flavour like oil rigs do
 
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22:15:37  <supermop_> andythenorth: port would be neat
 
22:16:17  <supermop_> esp when port builds itself in such a way it is awkward to fit your own dock in without terraforming
 
22:16:19  <andythenorth> double posts are BAD eh?
 
22:16:35  * andythenorth just released another FIRS, but last post in FIRS thread is mine :P
 
22:16:49  <supermop_> i guess the dock might get stuck by terrain sometimes though
 
22:17:01  <andythenorth> also heliports :P
 
22:17:35  <supermop_> really heliports could go anywhere i guess
 
22:19:33  <andythenorth> maybe we need newgrf industry stations :P
 
22:19:46  <andythenorth> NewDocks would be better :)
 
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22:20:53  <Wolf01> Also NotWater could be better
 
22:21:40  <andythenorth> currently we’re NotShipping :)
 
22:25:56  <Wolf01> Shit, I lost track of the ant, they smell my biscuits :|
 
22:28:14  <andythenorth> that’s like a haiku
 
22:28:59  <Wolf01> If the structure is fine, then it would be my first one XD
 
22:41:01  <supermop_> Wolf01: no one says that after a few thousand years you cannot invent your own new poetry structure
 
22:41:35  <supermop_> should head to LGA soon, but flight delayed 2.5 hours
 
22:42:31  <Wolf01> At least you aren't kept in detention like my last time
 
22:42:37  * andythenorth all done with flying today
 
22:49:56  <supermop_> wheres that to then
 
22:50:14  <supermop_> this one will just be LGA to ORD
 
22:50:40  <supermop_> but summer in the midwest means ORD has delays for thunderstorms almost daily
 
22:51:24  <andythenorth> flew back from Tenerife
 
22:57:34  <supermop_> ooh now its been delayed an additional 75 min
 
23:02:10  <andythenorth> poor branch discipline means Road Hog is a bit fucked :P
 
23:02:26  <andythenorth> I have fixes and code quality improvements mixed up with NRT stuff
 
23:03:00  <supermop_> better just get NRT into trunk then
 
23:06:35  <Wolf01> Mainly fixes and a lot of features
 
23:06:49  <Wolf01> GameScript integration
 
23:08:52  <Wolf01> BTW, I love calling stuff stuff, my ex coworker seldom still ask me how to call a new class and I reply "Stuff" without giving him time to write "and don't answer with "Stuff""
 
23:14:21  * andythenorth tests docklands and unspooled
 
23:14:43  <supermop_> andythenorth: they are just pixels
 
23:15:07  * andythenorth wondering wtf to do about NRT spec :)
 
23:16:10  <supermop_> need level crossing pixels
 
23:16:32  <andythenorth> wondering if roads should be built like rail stations are built
 
23:16:42  <andythenorth> choose route/vehicle type
 
23:16:43  <supermop_> actually i think i drew level crossings, just didn't know how to code them
 
23:16:47  <andythenorth> then choose sprites
 
23:16:59  <andythenorth> appearance and routing should be orthogonal
 
23:17:05  <andythenorth> it’s more steps for building though
 
23:17:26  <andythenorth> is catenary appearance, or routing?
 
23:18:13  <andythenorth> supermop_: is docklands serious, or hax? :)
 
23:18:35  * andythenorth wondering if it would work better as road stops, or if it’s desirable that the tiles aren’t stops
 
23:18:41  <supermop_> it is seriously something i wanted to see in game for a long time
 
23:19:06  <supermop_> maybe, if road stops could be large and sprawling like richbk? wanted?
 
23:19:12  <supermop_> dk if that was who it was
 
23:20:51  <Wolf01> I sometime give a look at the vehicle movement code, it doesn't seem so difficult, maybe with a proper documentation...
 
23:21:49  <Wolf01> I may look on making 4 lanes roadstops or such
 
23:21:49  <andythenorth> road vehicle movement?
 
23:22:00  * andythenorth has read road vehicle movement code
 
23:22:23  <andythenorth> any changes to stations, roadstops, airports
 
23:22:36  <andythenorth> always get stuck on ‘but we need a generic state machine for tiles, in newgrf'
 
23:22:48  <andythenorth> which is, of course, fricking stupid and unachievable
 
23:22:55  <andythenorth> in any practical sense
 
23:23:17  <andythenorth> the number of people who could use such a state machine spec can probably be counted on two hands
 
23:23:28  <Wolf01> Yes, because you might want to differentiate the movement by vehicle and by the tile graphics too
 
23:23:37  <andythenorth> and the number of people who could design and implement the spec for it can be counted on no fingers or thumbs
 
23:24:04  <andythenorth> it’s not always winning to do it in newgrf
 
23:24:15  <andythenorth> hard-coding additional airports in ottd was a great move
 
23:24:39  <andythenorth> the gameplay cost of that was very low, compared to theoretical idea of having arbitrary airports
 
23:24:42  <andythenorth> most of which would suck
 
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23:26:41  * andythenorth wonders if NRT should offer control over ‘sidewalks’
 
23:26:51  <andythenorth> but eh, they’re drawn behind the road layer
 
23:27:07  <andythenorth> basically an eye candy option, independent of the label
 
23:27:40  <Wolf01> There are sidewalk features like poles, trees
 
23:27:41  <andythenorth> same, I think as frosch is proposing with groundtypes, except I’m unclear exactly what groundtypes proposal is as yet
 
23:27:49  <supermop_> andythenorth: the number of people who can or will use any new spec or feature for openttd can probably be counted on two hands
 
23:28:13  <supermop_> i can count the number of people using NRT spec on one hand with fingers to spare
 
23:28:56  <andythenorth> I used all fingers & thumbs trivially
 
23:29:08  <andythenorth> not even counting people who’ve rage quit
 
23:29:31  <andythenorth> I think there are 20 or 30 people creating credible work, and releasing
 
23:30:46  <supermop_> one day i will join them to make it 21
 
23:30:58  <andythenorth> basically if roads grew an eye candy option, then authors could add all the extra crap like parking lots, trees, fountains,
 
23:31:15  <Wolf01> You can already use objects for that
 
23:31:32  <andythenorth> yeah, but these would be in the 8px or so at the edge of the road
 
23:31:55  <andythenorth> concrete median (dividers)
 
23:32:31  <andythenorth> Wolf01: if you do figure out vehicle code, can you add a switch for ‘drift mode’?
 
23:32:38  * andythenorth has been watching Ken Block videos again
 
23:32:56  <andythenorth> drift is quite easy to simulate, I’ve done it in flash games
 
23:33:13  <andythenorth> but ideally the rotation point is moved towards the vehicle front
 
23:34:05  <andythenorth> how many bits are left in the map then?
 
23:34:42  <andythenorth> and what’s the idea about making tram and road both provided by same grf?
 
23:34:52  <andythenorth> what is spec for that?
 
23:35:10  <supermop_> seems like there is no need to enforcethat
 
23:35:15  <Wolf01> It might be difficult in cities
 
23:35:38  <supermop_> ok im going to try to go to the airport now
 
23:36:00  <supermop_> expect NRT to be in stable when i get back
 
23:36:50  <andythenorth> objects waste a lot of tiles Wolf01 ;)
 
23:37:09  <andythenorth> have you tried the docklands grf?
 
23:37:39  <andythenorth> did he fork it from NRT? o_O
 
23:37:56  <Wolf01> <andythenorth> have you tried the docklands grf? <- yes, it's nice, finally got rid of the fake roads made with the non-track tiles stations
 
23:38:19  <andythenorth> I think it’s docklands that most shows weakness of curent spec
 
23:38:40  <andythenorth> all types there are equivalent, it’s just eye candy
 
23:39:01  <Wolf01> That's the reason behind groundtypes
 
23:39:27  <Wolf01> And the same reason behind my suggestion to make NRT types dynamic
 
23:40:45  <Wolf01> The only downside is that you have unified labels then, you can't make a HAUL road and a HAUL tramway
 
23:40:58  <andythenorth> we need a UI mockup for groundtypes
 
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23:41:15  <andythenorth> it’s something like objects, but more compact
 
23:42:15  <andythenorth> I don’t think it’s significant whether labels are unique or unified
 
23:42:38  <andythenorth> either is fine, it should be chosen to fit other more important constraints
 
23:43:13  <andythenorth> what’s the benefit of unifying?
 
23:44:33  <Wolf01> Both kind of vehicles see the same list
 
23:45:28  <Wolf01> Maybe you can even check if there's a tramway catenary from a trolleybus
 
23:46:10  <Wolf01> Just query the tile types and OR the properties
 
23:46:26  <Wolf01> If one of the two has catenary, then win
 
23:46:34  <andythenorth> any other benefits? o_O
 
23:47:00  <Wolf01> But I think we can already do that now, just change some stuff
 
23:47:24  <Wolf01> Like cycle the types instead of getting the vehicle roadtype
 
23:47:48  <Wolf01> I don't think there are many benefits
 
23:49:20  <andythenorth> the catenary thing seems to be an outsized problem :P
 
23:49:41  <Wolf01> BTW, the data structure will stay the same, is only the array in which are loaded the gfrs to change
 
23:50:14  <Wolf01> Yes, it's just the "CompatibleRoadType()" to change
 
23:50:18  <andythenorth> what’s the current set up, one catenary?
 
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23:50:35  <Wolf01> Yes, road catenary wins
 
23:50:36  <andythenorth> no, the spec says both types can define catenary
 
23:50:56  <Wolf01> But only road's one will be drawn, if present
 
23:51:23  <andythenorth> spec page mentions that
 
23:51:34  <andythenorth> maybe just draw both :P
 
23:52:04  <andythenorth> or leave it as is and [shrug]
 
23:52:45  <andythenorth> I guess the problem remains knowing if trams have a valid route or not
 
23:53:43  <Wolf01> The game knows already what to do, the user has a hard way to tell if the route is valid
 
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23:54:14  <andythenorth> and in 8bpp, drawing both catenaries will always be hard
 
23:55:37  <andythenorth> hmm, well there will be a simplification somewhere
 
23:55:43  * andythenorth will sleep on it
 
23:56:36  <andythenorth> I considered overlapping
 
23:56:46  <andythenorth> but that doesn’t solve the player routing knowledge :)
 
23:56:55  <Wolf01> But back in time I made the transparent catenary options, so...
 
23:57:22  <andythenorth> it comes down to either
 
23:57:30  <andythenorth> (1) distinct graphics or visual cue
 
23:57:58  <andythenorth> or (2) a specific ‘needs catenary on tile’ flag for vehicles
 
23:58:33  <andythenorth> requiring catenary limits potential for newgrf hax for weird stuff
 
23:59:02  <andythenorth> and means vehicle author has to duplicate information (tramtype label and flag)
 
23:59:18  <andythenorth> or having labels for electrified types is pointless
 
continue to next day ⏵