IRC logs for #openttd on OFTC at 2018-01-27
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00:00:43 <LordAro> 05_no_service_with_missing_hangar.patch
00:05:16 <Samu> can i still edit the commit message with a text editor?
00:05:28 <Samu> or am i gonna corrupt the patch?
00:07:31 <Samu> this feels like editing mp3 albums
00:08:56 <LordAro> it's been years since i actually used hg, let alone tortoisehg
00:14:25 <Samu> oh man, this is so intense, no thx
00:20:59 <Samu> If a helicopter/airplane needs to be sent to a hangar during a service request, and there are no airports with hangars in the orders (travelling between heliports), or the airplane cannot land (runway too short), a nearby hangar outside the orders will be searched. If the distance to a found hangar is shorter than the distance to the helistation/airport the helicopter/airplane is headed to, the helicopter/airplane is sent to that hangar.
00:22:41 <Samu> service aircraft at a hangar outside the orders
00:23:48 <Samu> try to service aircraft at a hangar outside the orders
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00:42:42 <Samu> 12_AircraftEventHandler_AtTerminal__check_at_terminal_if_an_aircraft_needs_automatic_servicing_or_has_a_pending_replace_and_send_it_to_hangar_before_sending_to_takeoff.patch
00:43:59 <Samu> i'll work on shortening file names at another time
00:44:15 <Samu> for now i rather describe them in full
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00:55:50 <Samu> 13_AircraftEventHandler_HeliTakeOff__check if a_helicopter_has_a_pending_replace_and_send_it_to_a_hangar_if_it_just_departed_from_a_heliport.patch
01:07:54 <ST2> damn, only reading that filename I could see a TLOTR movie ^^
01:08:05 <ST2> but great effort you're doing Samu :)
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01:34:01 <Samu> 18_large_plane_on_short_runway__added_vehicle_setting_with_proc_gui_strings_afterload_conversion_and_savegame_version_bump.patch
01:34:15 <Samu> descriptive enough, i hope
01:34:53 <LordAro> 80 characters as a guide
01:35:12 <LordAro> complete sentences are unnecessary
01:36:20 <Samu> i know, i know, i'll rename it later. for now i need to do it this way
01:36:34 <Samu> need to get things under control
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02:18:24 <Samu> now i can work on shortening the names
02:36:51 <Samu> cyas, take care LordAro , and thx for the help once again. bedtime
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08:38:46 <PressureLine> how much 'leftover' horsepower should I allow for?
08:39:11 <PressureLine> (leftover being calculated based on level gound)
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11:30:32 <andythenorth> is it a codey kind of day?
11:34:06 <andythenorth> I just cleaned up some work code
11:35:02 <andythenorth> Wolf01: if we set small goal, allow overbuilding town IFF label is 'ROAD'?
11:35:08 <andythenorth> deal with the owner stuff later
11:35:11 <andythenorth> one step at a time?
11:39:10 <Wolf01> I'll make a new branch: overbuild-town
11:51:50 <Borg> inconsistency in Industry 0x68 variable
11:51:58 <Borg> when no town filter is applied
11:52:30 <Borg> all industries of given type are counted..
11:52:45 <Borg> but if you want to count industry of given town.. current industry is NOT counted!
12:23:57 <Wolf01> (I've eat lunch meanwhile)
12:28:32 <andythenorth> seems to work :)
12:28:41 <Wolf01> Tried in multiplayer, every player can only convert owned and town roads, and only roads (no trams)
12:29:04 <Wolf01> Convert trams works only for owned trams
12:29:44 <Wolf01> ... since there isn't a town owner tram
12:30:30 <Wolf01> It still won't change the ownership, player A can convert town road, player B can convert it again
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12:44:38 <Borg> okey! my weird GRF w/ electric power need starts to working
12:44:55 <Borg> unfortunately.. its limited to town zones.. so you need to cover power plants per town, not globally
12:48:34 <Wolf01> Mmmh, train derailed 2 days ago: engineer didn't notice anything weird, he might even accelerated, passengers noticed vibrations, sparks and smoke, but noone activated the emergency brake, I would trial everyone on that train for collusion.
12:49:40 <Wolf01> The train could have stopped in less than 800m, instead it ended the travel literally around an electric pole
12:49:48 <Wolf01> 2.6km after the derailment
12:56:37 <Eddi|zuHause> that's how mankind works... "is it supposed to spark and smoke like that? whatever, it's someone else's problem"
12:59:40 <Wolf01> That's because they are a bunch of idiots, I bet noone even warned the conductor (which might have been in the front car) or they didn't activate the brake to avoid getting a fine
13:04:56 <Wolf01> "conductor to engineer: you arrived alone, the train derailed"... looks like a short horror story... which indeed it is
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13:12:52 <andythenorth> so what's the deal with ownership?
13:12:58 <andythenorth> player takes ownership?
13:13:37 <Wolf01> Ownership isn't changed, player just converts city roads or with no owner
13:14:49 <Borg> okey.. testing it now.. seems to works :)
13:16:23 <Eddi|zuHause> so you convert a road with no owner, and it still has no owner after that?
13:17:25 <Alberth> company policy not to own streets
13:31:30 <andythenorth> if I convert town street, another player can convert it again?
13:31:41 <andythenorth> does compatibility have to escalate?
13:33:02 <Wolf01> Converting a owner_none road might be the case where you get the ownership, with town owned roads we might try the compatibility escalation thing
13:34:21 <Wolf01> Compatibility as FLAGS & new FLAGS == FLAGS? So you can add features but not remove them?
13:35:02 <Wolf01> No, some features might be limitations, like "no level crossings" or "no intersections" or even "no tunnel/bridge"
13:36:32 <Samu> Alberth: are u a commit master?
13:37:26 <Samu> it needs the names to be shortened
13:39:19 <Samu> care to download them to take a look? before I venture further
13:41:42 <Alberth> patch 20 and 21 are just 1 line adding a string?
13:42:15 <Samu> no, they're used on that function
13:42:30 <Samu> CmdInsertOrder, CmdCloneOrder
13:42:54 <Alberth> I see, seems fine then
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13:44:56 <Alberth> yes, that makes sense as patch
13:54:06 <andythenorth> Wolf01: yeah the compatibility is still brain breaking
13:54:14 <andythenorth> if it's my road, it's easy
13:54:19 <andythenorth> if it's town road...eh?
13:55:33 <Alberth> don't allow to change it?
13:58:23 <Alberth> likely one would like to configure the road type in cities, but that's about it
13:59:19 <Alberth> you can demolish the road, and replace it with your own, if you really insist
14:01:46 <andythenorth> overbuilding appears to be required
14:02:46 <Alberth> only with the same road type?
14:03:36 <Eddi|zuHause> the grf author should make a flag "can be used as town road"
14:04:06 <Eddi|zuHause> which implies town will use this for expansion, houses can be built next to it, and player can upgrade town roads to that type
14:05:03 <Alberth> nicely solves the "one has to specify the road type used by towns"
14:05:04 <Eddi|zuHause> (not sure if that solves any problems)
14:19:04 <andythenorth> on 7th Jan Wolf01 we thought player might take ownership of road if overbuilding
14:19:10 <andythenorth> as the least bad of the options
14:19:45 <andythenorth> it's fine, until player removes the road
14:20:13 <andythenorth> maybe that's a permissible exploit
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14:22:09 <Wolf01> What if there's a roadstop on the road?
14:22:28 <Wolf01> Ok, maybe wrong question
14:23:31 <andythenorth> under what conditions can I remove town roads, in current game? o_O
14:23:44 <Wolf01> You can remove town roads if happy enough
14:23:59 <andythenorth> and under what conditions can I remove my own roads, in current game?
14:24:15 <andythenorth> so that's the problem to resolve then
14:24:20 <Alberth> junctions are a bit problematic in cities
14:24:24 <andythenorth> those two can't both be true in NRT
14:24:49 <Wolf01> Are you currently able to build a roadstop on a competitor road?
14:27:47 <andythenorth> just tried in MP
14:32:23 <Wolf01> What could happen if competitor removes road?
14:33:59 <Eddi|zuHause> a roadstop must have either road or tram under it
14:34:56 <Wolf01> So you can't remove the last piece of road until the competitor builds at least a tram rail?
14:34:56 <Eddi|zuHause> i think you're trying to solve a problem that a) doesn't really need solving and b) doesn't really have a solution
14:36:13 <Wolf01> BTW, I would keep the town owner and let any player upgrade the road with a compatible type, if the road had owner_none then you get ownership, first arrive gets served first
14:38:02 <andythenorth> so any other player can over-build the town roads, breaking my routes?
14:38:24 <andythenorth> just needs a choice made about which of the insolvables we accept
14:38:52 <Wolf01> Yes, but only with a compatible type, so they can't convert electric to non-electric for example
14:39:40 <Wolf01> But stone paved+electric -> asphalt+electric is possible, even asphalt -> stone paved, you might slow down vehicles but you won't break anything
14:40:02 <Wolf01> It still remain the problem to set the oneway roads
14:40:27 <Wolf01> Could we make a new tool to require ownership?
14:40:53 <Wolf01> So you can get the ownership by purchasing the road without even converting it?
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14:41:50 <Alberth> convert to the same type?
14:41:53 <Wolf01> It still applies the checks for town road removal, so if town is unhappy you can purchase ownership
14:42:03 <Wolf01> You can't convert to the same type
14:42:18 <andythenorth> so is there some kind of union of labels for compatibility?
14:42:27 <andythenorth> as long as compatibility is only added, never removed
14:42:32 <andythenorth> there is no problem
14:42:38 <Wolf01> [...]so if town is unhappy you can purchase ownership <- can't
14:42:46 <andythenorth> there might be speed limit griefing, but I don't care about that
14:42:59 <Alberth> you can always build a road around the town
14:49:06 <andythenorth> so town keeps owner?
14:49:22 <andythenorth> I can convert road, but can only remove it if standard town condition is met?
14:49:59 <andythenorth> it's a long-standing game mechanic that town owns town roads
14:50:13 <andythenorth> changing it...would need a reason
15:04:13 <Samu> i can't use these patches with tortoisesvn's own apply patch?
15:05:31 <Borg> because you dont have commit access
15:06:01 <Wolf01> Mmmh, how do I convert _current_company to Owner?
15:06:23 <Samu> wow, it created this 'b' folder
15:07:25 <Samu> it took that b literally
15:12:01 <Borg> okey! electric power for secondary industries completed! and it works
15:12:19 <Borg> single powerstation can provide power up to 5 secondary industries working at 100%
15:16:08 <Wolf01> Mmmh, I'm a special kind of stupid
15:31:28 <Samu> i don't get it. i can't use these patches with tortoisesvn? then why am i doing this?
15:31:39 <Samu> what the hell am I doing!'
15:32:21 <LordAro> drop the dramatics, it's tiring
15:33:24 <LordAro> you can apply these patches
15:33:29 <LordAro> (in the correct order)
15:33:34 <LordAro> you cannot commit these patches
15:34:53 <Samu> b/src/filenameshere instead of src/filenameshere
15:36:26 <Samu> tortoisesvn then even thinks I added this 'b' into the working copy, that it belongs to it
15:36:27 <LordAro> yes, because hg & git use a slightly different way of listing the files in a patch
15:36:44 <LordAro> the question is, why have you gone back to tortoisesvn?
15:37:32 <Samu> because i thought i could use the patches with svn
15:38:42 <LordAro> you certainly can, but there might not be a simple GUI way of doing so
15:40:16 <Samu> i was trying to apply all the patches one by one, to see if i would end with the same result as that one big patch i posted in the forum
15:40:40 <Samu> was going to make sure I didn't miss anything, but I can't even patch properly
15:41:00 <Alberth> Samu: hg and git have made steps in improving the patch file format, so the patches they use are slightly different from what older tools like svn assume
15:41:51 <Alberth> they are compatible if you strip one prefix from the filenames
15:42:32 <Alberth> if you use patch from the command -line, it's patch -p1 < mypatchfile.patch
15:43:21 <Alberth> if you use a GUI, you should look for an option to set how many leading directory levels should be removed (ie 1)
15:44:16 <Alberth> but euhm, hg is already a useful version control system, why do you want to use a less flexible one instead?
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15:46:13 <LordAro> as far as i can tell from some searching, tortoisemerge isn't sophisticated enough to be able to strip prefixes
15:46:32 <Samu> i'm gonna post the patches in the forum, may I ask someone to try patch them? It's unknown territory for me
15:48:42 <Alberth> make a copy of the patch, and edit the "a/" and "b/" prefixes out of it
15:48:57 <Samu> i dont know how to patch with tortoisehg
15:49:14 <Samu> i managed to create patches with tortoisehg
15:50:57 <LordAro> Samu: "tortoisehg apply patch"
15:51:06 <LordAro> type that into your nearest search engine
15:51:16 <Alberth> my thg has "Repostory -> Import patches"
16:00:51 <Wolf01> How many owners do I need to set on a tunnel?
16:01:25 <Wolf01> I'm already converting the first and the end tile
16:05:20 <Samu> recycle bin solves many of my problems
16:05:48 <Rubidium> owner of tunnel, owner of road in tunnel, owner of tram in tunnel, owner of station in tunnel, owner of road on tunnel entrance, owner of tram on tunnel entrance and the owner of the station on the tunnel entrance
16:06:51 <Wolf01> There could be a station on tunnel and on tunnel entrance?
16:08:11 <Rubidium> if you want to do TTDP things, do them better
16:11:19 <Eddi|zuHause> what rubidium meant to say: it's not possible, but maybe it should be.
16:12:11 <Eddi|zuHause> of which the proper response is: "this is outside the scope of this patch" :p
16:12:56 <Alberth> bummer, no underground subways :p
16:13:32 <Alberth> try it if you want to know
16:14:11 <Samu> i tried, now i see 23+23 revisions
16:14:27 <Samu> well, i saw, i just recycle bin'ed the entire folder
16:14:31 <Wolf01> Then the proper thing is to just change the roadtype ownership for now? So an owner_none bridge is still owned by noone but the road could be owned by player A and tram by player B
16:15:23 <Wolf01> It might lead to problems, I need to check if it's possible to demolish a bridge with 2 different owners
16:16:03 <Eddi|zuHause> you want to separate bridge owner from road owner?
16:17:11 <Samu> tortoisehg seems to overcomplicate things
16:18:03 <Alberth> I'd rather say svn tends to over-simplify what it should do
16:18:06 <Wolf01> Mmmh, strange things happen: bridge owner: none, road owner: A, B can't build tram, if bridge owner: A B can build tram
16:19:31 <Samu> it logs every single thing as a revision and doesn't let me revert almost anything
16:19:32 <Wolf01> I think I neet to change tunnelbridge infrastructure owner too or it gets inconsistent
16:20:00 <Samu> good things there's the recycle bin
16:21:30 <Samu> i don't feel like recycle binning every time i need to test something
16:22:47 <Samu> amend doesn't remove 23 revisions
16:23:15 <Alberth> why would you want to?
16:23:46 <Samu> was gonna import the 23 patches
16:24:22 <Samu> i wanted to delete the other 23, but coudln't
16:24:34 <Samu> so it applied 23 more revisions on top of the others 23
16:24:52 <Alberth> male a clone of the repository first
16:25:26 <Alberth> you can make as many copies as you like, unlike svn
16:26:11 <Alberth> and since it's just a bunch of files in a directory, deleting a repository is also easy
16:26:34 <andythenorth> Wolf01: I need to test anything for you?
16:27:19 <Wolf01> I'm trying to understand how to set the entire infrastructure ownership and not only the road
16:27:56 <Alberth> Samu: if you like, sure
16:28:21 <Wolf01> Tunnelbridge doesn't seem to have enough helper functions, maybe because we didn't need to change the owner, until now
16:28:41 <Alberth> I have around 20 clones of openttd hg repository
16:29:15 <Alberth> yeah, use that only to get new updates from openttd
16:29:36 <Alberth> then when you want to work on something, make a clone of your first clone
16:30:00 <Alberth> if you want to work on a second thing, make a new clone of the first clone
16:31:12 <Alberth> your clones that you work on have your first clone as parent, just as your first clone has openttd as parent
16:31:41 <Alberth> so an update from a work-clone will get updates from your first clone
16:31:52 <Alberth> unless you tell it to do otherwise of course
16:31:59 <Samu> working with vistual studio is gonna be complicated
16:32:20 <Alberth> I have that problem with Windows software in general :p
16:33:18 <Samu> i have to copy my personal project folder into every clone if i want to edit files from there
16:33:59 <Samu> tortoisesvn was so much easier :(
16:34:05 <Samu> i only had to do it once
16:34:20 <Wolf01> Once you get used everything is easier
16:35:24 <Alberth> but I am sure someone has already had the same problem, maybe search for solutions on the Internet
16:35:39 <Alberth> ie you are definitely not the first person using visual studio with hg
16:36:39 <Alberth> the simple solution is to do like svn, always have only one clone
16:37:40 <Samu> or maybe, i can fool visual studio
16:38:01 <Samu> i rename folders, and hope tortoisehg doesn't get messed up with all the renamings
16:38:06 <Alberth> like I said, I would expect it's a solved problem, look for the answer
16:38:09 <LordAro> Samu: what's in your personal project folder? can it not be set at the user level?
16:39:15 <Samu> i need to have a copy of D:\OpenTTD\trunk\projects\openttd_vs140.sln
16:39:37 <Samu> i can't use the real one that comes with trunk
16:40:21 <Samu> i needed to edit it to make it work, due to lib files and stuff like that
16:41:58 <Wolf01> See if it fits your needs and doesn't break things, I didn't check for compatibility yet
16:42:08 <Wolf01> At least not complete compatibility
16:43:19 <Samu> set at the user level? what does that mean'
16:43:41 <Wolf01> That only the current logged user sees that
16:44:03 <Wolf01> As different users may have different settings
16:44:23 <Samu> what u mean different users? it's only me on this computer
16:45:03 <Wolf01> Then set it only to your user anyway
16:45:55 <Samu> i have no idea what you're talking about :(
16:46:13 <andythenorth> Wolf01: I'm afk for a bit, but will look later :D
16:47:45 <Samu> ok, here's what I need to edit on that project folder
16:48:10 <Samu> if i dont have this, it won't compile
16:48:30 <Wolf01> Use the userproj file, don't edit the project
16:49:01 <Samu> userproj file, hmm where is that?
16:52:26 <Wolf01> Make that file, copy the stuff into it, put the paths in the variables on windows or just put the paths there, put the file in the same folder as the project file and reopen the project. Done.
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17:01:13 <Thedarkb1> Will OpenTTD use a new version of libicu in the next update?
17:01:46 <Eddi|zuHause> will there be a next update?
17:02:26 <Wolf01> There must be one, I'm preparing the announce for 1st april
17:02:55 <Thedarkb1> I remember updates being a lot more frequent.
17:16:08 <Samu> very nice, thx Wolf01 I didn't know how this was done
17:25:17 <Thedarkb1> Where do I put OpenMSX?
17:25:28 <Thedarkb1> I tried there and it didn't see it.
17:26:21 <LordAro> Thedarkb1: the readme will tell you
17:26:37 <LordAro> alternatively, download it via content download
17:26:40 <LordAro> which will handle it for you
17:28:27 <Thedarkb1> It appears but won't play.
17:28:36 <Thedarkb1> I assume I need timidity.
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17:38:49 <LordAro> yeah, it's a bit finicky
18:06:09 <Samu> how do I create a unified diff?
18:09:51 <Samu> it didn't record the branching tree?
18:11:31 <Samu> I don't understand why I'm using this program. It's not doing what I want
18:13:30 <Samu> all that was for nothing
18:13:55 <Samu> i could have done the same with tortoisesvn
18:14:26 <Samu> if I can't keep the order which the patches are to be applied, I don't need tortoisehg for anything...
18:18:36 <Alberth> so you have actually 15 or 16 patch queues?
18:19:28 <Samu> i patched everything and all i get now is a straight line
18:20:17 <Alberth> yes, a patch queue stacks on top of eg trunk, and has one top-most revision, and a straight line otherwise
18:20:43 <Alberth> possibly with a few diamond-like sub-graphs
18:21:06 <Alberth> where the branch diverted into different directions, and got merged again
18:21:19 <Alberth> hence my question, so you have actually 15 or 16 patch queues?
18:23:28 <Alberth> each line that begins at 'trunk' at the bottom, and ends in a head where it doesn't continue further is one patch queue, to me
18:23:36 <Alberth> I count 15 or 16 such heads
18:23:45 <Alberth> so 15 or 16 patch queues?
18:26:13 <Alberth> the patch that ends as 22749 and the one ending at 22752 have only 'trunk' in common, so they are independent of each other relative to trunk
18:26:33 <Alberth> you have many such patch queues
18:31:36 <Samu> but that was yesterday, today I only got a straigth line
18:33:26 <Samu> that information wasn't recorded?
18:34:12 <Alberth> a patch file only contains changes from revision n-1 to revision n
18:35:09 <Alberth> it's place in a repository is not recorded, since it may change
18:35:42 <Alberth> if you update openttd, and apply a patch a second time, you don't want the patch where it was originally
18:36:07 <Alberth> you want it on top of the new updates instead
18:36:33 <Alberth> similarly, another user that tries your patches may have a different history in the repository
18:36:56 <Alberth> or possibly even a totally different setup
18:38:16 <Alberth> eg JGR has a much different openttd version, so the original position makes no sense there
18:39:39 <Samu> seems to be another case of failing to understand the purpose of the program
18:40:46 <Samu> how do I send/create a patch queue to another person?
18:41:11 <Alberth> distributed version control (what hg and git are doing) is not a simple subject
18:41:13 <Samu> i thought tortoisehg could do that, but...
18:42:31 <Alberth> standard practice is to publish the repository, and send an email to the other person pointing to the copy and a revision number
18:43:48 <Samu> was planning to post in a forum for others
18:45:03 <Alberth> maybe mq could work for you?
18:45:29 <Alberth> which is basically a stack of patch files that you can edit under control of hg
18:46:00 <Alberth> the patches are not actually in the repository, they are kept on disk in .hg/patches
18:47:58 <Alberth> another option is to use hg diff to generate a patch file between two revisions
18:48:53 <Alberth> then you get 1 file with all changes between the revisions that you specify
18:49:35 <Alberth> obviously, if you give a revision N, and N+1 to hg diff, you get exactly the diff for revision N+1
18:56:26 <andythenorth> Wolf01: seems I can build HAUL over town road? o_O
18:56:39 <andythenorth> is compatibility implemented? o_O
18:56:44 <Wolf01> Yes, I didn't check compatibility
18:57:01 <Wolf01> Only normal->electric-/->normal
18:57:39 <Wolf01> We need also that "use as town road" flag
18:57:47 <Wolf01> But that's another branch
18:58:51 <Wolf01> Also if frosch123 has some ideas on how to check compatibility, that would be welcome :P
19:08:33 <LordAro> Alberth: i think you made some progress :>
19:09:22 <Alberth> hope so, at least more than my type/value experiment :p
19:18:02 <Samu> sorry Alberth, sorry LordAro
19:19:07 <Alberth> version control is not something you grasp immediately, it takes time to understand
19:19:19 <Alberth> you may want to run too fast here
19:20:13 <Alberth> try a single patch or a patch queue of 2 patches or so first, so you get some experience
19:20:55 <Alberth> and no worries, I fail too, I tried some type checking today from a template, and that horribly failed :p
19:21:32 <Alberth> I take it as a failed experiment, and try again tomorrow, avoiding what I learned today
19:23:56 <Samu> i think i know what I have to do for now
19:24:15 <Samu> at least under tortoisesvn
19:25:21 <Samu> the only advantage I saw on tortoisehg was the ability to update to revisions of my stuff
19:25:35 <Samu> on svn i don't think i can do that
19:27:48 <LordAro> no local commits on svn
19:30:01 <Alberth> do you want to know how to do this in svn? it's more complicated than hg :)
19:30:23 <Samu> yes pls, it was a useful feature
19:30:56 <Alberth> well, you asked.... :)
19:31:41 <Alberth> make a branch with updates of openttd in a local svn repository
19:32:17 <Alberth> from that branch, make new branches with your patches (one per patch queue)
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19:32:28 <Alberth> ie you'll have 15-ish branches
19:33:00 <Alberth> svn won't allow changes to existing commits, so you can only add new ones to your patches
19:33:32 <Alberth> if openttd updates, copy the changes to the openttd branch, then merge that change to all patch branches
19:34:34 <LordAro> "hardest" bit will be making a local svn repo
19:34:54 <frosch123> LordAro: looks like your std::sort patch is obsolete with c++20's <=> operator :p
19:36:10 <Alberth> we wouldn't use c++20 before say 2030 or so, right?
19:36:51 <Samu> how to make a local svn repo? :p
19:37:53 <Samu> TortoiseSVN > Export... ?
19:38:06 <frosch123> it says c++20 removes some "long standing" restrictions from c++11's lambdas :p
19:38:37 <LordAro> Samu: this is not something you'll be able to do from tortoise
19:38:47 <Alberth> I haven't gotten around using them at all :p
19:39:23 <Alberth> I know, I use lambda x: .. in Python quite often
19:39:47 <Alberth> even though the language doesn't quite agree with that
19:47:39 <Alberth> although, in Lua, they were used for co-routines in a game, with the nice benefit that the captured variables are no longer accessible from the outside, for changing in a loaded savegame :p
19:52:48 <Samu> tortoise is busy, doing something. I told it to 'Add folder'
19:55:41 <andythenorth> Wolf01: what would happen if road could have two owners
19:55:53 <andythenorth> resp. town and player
19:58:52 <Alberth> how is such a road different being owned by just the player?
20:01:12 <andythenorth> can't be bulldozed
20:01:20 <andythenorth> town restricts demolition
20:05:40 <Borg> Samu: how old are u ? 15 ?
20:05:48 <Borg> u complain like little girl ;)
20:06:05 <Eddi|zuHause> how long do i have my ignore list entry now?
20:08:33 <Samu> i dont bother with my birthdays any more
20:12:54 <andythenorth> little boys complain too
20:25:34 <Wolf01> Mmmh, I tried 2 owners with tunnel/bridges... weird thing, I wouldn't spread it to normal road
20:41:46 <andythenorth> Wolf01: I was thinking of a bit initially
20:41:52 <andythenorth> road owner is still town
20:42:04 <andythenorth> but if converted once, road can't be converted again
20:42:13 <andythenorth> but that doesn't work, would want to know owner
20:42:23 <Wolf01> Oh, that mithycal 5th bit proposed some days ago?
20:55:36 <andythenorth> I play single player without aggressive AIs
20:55:46 <andythenorth> so I would never see the problem of over-building
20:56:15 <andythenorth> but I assume that players will hate the griefing if I can trivially destroy their network with overbuilding
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21:05:04 <Borg> add option.. that u can destroy tracks/road of players/ai when you have 75% shares!
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21:45:26 <Borg> so ? noone? want to test my electric industries? ;)
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