IRC logs for #openttd on OFTC at 2018-12-19
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06:29:36 <Eddi|zuHause> so, i started up TF and promptly went bankrupt from wanting too much too quickly
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10:45:29 <Eddi|zuHause> apparently the cats found the chicken leftovers over night
11:31:04 <dihedral> multiplayer map editor would be the next awesome thing :-P
11:31:26 <dihedral> that should not be too hart do patch :-P
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11:51:00 <andythenorth> Iron Horse 74% complete
11:51:08 <andythenorth> which is an increase on yesterday's value of 74%
11:55:48 <Eddi|zuHause> dihedral: will that be OpenTTD 2.0 then?
11:56:30 <Eddi|zuHause> dihedral: i imagine there already exists a patch for that, that was mostly a quick hack and got buried
11:57:21 <Eddi|zuHause> dihedral: i assume the hardest part is taking all the special "only in editor" game mechanics, and review them to make sure they don't desync
11:57:26 <dihedral> peter1138 should have something as always
11:58:36 <Eddi|zuHause> i don't remember peter1138 being the most multiplayer-y guy
11:58:58 <dihedral> Eddi|zuHause, not the most multiplyer-y but the most patch-y
11:59:15 <Eddi|zuHause> yeah, but you need more than just that :p
11:59:15 <dihedral> though that does sound odd when reading it again
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12:05:35 <andythenorth> I played on peter1138's server once
12:10:42 <peter1138> Wasn't pause-on-no-players my patch originally?
12:11:15 <peter1138> I played multiplayer but in a single-player style, just like with Minecraft.
12:20:08 <peter1138> I played co-op with Sacro at least once as well.
12:20:28 <andythenorth> I think I killed some of Pikka's buses on your server
12:20:31 <andythenorth> with the crossing cheat
12:20:38 <andythenorth> the best of times
12:20:49 <andythenorth> maybe we should play MP. :P
12:20:57 <andythenorth> I am trying to check out of work for christmas
12:21:10 <andythenorth> just got ISO 27001, new cashflow, and product key facts to do
12:36:00 <Eddi|zuHause> sounds like stuff that can wait for the new year
12:37:51 <andythenorth> I'd rather not have it there waiting :P
12:38:05 <andythenorth> OTOH, we could grind through rebasing NRT to master
12:38:15 <andythenorth> but I am fucked for doing that alone, way out of my depth
12:40:11 <LordAro> last i checked it was failing due to map array change conflicts, right?
12:40:16 <LordAro> probably needs a peter1138 :>
12:41:19 <andythenorth> it's failing in multiple ways
12:41:31 <andythenorth> I'll try a rebase locally
12:44:04 <andythenorth> urgh these .obs and .obg files :x
12:45:56 <Eddi|zuHause> you can safely ignore them
12:46:51 <Eddi|zuHause> also ignore the language ones
12:47:06 <Eddi|zuHause> just pick the trunk version and let the eints people figure it out
12:47:16 <andythenorth> I can probably resolve the docs conflicts
12:47:38 <andythenorth> I can resolve media/extra_grf/openttdgui.png
12:47:52 <Eddi|zuHause> the vcproj ones you can probably just delete
12:48:20 <peter1138> Hmm, dunno how much changed since July.
12:48:25 <andythenorth> we got active :P
12:48:33 <Sacro> ππ
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° ππ
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12:48:34 <Eddi|zuHause> and the code ones are difficult to judge without actually looking at them
12:48:40 <andythenorth> so I fix what I can fix, and a force-push updates the PR?
12:48:46 * Sacro chuckles and builds some new lines
12:48:49 <Eddi|zuHause> Sacro: those are just rectangles
12:49:00 <Sacro> Eddi|zuHause: you need more utf8 in your life
12:49:14 <Eddi|zuHause> i have plenty of utf8
12:49:40 <peter1138> andythenorth, you didn't use my last rebase.
12:49:44 <Eddi|zuHause> you can't do utf16 over IRC
12:49:50 <peter1138> andythenorth, there's a couple of conflicts but nothing like yours.
12:50:01 <Eddi|zuHause> (also, that's completely not the issue)
12:50:18 <peter1138> It was rebased in July.
12:50:55 <Eddi|zuHause> "Latest commit e4f588d on 14 May"?
12:51:45 <peter1138> That's the original date, not the date of the rebase.
12:51:55 <peter1138> " Commits on Jul 29, 2018 "
12:52:58 <peter1138> I already did the bulk of the work.
12:53:02 <andythenorth> but the commit we want is from April 13
12:53:12 <andythenorth> I was kind of told to not include the 64 types stuff
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12:53:24 <peter1138> You can't NOT include 64 types stuff, because 64 types stuff is already IN
12:53:40 <andythenorth> not for the April 13 commit?
12:53:48 <andythenorth> or shall we skip all that tedious debate :P
12:53:57 <peter1138> You can still use my branch there but skip the last commit.
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12:54:07 <peter1138> That is still rebased to the 64 types stuff.
12:54:10 <andythenorth> we could just jump to 64 types
12:54:14 <andythenorth> and be done with it
12:54:24 <peter1138> The 64 types change IS a separate commit in my branch.
12:55:32 <andythenorth> ok there are 3 ways we could do this
12:55:54 <andythenorth> 1. I pick out the pre-64 types commit, probably get it wrong, then we have to debate 64 types anyway
12:55:58 <andythenorth> 2. we just do 64 types
12:56:24 <peter1138> I don't see any reason to debate 64 types. We already have 64 types.
12:56:40 <peter1138> I do see a reason to have it as a separate commit, which is what I did.
12:57:36 <andythenorth> ok so I update the PR to 27th July commit
12:58:17 <peter1138> else we'll end up with a pointless savegame bump including pointless savegame conversion code.
12:58:40 <peter1138> that's my main motivation for not bothering with only 16 types. i needs savegame conversion.
13:00:01 <andythenorth> meh can't update my nrt-block cleanly from your upstream
13:02:52 <peter1138> Basically you just take my branch and force update yours, and there it is.
13:03:08 <peter1138> This is why force-updates are considered bad.
13:03:56 * andythenorth looking for docs
13:04:00 <andythenorth> is it just rebase -f?
13:04:34 <andythenorth> no docs for that
13:05:18 <andythenorth> if I don't reuse the existing PR I get told off
13:05:25 <andythenorth> but I have NFI to reuse it
13:05:39 <peter1138> force push to it, that's easy
13:06:33 <andythenorth> that assumes I have rebased to the branch in your remote
13:06:40 <andythenorth> which fails with conflicts
13:06:41 <peter1138> yes, that's what you need to do
13:07:04 <peter1138> well, you don't need to rebase to it
13:07:09 <peter1138> you just need to clone it
13:07:22 <peter1138> or rather, check out that branch and name it nrt-block again
13:07:28 <peter1138> then rebase that to master
13:07:37 <peter1138> maybe i should rebase it to master rebase you mess out :p
13:08:34 <andythenorth> I wondered if we could skip all this crap and just open a PR from your fork in the Github UI
13:08:44 <peter1138> that would be a new PR, so no
13:11:28 <Eddi|zuHause> what exactly is wrong with a new PR?
13:11:45 <peter1138> it's unnecessary and means you lose context
13:12:39 <andythenorth> ok so rebasing petern/nrt-block-rebased onto upstream/master (in a branch)
13:12:43 <andythenorth> just 2 conflicts
13:12:50 <peter1138> rebase onto master? o_O
13:13:14 <andythenorth> it's a nrt-block branch, cloned from master, which has just been rebased to upstream/master
13:16:06 <andythenorth> looks like master changed use of some bits in road depots
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13:30:46 <andythenorth> dunno who's correct now :)
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14:05:34 <andythenorth> so with 64 roadtypes where are the bits?
14:40:01 <andythenorth> I ask simple questions because I make simple mistakes :P
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18:43:18 <andythenorth> so I need to fix the docs for NRT
18:43:41 <andythenorth> w.r.t to the bits list in landscape_grid.html
18:43:46 <andythenorth> I have two questions
18:44:00 <andythenorth> should I do the fix when I'm inside a rebase? Seems quite wrong
18:44:44 <andythenorth> I can see m4 and m8 being used, but I don't know what else might inherit etc
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18:55:07 <andythenorth> possibly this is the only blocker to NRT being merged :P
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19:39:27 <andythenorth> Wolf01: turns out there's a rebased branch of NRT in peter's fork
19:39:36 <andythenorth> and if we can just fix the docs, it's probably clean with trunk
19:40:29 <Wolf01> That's the only part I had trouble to fix
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19:48:08 <andythenorth> it's just counting some bits :)
19:48:18 <andythenorth> and figuring out whether depots, stops etc inherit, or not
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20:41:57 <andythenorth> was it worth automating pantograph sprites? o_O
20:49:06 <andythenorth> Iron Horse currently has 255 vehicles
20:49:11 <andythenorth> shall I stop there? :P
20:51:41 <Samu> question: Is there timetable support for AIs? I can't find any functions
20:52:19 <Samu> I figured it could be useful for mail trucks in desert scenarios
21:04:34 <nielsm> looks like the answer is no
21:07:01 <frosch123> you can decide for a byte, then you are done at 255. if you decide for an extended byte, you have 64k more
21:07:40 <andythenorth> can we reduce the number of trains to 255?
21:07:43 <andythenorth> then I don't have to decide
21:08:38 <andythenorth> I could shard them over more grfs though :P
21:08:42 <andythenorth> multi-grf compile :P
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21:18:34 <andythenorth> so the NRT bits then
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