IRC logs for #openttd on OFTC at 2018-01-10
            
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12:47:15 <peter1138> RGB colour mapping... 5 years ago...
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13:28:53 <Borg> HMMM... no API :) but.. lets see
13:29:46 <Borg> but.. I can iterate over all stations.. (lazy iter, hope its possible in Squireel)
13:29:57 <Borg> and stations outside of sector.. will be removed
13:30:38 <Borg> ah.. but there is no api to actually remove it ;D
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15:08:27 <Samu> 1 hour = 5 game years?
15:08:41 <Samu> who knows?
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15:30:08 <_dp_> Samu, yeah, very close to that
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15:48:15 <Samu> ok
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16:37:12 <Samu> just finished testing all ais
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16:52:14 <supermop_work> yo
16:54:33 <Samu> hi
16:57:29 <Borg> hmm is there a way to change GameScript paramets from console?
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17:12:05 <Samu> there was 41 AIs tested
17:12:09 <Samu> 26 finished
17:12:24 <Samu> 9 bankrupted
17:12:37 <Samu> 6 crashed, of which 4 were with cpu evaluator
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17:19:28 <Samu> how am I gonna score this..
17:19:51 <Samu> this time, they were allowed to use all vehicles
17:20:56 <Alberth> score the crashed ones as minus infinite?
17:21:23 <Alberth> or with the number of years that they worked
17:21:52 <Samu> hmm, i never thought of that
17:22:24 <Samu> i don't have their saves and logs anymore, I usually only score those that last 100 years
17:22:49 <Alberth> do that then
17:23:08 <Alberth> crashed ones are unknown
17:23:30 <Samu> i take note that they have crashed
17:23:42 <Samu> but then I won't score them
17:23:49 <Samu> meh, perhaps i should
17:24:04 <Samu> too late :( maybe next time
17:24:45 <Alberth> not sure, how does an ai score that crashes after 13 years, in a 100 year game?
17:25:37 <Alberth> could use the company value at the time of the crash, perhaps?
17:26:33 <Alberth> how do you score other ais?
17:30:12 <Samu> company value, last year profits, i'm unsure yet
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18:39:18 <Samu> why am I including Rondje :(
18:39:29 <Samu> didn't build, just survived 100 years
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18:45:27 <Rubidium> did you test it on its own?
18:45:42 <Rubidium> if so, then I guess that's to be expected
18:46:31 <Samu> yes
18:47:03 <Rubidium> IIRC it uses the road infrastructure built by others
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18:49:23 <Wolf01> o/
18:49:53 <Wolf01> I wonder if here there is somebody which uses InstantDeveloper to make webapps
18:50:11 <Samu> in very few cases, rondje builds stuff, if towns expand enough
18:50:19 <Samu> it wasn't the case :/
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19:18:52 <Wolf01> Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type. <- this would break something
19:20:04 <frosch123> all the sorting bs :)
19:20:24 <Wolf01> Which I always rely on...
19:22:06 <Wolf01> Now I need to separate with inserters... removing complexity from the game
19:22:40 <ST2> will be fun to what what that will do on saves ^^
19:22:46 <ST2> to watch*
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19:27:04 <Wolf01> Yes, filters don't work anymore
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19:39:26 <peter1138> Hmm?
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19:41:03 <Wolf01> http://i.giphy.com/l2JHWiEAa44rO95Ty.gif
19:41:53 <peter1138> I have no idea what is going on.
19:42:20 <Wolf01> It separates iron from copper
19:51:56 <Samu> https://paste.openttdcoop.org/p8tvqrtjy/8ubo2a/raw
19:52:00 <Samu> :)
19:52:05 <Samu> weird results
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19:54:16 <Samu> AroAI doing better than AIAI and CluelessPlus
19:55:28 <Samu> RoadAI really can't cope with cargodist
19:55:45 <Samu> it was the weirdest result
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19:59:17 <Samu> EpicTrans and LuDiAI abused in the number of airports, the profit/income % really is low... infrastructure costs are too much
20:03:20 <Wormnest_> Most ai´s were written before infrastructure costs were introduced
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20:09:15 <Samu> syntrans could have done better, but it got stuck in a loop trying to build a bridge over rail :(
20:10:13 <Samu> the old NoCAB really is slow
20:10:17 <Samu> with only 5k ops
20:10:33 <Samu> AIAI also felt slow
20:11:05 <Samu> i was under the impression AIAI was built to be fast building
20:11:28 <Samu> in the first 40 years it had nearly nothing
20:11:43 <Samu> only very late it started to wake up
20:11:50 <Samu> you see his profits
20:12:02 <Samu> doesn't seem to match the company value
20:12:08 <Samu> it was dormant most of the time
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20:28:38 <Samu> what's the attachment limit?
20:28:42 <Samu> 20 MB? 25?
20:29:01 <Samu> in the forum
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20:31:19 <Samu> well nevermind, they all fit in 11 MB file
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20:33:43 <andythenorth> hi
20:36:55 <Alberth> o/
20:37:47 <andythenorth> is cat though?
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20:57:12 <andythenorth> no cat then
21:01:25 <Wolf01> o/, no cat
21:02:24 <andythenorth> such roads
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21:22:13 <supermop_work> what's the news with roads?
21:23:47 <Wolf01> None, we remove roads from the game, along with canals, only rails
21:25:08 <debdog> ..and then rename it to openrrt
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21:44:24 <andythenorth> yeah
21:47:09 <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=82458&p=1201076#p1201076
21:47:11 <Samu> tada!
21:47:28 <Samu> missing screenshots, might post them later
21:47:33 <Samu> not in the mood right now
21:48:34 <Wolf01> Let's see if 16x flying robot frame can satisfy 1x flying robot factory
21:48:35 <andythenorth> Wolf01: thinking to match up these with what's currently in NRT spec https://wiki.openttd.org/Frosch/ButGroundTypes#Idea
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21:49:57 <Wolf01> Catenary is easy to split, the problem is when you have catenary + third rail, what do you show?
21:50:45 <Rubidium> Wolf01: both?
21:50:58 <Rubidium> it's realistic that both exist at the same location
21:51:13 <Wolf01> Maybe
21:53:20 <Wolf01> The best scenario possible is when you kill supermop and hide under the carpet the trolleybuses :P
21:53:36 <Rubidium> https://youtu.be/h4oifkbJoMY?t=1m
21:53:41 <Wolf01> And make it so only tramway can have catenary
21:54:03 <andythenorth> third rail is a non-problem
21:54:06 <andythenorth> it's just on the ground
21:54:34 <andythenorth> if you replace 'catenary' in your head with 'flowerpots'
21:54:50 <andythenorth> and just assume we need to draw flowerpots in front of and behind vehicles
21:55:28 <andythenorth> third rail is just drawn with the tram tracks. draw 2 rails, 3 rails, 4 rails, rack rails, ropeways who cares :)
21:55:42 <Wolf01> But what if you want only 3RL trams on 3RL? One could imagine that ELRL could go on 3RL if you show "flowerpots"
21:55:54 <andythenorth> it's about the label
21:56:11 <andythenorth> dunno how to make that clear in a new spec :)
21:56:48 <Wolf01> "you can draw catenary over 3RL only when there is road" flag
21:56:52 <andythenorth> nah
21:57:06 <andythenorth> road draws what it needs
21:57:11 <andythenorth> tram draws what it needs
21:57:16 <Wolf01> If you make a 3RL+ELRL compatible label then you can set the flag to draw catenary too
21:57:21 <andythenorth> if player is confused, player chose a bad newgrf
21:57:53 <andythenorth> I think it's simple
21:58:23 <andythenorth> treat tram and road as orthogonal
21:58:26 <andythenorth> they don't interact
21:58:31 <andythenorth> they just happen to share same tile
21:59:21 <Wolf01> Then leave it as it is now, just make a good grf which shows it fine
22:01:01 <andythenorth> yes
22:01:14 <andythenorth> just ignore the usability problem (in screenshot linked here) https://www.tt-forums.net/viewtopic.php?p=1201026#p1201026
22:01:39 <andythenorth> there are lots of ways to make bad grfs, this isn't a spec issue
22:01:54 <andythenorth> supermop: did you / would you consider trying different catenary in trolleybi?
22:02:52 <andythenorth> Wolf01: currently there is only one catenary drawn, according to spec
22:03:00 <Wolf01> Yes, road draws it
22:03:18 <andythenorth> https://wiki.openttd.org/Frosch/NotRoadTypes#Sprite_layers
22:03:24 <andythenorth> we'd need to change that....
22:03:36 <Wolf01> The idea was to extend it to compose the sprite using both catenaries from road and tram
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22:05:06 <andythenorth> plausible too
22:05:32 <andythenorth> so that's all solved :P
22:05:35 <andythenorth> the hard part is deciding :P
22:06:33 <andythenorth> that just leaves town roads
22:06:37 <Wolf01> Maybe the grf itself could provide the catenary based on what there is on the tile, the problem would be to make all the catenary combinations for all the labels permutations
22:06:38 <andythenorth> did we decide anything?
22:06:53 <andythenorth> the grf might be combined with another grf
22:07:00 <andythenorth> just let each type provide a catenary
22:07:12 <andythenorth> the layering order might have some glitches :P
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22:18:34 <andythenorth> hmm PNG merge needed with trunk :P
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22:37:47 <Borg> ahahaha I did it :)
22:38:01 <Borg> I found a limitations script.. when someone done limits for all stuff :) nice job
22:38:20 <Borg> so.. you need to plant HQ first.. and then.. any stations that are far away from HQ will be demolished :D
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22:54:13 <Wolf01> :o
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23:26:10 <supermop_work> andythenorth: trolleybi is just trolleybuses
23:26:29 <supermop_work> but in a road grf, sure i'd be open to something different
23:27:17 <supermop_work> currently i have 3 types of 'poles' (creosote, galvanized, and modern pylons)
23:28:19 <supermop_work> and 4 types of wires ( trolleywire strung on cable between poles, and high tension catenary suspension, for both road and tram)
23:29:37 <supermop_work> As NRT works now iirc, it draws 1) rear pole sprites, 2) wire sprites, 3) front pole sprites
23:31:13 <Wolf01> 'night
23:31:16 <supermop_work> and the whole stack seems to be drawn as the road stack, if roadtype provides, else tram stack, if provided
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23:34:02 <supermop_work> if NRT allowed drawing the road wires directly on top of the tram wires, my grfs would work fine as is - and I drew the sprites accounting for this eventuality
23:35:10 <supermop_work> should also work whether it draws both sets of poles, or only the road poles
23:35:41 <supermop_work> all that said, i would be will to rework sprites if a compelling spec change asked for it
23:44:59 <andythenorth> I want to try drawing both catenaries
23:45:08 <andythenorth> but not tonight eh :)
23:45:09 <andythenorth> bed
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