IRC logs for #openttd on OFTC at 2018-05-12
            
00:03:55 <Wolf01> \o/ another satellite successfully deployed by spacex, with the brand new Falcon 9 Block 5
00:07:42 <Eddi|zuHause> i thought they wanted reusable rockets, so what do they need a "brand new" one for?
00:08:01 <Wolf01> This one is MORE reusable, up to 10 times
00:09:14 <LordAro> and is the "final" version, that they're going to get human rated
00:10:10 <Wolf01> Next step is the BFR, but looks too much scifi :P
00:13:13 <Wolf01> Anyway... 'night
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08:05:13 <andythenorth> o/
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09:03:25 <Wolf01> Moin
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09:45:26 <andythenorth> but where is cat?
09:45:46 <Wolf01> Oh, there is cat
09:46:02 <Wolf01> Did you see the new technic crane?
09:46:08 <Wolf01> *HUGE*
09:46:26 <Wolf01> >4000 parts
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09:51:57 <andythenorth> such big
09:52:01 <andythenorth> probably buy
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10:24:58 <andythenorth> ;/.54
10:25:41 <Wolf01> Was it a spider on the keyboard or is some andy's child?
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10:37:38 <andythenorth> my mac now turns the screen off when it's plugged into the charger
10:37:54 <andythenorth> I was pressing keys to try and stop it doing that :P
10:38:06 <andythenorth> this is what a 33% price premium gets you
10:43:59 <Wolf01> Why do you still buy mac?
10:44:48 <andythenorth> lock in
10:44:52 <andythenorth> no way out
10:45:23 <Wolf01> Like me with MS, but at least I'm happy
10:45:51 <andythenorth> relearning computing from scratch would be too hard
10:47:17 <Wolf01> You wouldn't be changing to a commodore and basic 1.0, most of the softwares you use on a mac are available for windows and linux too
10:48:03 <Wolf01> And if you switch to another unix based system you don't even need to relearn the basic commands
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10:49:31 <andythenorth> UI is very different
10:49:47 <andythenorth> and there's not much gained by switching to Linux, same endless "but it doesn't work" issues
10:49:59 <andythenorth> it would be Windows (10?) or nothing
10:50:47 <Wolf01> Sure you wouldn't switch to windows XP, 10 is the right choice :P
10:50:51 <andythenorth> everyone I know who has recent Windows says it's awesome
10:50:59 <andythenorth> 100% reliable, totally user friendly
10:51:44 <Wolf01> 100% is a bit too much, let's say 95%, but it's really easier to use now
10:53:15 <andythenorth> if Apple continues to nosedive I'll have to switch
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10:59:49 <andythenorth> ugh, had to restart
10:59:56 <andythenorth> should never ever ever have to restart
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13:12:48 <peter1138> Hello
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13:17:43 <andythenorth> lo peter1138
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14:44:10 <Wolf01> I could have lunch now, that should be a good idea
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16:59:15 <snail_UES_> does the SVN server for OTTD still work? I’ve been trying for a few days, but it seems I can’t connect
17:00:12 <LordAro> snail_UES_: read yo news http://www.openttd.org/en/news/235
17:01:44 <snail_UES_> thanks! I seem to have missed that
17:02:57 <snail_UES_> someone should also updated Wiki pages such as https://wiki.openttd.org/Compiling_on_(GNU/)Linux_and_*BSD
17:03:09 <LordAro> almost all of the wiki is in need of updating :p
17:05:31 <LordAro> but that's the lovely thing about wikis - anyone can update them
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20:25:48 <peter1138> Those devs refusing to add things
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21:35:00 <Wolf01> Back from lunch
21:35:42 <LordAro> lunch?
21:35:54 <Wolf01> -> [14:44:12] <Wolf01> I could have lunch now, that should be a good idea
21:36:23 <LordAro> but that was... 5 hours ago?
21:36:27 <Wolf01> So?
21:36:49 <Wolf01> More like 7
21:37:07 <TrueBrain> very tempted to move a topic into the naughty-bin .. are random rants of unneeded porpotions bannable offenses on forums?
21:37:12 <TrueBrain> I dont know the forum rules ....
21:37:17 <Wolf01> Link?
21:38:31 <TrueBrain> hmm, seems it is not against the rules
21:38:40 <TrueBrain> *sad panda*
21:38:44 <peter1138> ;(
21:38:57 <TrueBrain> owh, no, rule 1d
21:39:22 <peter1138> What've I done!
21:39:27 <TrueBrain> meh .. I am not really a forum moderator :P I just have rights ... hmmm
21:39:39 <TrueBrain> guess I should leave it to a moderator :P Who is moderating the forums?
21:41:22 <peter1138> Hmm, I wonder what brought that on.,
21:41:46 <TrueBrain> no clue either; just a very misplaced way of trying to get a point across
21:42:01 <TrueBrain> orudge: lot of spam on the forum lately; something we can do about that? (something I can do about that?)
21:43:07 * LordAro looks
21:43:17 <LordAro> aw, babby had tantrum
21:43:20 <TrueBrain> its one of the few ways to get on my bad side :)
21:44:20 <peter1138> Hmm, weather forecast was wrong, it's been raining for hours :(
21:44:29 <peter1138> Soggy trails tomorrow then :(
21:46:22 <TrueBrain> locked the topic, and asked orudge / moderators if this should result in a warning or not ..
21:46:27 <TrueBrain> at least the minimum I could do :)
21:47:39 <TrueBrain> I just love these posts .. telling a community is shit in the most shittiest way possible .. that is some self-reflection right there yo!
21:48:00 <LordAro> depending on how serious they are, they might not see/care about any warning
21:48:34 <TrueBrain> I once got the manual how to ban spammers etc ... really cannot find it :D
21:48:50 <TrueBrain> and the person I thought could do something about it, reported it .. so clearly he cannot :D
21:49:28 <TrueBrain> it is also possible my rights are more limited than they used to be ... :D
21:50:31 <Wolf01> https://www.tt-forums.net/viewtopic.php?f=33&t=75637&p=1206985#p1206985 could I write something like this? Oh wait, I did
21:50:35 <peter1138> It's way too complex.
21:51:40 <TrueBrain> Wolf01: did you really write "hookers"? :D
21:51:45 <Wolf01> Yes
21:52:01 <Wolf01> Is it a forum for families?
21:52:11 <TrueBrain> I see I can move the topic to the right place .. but I cannot ban the spammer it seems
21:52:24 <TrueBrain> Wolf01: who knows!
21:52:40 <TrueBrain> so we really need orudge I guess to ban the spammer? Hmm
21:52:50 <peter1138> https://github.com/PeterN/OpenTTD/commit/bdfc1daebb60079daec391c8ea987f615f6fc38c#diff-ab96138f12d2f8f9159fa122ab5e789e
21:52:57 <peter1138> ^ That really is just nasty
21:53:20 <TrueBrain> that really really is :P
21:53:24 <Wolf01> Split value in 2 sets of bits?
21:53:26 <TrueBrain> still fighting the map bits ...
21:53:39 <peter1138> Wolf01, there's other places where it's already done.
21:53:42 <peter1138> But yeah, nasty.
21:53:46 <Eddi|zuHause> back when i was admin on a forum you could "ban" people by moving them into a group that had no permission to post anything
21:54:19 <TrueBrain> I know there is also a warning system, but I cannot find that too .. guess I no longer have permission :P
21:54:27 <Wolf01> Mmmh, move the bits to make space? Savegame conversion
21:54:33 <glx> pure maparray abuse
21:54:45 <peter1138> Wolf01, I don't think it's possible.
21:54:55 <peter1138> You'd end up splitting something else.
21:55:22 <peter1138> bridge ramps have very little space available.
21:55:39 <Wolf01> And they want more roadtypes too..
21:55:42 <Eddi|zuHause> need to rewrite them for custombridgeheads anyway :p
21:55:45 <peter1138> Oh, they have loads, but in a different place to everything else.
21:56:10 <peter1138> And railtype is an oddity. It's always in the same place regardless of tile type (if the tile type has rails)
21:56:33 <Wolf01> Makes sense
21:56:51 <TrueBrain> orudge: I know we asked this 10 years too, but how many cookies do we have to give for patchpacks to get their own subforum? Is that possible?
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21:57:02 <TrueBrain> getting a bit annoyed by a 70-page-topic
21:57:12 <Eddi|zuHause> maybe we should have classes in the map array, that do all this bitstuffing with properties?
21:57:29 <peter1138> Eddi|zuHause, just write it in a modern language :D
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21:58:58 <peter1138> Eddi|zuHause, C structs can have bitfields anyway.
21:59:22 <Eddi|zuHause> well, structs and classes are really the same thing
22:00:22 <peter1138> NewMapArray!
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22:01:31 <TrueBrain> I tried to move a topic ... I totally failed ... I so hate forums .. impossible to moderate :(
22:01:37 <TrueBrain> so we will have to do with the spam a bit longer :P
22:02:20 <Wolf01> Couldn't you just delete the spam?
22:02:33 <Eddi|zuHause> well, the idea would be that you encapsulate all the map accessors by (virtual?) functions, so the code that tries to access the map can work without knowing whether it's now a rail, road or bridge tile
22:02:57 <TrueBrain> Wolf01: as I remember, tt-forums never (ever) deletes stuff; we have an (invisible) spam bin for that
22:03:04 <TrueBrain> but ... the way I think it should work, doesn't :P
22:03:06 <Wolf01> Oh
22:03:13 <Wolf01> Funny
22:03:36 <Eddi|zuHause> yeah, that's how it worked in that other forum i was involved with as well
22:03:57 <TrueBrain> YES! I MANAGED! \o/
22:04:01 <Eddi|zuHause> a hidden forum where all the garbage posts went to rot
22:04:08 <Wolf01> \o/
22:04:49 <TrueBrain> owh, found a "warn user" button
22:04:58 <TrueBrain> but only when people report something
22:04:59 <peter1138> Problem with bit-fields is the compiler can "optimise" them.
22:05:00 <TrueBrain> lol
22:05:01 <TrueBrain> irony
22:05:09 <TrueBrain> peter1138: volatile, fixed
22:05:11 <TrueBrain> :P
22:06:05 <LordAro> heh
22:06:22 <LordAro> static_assert(sizeof(..)) ?
22:06:48 <peter1138> :(
22:07:11 <peter1138> We could just do what every other game does.
22:07:18 <LordAro> or do you mean optimise in another sense?
22:07:25 <peter1138> Just not care about memory usage.
22:07:30 <LordAro> haha
22:07:50 <peter1138> LordAro, it may or may not honour the bit-field packing you intended.
22:08:24 <LordAro> hrm
22:08:29 <TrueBrain> awh, I cannot warn myself
22:08:40 <LordAro> i guess that would come after any static_assert too
22:08:51 <glx> but it can be handled by save write/load function
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22:09:47 <Wolf01> "If the limit is raised, it should be raised to something sensible, like 16k or 65k. " :D
22:09:53 <LordAro> is it a case of compilers "can" not honour the bitfields, but every compiler does anyway?
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22:10:05 <Wolf01> Also o/ andy
22:10:11 <LordAro> iz
22:10:17 <TrueBrain> its an ANDY
22:10:18 <Eddi|zuHause> 64k railtypes?
22:10:35 <TrueBrain> 64k? GO FOR THE MOON OR GO AWAY
22:10:50 <Wolf01> YEAH WHY NOT?!?!?!? Just make an addition for the map array, like an external drive or such
22:10:53 <TrueBrain> I totally and utterly forgot OpenTTD uses a bit array :)
22:11:02 <andythenorth> I am quitting btw
22:11:07 <andythenorth> I am fucked off with this community
22:11:12 <TrueBrain> good riddance
22:11:17 <LordAro> finally
22:11:18 <TrueBrain> wondered when you would sodd off tbfh
22:11:33 <TrueBrain> AWH NO andythenorth PLEASE STAY
22:11:33 <glx> the good old time when the array was accessed directly :)
22:11:37 <TrueBrain> dont make me lock your topic too :P
22:11:38 <andythenorth> try playing world of tanks blitz
22:11:40 <glx> without accessors
22:11:43 <Eddi|zuHause> andythenorth: while at it, replace all your GRFS on bananas with garbage versions, and edit all your posts to "..."
22:11:51 <LordAro> glx: oh no
22:11:53 <TrueBrain> owh, tempting Eddi|zuHause
22:11:57 <TrueBrain> I can do that for him
22:11:58 <Wolf01> <andythenorth> try playing world of tanks blitz <- AHAHAHAHHA
22:12:25 <Wolf01> Replace all your GRFs on bananas with bananas
22:12:44 <Wolf01> Banana trains, banana vehicles, banana ships, banana industries
22:12:44 <TrueBrain> I wonder how long it will take for someone to take away my admin rights on the forum, if I just go and change every topic andythenorth makes into ...
22:12:52 <andythenorth> in Blitz, you get DMs saying 'get cancer and die'
22:12:59 <andythenorth> that's a bad community
22:13:15 <TrueBrain> <3 andythenorth
22:13:20 <peter1138> Nah, that's normal. Toxic is when a dev refuses to add features.
22:13:20 <TrueBrain> I wouldnt do that to you
22:13:26 <Eddi|zuHause> toxic communities in competetive free-to-play games? unheard of!!!
22:13:37 <andythenorth> mostly played by early teen males?
22:13:42 <TrueBrain> peter1138: exactly! Devs are here to do their job! MAKE THEM DO THEIR JOB
22:13:43 <TrueBrain> ffs
22:13:48 <andythenorth> this is old though
22:13:51 <andythenorth> let's do something fun
22:13:57 <andythenorth> can we commit NRT as one big diff pls?
22:14:06 <peter1138> I figured out what that 32 railtype patch needs.
22:14:07 <TrueBrain> I mean, why did NOBODY review the PERFECT work of peter1138 yet! I has been there for over 24 hours!? Omg .. we are doooooommmmeeeeeddddddd
22:14:13 <peter1138> 9 bit bytes.
22:14:17 <andythenorth> I'm bored of worrying about how we finish NRT
22:14:21 <TrueBrain> peter1138: 9? Why not 16? :)
22:14:33 <Eddi|zuHause> TrueBrain: that would be too easy :p
22:14:34 <andythenorth> can we not just rewrite the map?
22:14:36 <TrueBrain> andythenorth: honestly nothing wrong with 1 big diff
22:14:43 <Wolf01> peter1138: just implement trits and all problems are solved, plenty of space
22:14:44 <andythenorth> peter1138: ^ that's 2 votes
22:14:52 <TrueBrain> we did so many things with 1 big diff
22:14:53 <Wolf01> +1
22:14:55 <TrueBrain> NoAI
22:14:58 <TrueBrain> TGP
22:15:01 <TrueBrain> YAPF
22:15:08 <TrueBrain> Network Rewrite
22:15:11 <TrueBrain> Makefile Rewrite
22:15:19 <TrueBrain> should I continue? :)
22:15:20 <Eddi|zuHause> C++ rewrite
22:15:26 <andythenorth> NoGo
22:15:33 <peter1138> TrueBrain, I did suggest it but nobody else cared :p
22:15:36 <LordAro> tbf, there are several PRs that have been sitting there for a while...
22:15:47 <TrueBrain> LordAro: yeah, we lack code reviewers
22:15:51 <TrueBrain> feel free to step up
22:15:52 <LordAro> i haven't looked to see who they're waiting for
22:16:12 <peter1138> Anyone, usually.
22:16:14 <TrueBrain> peter1138: it is a balancing act; if making several patches out of it just for that as goal, we are doing it wrong
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22:16:23 <TrueBrain> if the code is good, or good enough ...
22:16:35 <peter1138> I did find some TODOs when I reviewed NRT.
22:16:45 <TrueBrain> of course more patchesis nicer, IF anyone is going to review them
22:16:59 <peter1138> Wolf01, andythenorth, any idea if they were looked at?
22:17:10 <andythenorth> let's look now
22:17:27 <TrueBrain> we need at least 1 extra pair of eyes to go over all the code, at some point .. so if that was already done .. I mean ..
22:17:30 <Wolf01> Yes, they are harmless
22:17:37 <TrueBrain> code reviews are not to add more work
22:17:41 <andythenorth> https://github.com/andythenorth/NotRoadTypes/issues/22#issuecomment-381306216
22:17:45 <Wolf01> Nothing that couldn't be addressed in a second step
22:17:56 <TrueBrain> LordAro: regarding code reviews .. every time I come to the same conclusion: we need a github app, that adds a workflow
22:18:05 <TrueBrain> as I really have no clue what stage those PRs are in
22:18:09 <TrueBrain> are we waiting on author or not
22:18:18 <TrueBrain> but just adding labels is not enough
22:18:27 <andythenorth> Wolf01: I have NFI what those TODOs are supposed to say :)
22:18:29 <TrueBrain> as if it has label: waits-for-author, and author pushes new stuff, the label should be removed
22:18:34 <andythenorth> do you?
22:18:34 <TrueBrain> introducing, GitHub Apps ..
22:18:36 <LordAro> adding assignees?
22:18:45 <Wolf01> BTW I would like to change some things before, so we could set them on the clay (so it can be changed again in future)
22:18:53 <LordAro> looks like both the music & osx stuff requires michi_cc
22:18:57 <TrueBrain> we already notice that the default GitHub workflow is just annoying as fuck .. it makes comments "outdated" at the time of posting ...
22:19:12 <TrueBrain> and I did notice we should be more decicive in feedback
22:19:13 <peter1138> Wolf01, make it 5 bit instead of 4 ;)
22:19:15 <Wolf01> Like: remove the check for electrification downgrading the town roads
22:19:43 <Wolf01> Community has spoken, there is no griefing, so no need to be so strict on downgrading towns
22:19:51 <andythenorth> can we add that in a later commit?
22:20:34 <Wolf01> And I would like to finish the town roadtypes branch too, so we could have that too (which should remove 1 or 2 TODOs too)
22:20:34 <LordAro> 6751 is waiting on zuu, i think. 6754 is waiting on either frosch or wants closing
22:20:55 <TrueBrain> peter1138 / andythenorth / Wolf01: btw, NRT is exactly what a fork would be perfect for btw, if we could produce nightlies for them
22:21:01 <LordAro> 6771 looks done, pending a review
22:21:13 <andythenorth> TrueBrain: remember you did that? o_O
22:21:14 <Wolf01> Eh, I agree
22:21:28 <TrueBrain> andythenorth: I dont .. which is I guess the issue?
22:21:37 <TrueBrain> I really wanted to avoid creating a GitHub app ....
22:21:39 <LordAro> same for 6777
22:21:41 <andythenorth> https://www.openttd.org/en/download-ratt
22:21:48 <TrueBrain> owh, yeah
22:21:50 <TrueBrain> fair enough
22:21:50 <andythenorth> ^ you built my fork for last year or so
22:21:58 <andythenorth> proves that the whole Github route is valid
22:22:00 <LordAro> and 6780, which probably also needs some testing
22:22:18 <andythenorth> fork route + official binaries has been awesome
22:22:22 <LordAro> TrueBrain: wait wait, what do you want a "github app" for?
22:22:27 <andythenorth> gets newgrfs to appear, and gets tested
22:22:34 <TrueBrain> LordAro: for many things ... workflow for one
22:22:44 <TrueBrain> but I hit a bit of a roadblock with the current Jenkins plugins
22:22:51 <LordAro> how so?
22:22:58 <TrueBrain> they are shit :D
22:23:06 <TrueBrain> how to explain best ... so many tiny issues :D
22:23:06 <LordAro> the workflow bit :p
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22:23:16 <TrueBrain> workflow I explained a bit earlier
22:23:22 <TrueBrain> I would like the labels to be done for me
22:23:26 <TrueBrain> GitHub doesnt really supply this
22:23:43 <TrueBrain> (as I doubt we can learn a PR author to reassign his PR .. they are most often just not aware of a workflow)
22:24:01 <TrueBrain> but maybe more important .. I would like to be able to do in a PR: bot, build release
22:24:10 <TrueBrain> and that he creates a release for me for anyone to download
22:24:27 <TrueBrain> you would think that already exists ... and it does .. just nowhere in a form you can apply it on your own project
22:25:10 <TrueBrain> btw, LordAro, feel free to review any of the PRs above
22:25:31 <peter1138> Remember that guy who flounced and also edited the content of every old post?
22:26:03 <TrueBrain> LordAro: and a GitHub App can do exactly what I want .. and it is not difficult to create
22:26:05 <andythenorth> he later did similar thing on simuscape
22:26:07 <TrueBrain> just .... we do have to create it
22:26:10 <andythenorth> anyway
22:26:14 <andythenorth> let's make stuff
22:26:20 <TrueBrain> I was hoping to use stock stuff .. as custom stuff never goes well (nobody wants to support it)
22:26:29 <TrueBrain> and I dread the fact I have to write it by myself (again?)
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22:26:44 <andythenorth> Wolf01: do you know what each TODO is for?
22:26:53 <Wolf01> Some of them yes
22:27:04 <andythenorth> do they just need better comments?
22:27:10 <TrueBrain> LordAro: other cool shit you can do, that if something is tagged, it releases and publishes it
22:27:13 <TrueBrain> which is REALLY cool
22:27:16 <Wolf01> Some others are just placeholders for new implementations
22:27:27 <LordAro> TrueBrain: by app, do you mean bot?
22:27:32 <TrueBrain> GitHub Apps
22:27:34 <TrueBrain> look them up
22:27:38 <TrueBrain> they are "sort of" a bot
22:27:47 <LordAro> oh, right
22:27:50 <TrueBrain> (just a way of GitHub to interact with other stuff)
22:27:54 <andythenorth> is this like greenlight deploy stuff?
22:28:01 <peter1138> I might just play Elite: Dangerous.
22:28:02 <LordAro> incidentally, there was a check thing announced the other day
22:28:04 <TrueBrain> and ...... 5 days ago they added Checks API, which is VERY cool
22:28:09 <LordAro> seems to be travis on- yes
22:28:11 <TrueBrain> yes ...
22:28:13 <LordAro> :p
22:28:19 <TrueBrain> but no Jenkins integration yet or something
22:28:22 <TrueBrain> like shit :P
22:28:24 <Wolf01> Like the town one: rtid = RoadTypeIdentifier(ROADTYPE_ROAD, ROADSUBTYPE_NORMAL); <- has a TODO for towns to chose their own roadtype
22:28:28 <TrueBrain> so possible we should just use Travis
22:28:43 <TrueBrain> and it is not difficult to do all this stuff .. just time
22:28:46 <TrueBrain> and the weather is nice outside
22:28:55 <andythenorth> Wolf01: so that could just be deleted as a comment, or expanded to explain future work?
22:29:00 <andythenorth> TrueBrain: isn't it
22:29:04 * andythenorth had a BBQ
22:29:14 <TrueBrain> me too!
22:29:17 <Wolf01> Maybe explain it as future work could be the right way
22:29:19 <TrueBrain> were you .... at my BBQ?
22:29:21 <peter1138> Nice? It's been pissing down :(
22:29:27 <Eddi|zuHause> why did nobody tell me ESC was on?
22:29:30 <TrueBrain> all my windows are currently open :)
22:29:34 <peter1138> Because it's tedious rubbish.
22:29:42 <TrueBrain> Eddi|zuHause: because absolutely nobody gives a fuck?
22:29:48 <Wolf01> There are 2 cases where there is an actual bug (a plain return true because the proper check doesn't seem to work)
22:29:53 <TrueBrain> LordAro: either way, go review PRs PLZZZZZ :D
22:29:55 <Eddi|zuHause> that used to be different :p
22:31:36 <glx> TrueBrain> all my windows are currently open :) <-- too cold outside right now to do that
22:32:43 <Wolf01> The NRT code really need to be revised, but I'm not the right one, I'm like a construction worker, I build the rooms, but for the refinement you would need a painter :P
22:33:46 <LordAro> TrueBrain: i'm supposed to be playing a boardgame!
22:33:47 <LordAro> later
22:33:53 <TrueBrain> LordAro: enjoy :D
22:34:24 <andythenorth> http://dev.openttdcoop.org/attachments/download/9043/IMG_4209.JPG.JPG
22:34:37 <andythenorth> ^ was warmer and sunnier than picture suggests
22:34:58 <Eddi|zuHause> .jpg.jpg?
22:35:05 <Wolf01> :D
22:35:29 <andythenorth> Eddi|zuHause: shrug apple
22:35:58 <andythenorth> "so good they named it twice"
22:36:24 <peter1138> https://github.com/PeterN/OpenTTD/commits/nrt-block < some changes I made to NRT
22:37:06 <andythenorth> let's just fix the TODO comments and merge that then
22:38:23 <Wolf01> this->roadtypes[ROADTYPE_ROAD] = ROADSUBTYPES_NORMAL; // Road is always available. // TODO <- this one is... I don't have words
22:39:36 <andythenorth> me neither :P
22:39:40 <andythenorth> what does it mean? o_O
22:39:52 <Wolf01> All and nothing
22:40:30 <Wolf01> It ensures you have at least road with no grfs
22:41:03 <Wolf01> But with grfs you might not want road
22:41:34 <Wolf01> And it's a bit of bullshit imho
22:41:40 <glx> weird this chan is not talking about eurovision ;)
22:41:54 <Wolf01> I don't listen to pop
22:42:13 <Wolf01> At least not actively
22:43:01 <andythenorth> nil points
22:43:25 <andythenorth> oh is this the 'road is always available' thing?
22:43:44 <nielsm> any chance my DOS music PR will get looked at soon? :/
22:44:19 <LordAro> glx: i got a breaking news alert about some guy crashing our country's song
22:44:27 <LordAro> other than that, nothing
22:44:32 <Eddi|zuHause> maybe initialize the default roadtypes by some file in src/table?
22:47:10 <Wolf01> How could I see a text diff on github?
22:47:32 <LordAro> Wolf01: add .diff to the url
22:48:03 <Eddi|zuHause> i hate github for not making these things more obvious
22:48:11 <Wolf01> Clearly I need to install a github extension to add buttons for these hidden features
22:49:59 <Wolf01> if (tile == end_tile && !CanConnectToRoad(tile, rtid.basetype, dir)) { // TODO <- what?
22:50:19 <Wolf01> And 2 lines below, what again
22:50:54 <Wolf01> /* Trying to convert other's road */ // TODO allow upgrade? <- no, only town roads
22:51:25 <Wolf01> return ::Company::Get((::CompanyID)company)->infrastructure.GetRoadTotal((::RoadType)roadtype); // TODO <- again, what?
22:51:46 <Eddi|zuHause> those are the best TODOs
22:52:09 <Wolf01> Maybe they were just placeholders to remember where to change for rtids, and they weren't removed
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22:54:14 <Wolf01> The only one I'm sure about is this: IsRoadAllowedHere() ... RoadTypeIdentifier rtid(ROADTYPE_ROAD, ROADSUBTYPE_NORMAL); // TODO <- there is a patch for this
22:54:46 <Wolf01> At least all the ones in town_cmd.cpp
22:55:22 <Wolf01> The patch need to be finished, the random algorythm is flawed and need to be implemented better maybe with an UI
22:55:56 <Wolf01> Also towns need to store the roadtype somewhere and not in the tile in the center
22:56:16 <peter1138> Towns only have one road type?
22:56:23 <Eddi|zuHause> surely towns have enough off-map storage
22:57:05 <andythenorth> so are the TODOs invalid?
22:57:15 <Wolf01> I made it so towns decide a random roadtype when they get founded, and that is the roadtype of the center tile, if you upgrade it, towns continue to build with the new one
22:58:38 <Wolf01> if (company == OWNER_DEITY || company == OWNER_TOWN || _game_mode == GM_EDITOR || _generating_world) {
22:58:38 <Wolf01> - avail_roadtypes = ROADTYPES_ROAD;
22:58:38 <Wolf01> + return true; // TODO
22:58:43 <Wolf01> This one is valid
22:59:16 <Wolf01> It should perform a check, but which one?
22:59:17 <Eddi|zuHause> surely there should be some logic where towns evaluate the available roadtypes
22:59:32 <Eddi|zuHause> and build the "best" one available at the time
23:00:14 <Wolf01> I can't agree, towns my build the one they like between a set of available
23:00:19 <Wolf01> *may
23:00:37 <peter1138> That may be the "best"
23:00:51 <Eddi|zuHause> and surely i don't want the towns to expand with troleybus roads, just because i happen to build a route through the center
23:00:53 <peter1138> But the "best" definitely needs to come from a list of actually available roadtypes
23:01:10 <Wolf01> Eddi|zuHause: right, that's what I want to solve
23:01:28 <peter1138> Just add the road type to the town struct.
23:02:28 <Wolf01> But if you have asphalt, stone, cement, wetroad, all of them may be equivalent as "best one"
23:03:07 <Eddi|zuHause> sure, but you still have to decide for one
23:03:20 <andythenorth> dice roll
23:03:26 <peter1138> Wolf01, "best" is in quotes for a reason :-)
23:03:26 <andythenorth> there is pretty much no way to know
23:03:29 <Wolf01> Or they might depend on the age, towns start with stone and then continue with asphalt, so you have an old fashioned city center
23:03:33 <andythenorth> dice roll
23:03:41 <andythenorth> some towns make 'dumb' choices
23:04:01 <Wolf01> I now can decide for all the roads set as buildable by towns in the grf
23:04:39 <Wolf01> Sure I should move the roadtype to the town struct so you can make the center tile what you want
23:05:06 <Wolf01> But towns can't build trolleywire if that's not set in the grf as buildable
23:05:14 <Wolf01> And it's already working
23:05:38 <Wolf01> Supermop already made a test grf
23:05:58 <andythenorth> peter1138: does the 32 railtype patch actually work?
23:06:34 <peter1138> andythenorth, yes.
23:10:57 <peter1138> The drop down list is horrible when it has so many items.
23:13:18 <Wolf01> That's why we split trams and roads
23:14:23 <Wolf01> BTW, what about a pool with 30 positions for roadtypes instead of hard 15/15?
23:15:06 <Wolf01> It shouldn't be so hard to change
23:15:25 <Wolf01> And the UI just need to filter
23:16:21 <peter1138> I don't understand what you mean.
23:16:38 <peter1138> Isn't it split at 15/15 because you have 4 bits for road and 4 bits for tram?
23:16:39 <Wolf01> You could have 25 roadtypes and 5 trams
23:17:27 <Eddi|zuHause> i don't think that works as easy as you think
23:17:37 <Wolf01> Mmmh, yes, the map array need 2 more bits
23:17:48 <peter1138> And if you have 2 more bits, you can just make it 31/31 :p
23:17:53 <Wolf01> :P
23:18:04 <peter1138> Also, why 15 not 16.
23:18:04 <Wolf01> I'm a bit stupid
23:18:19 <Wolf01> Because 0 is invalid
23:18:24 <peter1138> Why do you need invalid?
23:18:40 <Wolf01> Or 15 is invalid, I don't remember
23:18:57 <Wolf01> That's a good question
23:19:22 <Eddi|zuHause> i think we discussed that before, but i don't remember the outcome
23:19:48 <Eddi|zuHause> i think i suggested something along the lines of "invalid is when there's no roadbits"
23:19:58 <peter1138> Eddi|zuHause, that's what I was thinking.
23:20:17 <Wolf01> Maybe it wasn't enough
23:21:29 <peter1138> Only one I can think of is bridge/tunnel tiles and level-crossings don't have road bits.
23:22:36 <peter1138> (But may have enough bits free to use 2 bits as a road bit for each base type)
23:23:05 <peter1138> Hmm
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23:23:36 <peter1138> Otoh.... 8 bits
23:24:38 <peter1138> 8 bit index to a roadtype/tramtype combination table
23:25:07 <peter1138> then you can have "no limit" to either type, as long as there is no more than 256 combinations on the map :p
23:25:21 <peter1138> (possibly per company but that makes buyouts harder)
23:26:29 <peter1138> I was considering doing the same for railtypes, although keeping it a 4 bit index.
23:26:47 <peter1138> As you don't actually have combos there.
23:27:02 <peter1138> But 4 bits is more restrictive.
23:27:34 <Wolf01> Interesting
23:27:36 <peter1138> And also the use of bitmasks elsewhere makes going beyond 32 a pain.
23:29:17 <andythenorth> 65k or bust :P
23:29:24 * andythenorth not helpful
23:29:32 <peter1138> Could be some weird edge-cases where you couldn't remove a road type from a tile for no logical gameplay reason.
23:29:41 <peter1138> andythenorth, adding another 32 bits per tile?
23:29:52 <andythenorth> smaller maps
23:29:53 <peter1138> That'll please the 16kx16k map players :D
23:30:06 <andythenorth> those players already have terrible lives
23:30:12 <andythenorth> it's a service
23:30:20 <andythenorth> to reduce the map size :P
23:30:39 <peter1138> Meh, only 1GB. I have 32GB, don't care about others.
23:31:17 <andythenorth> lucky you :P
23:31:23 <peter1138> > bed
23:31:30 <andythenorth> fair plan
23:31:34 <andythenorth> you convinced me too
23:31:56 <andythenorth> bye Wolf01
23:32:35 <Wolf01> nn
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23:38:10 <Wolf01> Here he is, see what you have done!
23:40:28 <supermop> hello
23:40:48 <supermop> agree with andy - either 1M or 4 rail types
23:41:45 <Wolf01> :)
23:47:26 <Eddi|zuHause> more railtypes than you can have vehicle IDs?
23:47:57 <peter1138> Why not? It's just stupid devs refusing to do it.
23:48:31 <peter1138> (My bed sheets were still damp, so waiting on the dryer)
23:48:48 <Wolf01> Customer wants it, make it... code is a mess... it's your problem, not customer's