IRC logs for #openttd on OFTC at 2018-07-10
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08:40:52 <SpComb> in terms of "CI on top of Docker"
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09:16:47 <TrueBrain> SpComb: 20 dollar per user per month .. sounds a bit much :D
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09:34:34 <SpComb> TrueBrain: it's open-source...
09:37:34 <TrueBrain> they did their best to not tell you :)
09:37:35 <SpComb> their website is pretty sales-oriented, but their docs are clear enough
09:38:19 <TrueBrain> and the chances you click docks after visiting their website are slim :D
09:38:21 <SpComb> yeah, the FAQ for the cloud options has it hidden at the end
09:38:32 <TrueBrain> either way, the CI part is not my worry .. the CD is what I am having issues with :(
09:40:35 <SpComb> openttd releases to the mirrors?
09:40:45 <TrueBrain> releases, website, bots, everything
09:41:06 <TrueBrain> but mainly, currently, I want the github-bot to autodeploy
09:41:22 <TrueBrain> which is near identical to a website
09:41:43 <TrueBrain> what I want is pretty simple: when you hit merge, it should autodeploy to staging. It should give me a button: deploy to production
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09:58:03 <peter1138> TrueBrain, yeah, that's all I saw when I was looking at drone a while ago.
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13:33:39 <peter1138> "iirc block signals and presignals refresh more often (because they're less computationally expensive) and are therefore more efficient in a network with lots of closely packed trains"
13:33:50 <peter1138> Where do people get this from?
13:35:19 <Eddi|zuHause> peter1138: path signals have a delay when a reservation fails, before trying to reserve again
13:35:40 <Eddi|zuHause> so a train might wait a few ticks longer at a red signal
13:37:01 <Eddi|zuHause> depending on what "closely packed" means, this may also require slightly higher distance between trains
13:37:16 <Eddi|zuHause> in order to not be stopped by a red signal
13:37:41 <Eddi|zuHause> but i'm sure this effect is way lower than the weird curve stretching effect
13:38:50 <peter1138> 15 or 41 ticks by default, minimum 2.
13:41:31 <Eddi|zuHause> we should implement braking distance, and slowing down if trains are too close together. just to annoy these "tight packing" play styles :p
13:44:07 <Eddi|zuHause> and, of course, not make it optional. because more settings are evil :p
13:44:30 <peter1138> But guys! You're playing the game wrong!
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15:51:42 <FLHerne> I'm certain I've seen, in particularly laggy games, path signals failing to clear at all the first time
15:51:55 <FLHerne> So trains get stopped even when there's no conflicting reservation
15:52:28 <FLHerne> (and then the signal clears a few ticks later)
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15:53:59 <peter1138> Trains get stopped when they can't reverse a path. The signal state is irrelevant.
15:55:46 <peter1138> Which leads to the kinda annoying every signal is red "issue"
15:57:56 <FLHerne> I'm still sure I've seen that :P
15:58:50 <FLHerne> Is there any limit on the number of pathfinder checks/reservations per tick? Wouldn't really make sense
16:00:51 <andythenorth> so...sulphur mine?
16:05:10 <andythenorth> so IRL there are a bunch of cargos that only move by pipeline
16:05:19 <andythenorth> but they're needed for 64 cargo FIRS
16:05:29 <andythenorth> like methane, naptha etc
16:05:38 <andythenorth> so eh, what should I do? :P
16:07:25 <nielsm> play simutrans instead
16:07:46 <nielsm> (they have powerlines don't they? pipes are almost the same)
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16:10:10 <andythenorth> ok, "move FIRS to simutrans" can be option 1 of 4
16:10:14 <andythenorth> I need 3 more :)
16:10:57 <nielsm> assume NRT comes in and make a new road rype that looks like pipes
16:11:33 <andythenorth> option 3 - don't use these cargos
16:11:40 <andythenorth> option 4 - just include them anyway
16:16:27 <FLHerne> andythenorth: LNG methane ships are a thing
16:17:19 <FLHerne> But yes, a pipeline-road grf is inevitable
16:17:51 <nielsm> or replace tram graphics with pipelines running above the road
16:18:08 <nielsm> question is what the "vehicles" should be
16:18:13 <FLHerne> There are already pipeline-rails, but they don't work very well because of signal blocks
16:18:18 <nielsm> depots would look like pumping stations?
16:18:45 <andythenorth> pipe rails works fine
16:18:46 <FLHerne> (even with very fast vehicles, you end up needing multiple lines or loops or severely non-pipelineish flow)
16:19:43 <andythenorth> I only stopped using it because I'm tempted to make my own version of the grf
16:19:47 <andythenorth> and that is...unwise
16:19:55 <andythenorth> I would do different stats, and tweak some graphics
16:20:10 <andythenorth> oh and the depots suck
16:24:23 <FLHerne> andythenorth: Oh, that's a neat idea, will have to steal it
16:24:35 <andythenorth> it's tedious to build
16:24:40 <andythenorth> but once it's built it works well
16:24:46 <andythenorth> kind of fire and forget
16:24:52 <andythenorth> I'm sure there's a better way, but eh :P
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19:36:44 <TrueBrain> welcome back andythenorth :)
19:36:52 <TrueBrain> ugh, this CD stuff is killing me ... it is diffuclt!
19:37:18 <TrueBrain> difficullltttttt is even difficult
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20:09:16 <asanpi> hello, can someone share with me latest version openttd with include copy&paste patch? because i can't include patch myself :(
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20:10:34 <TrueBrain> not completely sure anyone in this channel can help you with that (I hope someone can; but not sure). Did you ask on the forum thread for one? That mostly results in the quickest result
20:13:47 <asanpi> yes, i read topic about copy&paste, but it is only patch, and i don't know how to include it
20:14:28 <TrueBrain> I understand; and I think the best way for you to get a binary, is to ask in that topic for one. Include the OS you are looking for etc :)
20:14:55 <TrueBrain> (basically, ask the above question in the topic :D)
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