IRC logs for #openttd on OFTC at 2019-10-13
        
        
        
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00:00:10  <glx> percent transported will use produced_cargo and last_month_production of the 3rd cargo
 
00:02:35  <glx> there should be a way to use substrings
 
00:03:11  <Eddi|zuHause> i haven't looked at the gui in question, but if we're gonna keep the 20 args limit, then it probably needs a complete rewrite
 
00:04:34  <glx> the 20 args limit could be worked around, I think generating a substring for each cargo can reduce the count
 
00:05:31  <glx> anyway keeping the string formatted like {ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{RAW_STRING}/{CARGO_LONG}{RAW_STRING}){YELLOW} ({COMMA}%/{COMMA}% transported) is not readable
 
00:06:52  <glx> starting openttd to see how it's actually displayed
 
00:06:53  <andythenorth> very unformatted :P
 
00:07:13  <andythenorth> graphviz is simpler than I realised btw :D
 
00:07:17  <andythenorth> it's stupidly easy
 
00:07:27  <glx> (for "normal" industries with at most 2 cargo)
 
00:08:24  <andythenorth> hmm, it's not like the industry directory is fantastically useful :P
 
00:10:35  <Eddi|zuHause> andythenorth: graphviz is simple, unless you have some specific layout in mind, and it's not doing what you want
 
00:11:05  <Eddi|zuHause> otherwise, it's just a list of "a->b"
 
00:21:00  <andythenorth> I need some rankings
 
00:21:04  <andythenorth> but I think it supports that
 
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00:21:37  <glx> ok now I remember how the industry directory looks like
 
00:22:12  <glx> and yeah all cargos with production details will be unreadable
 
00:23:02  <nielsm> time to replace the industry directory entirely
 
00:23:34  <qwebirc73586> Hi, any idea why openttd doesn't honor any music volume changes (midi)? I'm on Arch without ext-midi.
 
00:23:38  <nielsm> (it could use a replacement with better readability, more table-like)
 
00:23:54  <glx> qwebirc73586: yes ext-midi doesn't support the function
 
00:24:18  <qwebirc73586> glx: That's why i explicitly wrote it...
 
00:24:34  <nielsm> so what are you using? fluidsynth ought to support volume
 
00:24:55  <nielsm> ottd using libtimidity?
 
00:25:20  <qwebirc73586> not sure... i just installed the standard packages and openmsx
 
00:25:25  <nielsm> libtimidity is not really a maintained output
 
00:25:40  <qwebirc73586> should i better use fluidsynth?
 
00:25:49  <glx> we even droped libtimidity support in current master
 
00:25:49  <nielsm> fluidsynth is my recommendation :)
 
00:26:09  <milek7> (working libtimidity is in emscripten PR)
 
00:26:17  <qwebirc73586> any recommended sf2?
 
00:26:36  <nielsm> not really, all I've tried were poor
 
00:27:06  <qwebirc73586> why do you recommend it then? :)
 
00:27:33  <nielsm> because I worked on it last ;)
 
00:27:47  <nielsm> and know it works correctly and has volume control support
 
00:28:04  <qwebirc73586> will try it.. thanks
 
00:28:36  <nielsm> I just don't like any of the soundfonts I've tried from linux distros' package repositories
 
00:29:02  <glx> there's only two options, timidity (which is often ext-midi unless on some specific OS) or fluidsynth
 
00:32:07  <qwebirc73586> actually i'm not sure which backend is used... i have both installed but there is no ext-midi in my openttd.cfg
 
00:32:36  <nielsm> try running: openttd -ddriver=1
 
00:33:02  <nielsm> it should print some debug messages including which music driver is selected
 
00:33:15  <glx> usually empty ext-midi is timidity
 
00:33:37  <glx> and it's indeed ext-midi :)
 
00:34:26  <nielsm> the default extmidi commandline is timidity, and if the music driver line in openttd.cfg line is blank and it selects extmidi then there isn't any other driver compiled in
 
00:34:36  <nielsm> I think extmidi has the lowest priority for autoconfig
 
00:35:03  <qwebirc73586> dbg: [driver] Fluidsynth: sf (null) -- dbg: [driver] Probing music driver 'fluidsynth' failed with error: Could not open any sound font - dbg: [driver] Successfully probed music driver 'extmidi'
 
00:35:15  <qwebirc73586> it does play music though...
 
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00:35:58  <qwebirc73586> extmidi via autoconfig then i guess...
 
00:37:04  <nielsm> you can try in openttd.cfg to set music driver = "fluidsynth:soundfont=/path/to/file.sf2"
 
00:38:45  <nielsm> that won't give you volume control in-game
 
00:38:55  <nielsm> extmidi can not support music volume control
 
00:39:07  * andythenorth finds the hard parts of graphviz :P
 
00:39:41  <qwebirc73586> but fluidsynth might support gain/volume
 
00:40:22  <nielsm> maybe, it'll be through an external mixer then
 
00:40:33  <nielsm> if pulseaudio or alsa gives it a virtual channel of its own you can then adjust volume on
 
00:40:41  <qwebirc73586> oh wait... your fluidsynth cmd is not ext-midi?
 
00:40:59  <nielsm> yes that's the builtin fluidsynth library usage
 
00:41:09  <nielsm> your openttd is clearly compiled with libfluidsynth support
 
00:41:17  <nielsm> it just can't find a soundfont file
 
00:41:17  <qwebirc73586> ok.. then i will try that first.
 
00:43:42  <nielsm> some time I'm going to write a jackmidi and/or alsamidi driver so you can output to a hardware or virtual port...
 
00:48:51  <glx> hmm maybe industry directory could use something like station list
 
00:52:18  <nielsm> I really wish the industry list was split into columns
 
00:53:54  <nielsm> and then ideally also had some filtering capability to show only industries of a specific type or handling a specific cargo
 
00:57:19  <nielsm> qwebirc73586 got silent, maybe it's working? :)
 
00:57:49  <qwebirc73586> nielsm: yes... its working now. Thx!
 
00:58:10  <qwebirc73586> just searching for a better soundfont...GM is not the best indeed.
 
00:59:00  <qwebirc73586> i think i have a 2GB soundfont somewhere they recommended for dosbox...
 
01:00:00  <glx> if it's recommended for dosbox it should be ok for openttd too
 
01:01:01  <nielsm> I wonder how large the samplebank in a 1990's roland soundcanvas is
 
01:02:09  <nielsm> (but afaik it also does more than just loop samples, has some kind of generative synthesis mixed in too)
 
01:05:59  <qwebirc73586> Roland MT32_PCM.ROM is 512KB
 
01:09:00  * andythenorth wonders what cargos need to be shown
 
01:09:04  <nielsm> yeah but that's not a general midi synth ;)
 
01:09:13  <andythenorth> I do sort by highest production at game start
 
01:11:06  <qwebirc73586> nielsm: but you can probably use it with 'munt' (software synthesizer)
 
01:11:45  <nielsm> but MT-32 (which munt is an emulator of) is not a GM synth, it won't play the music right
 
01:12:05  <nielsm> wrong instruments mainly
 
01:12:47  <Eddi|zuHause> my sound blaster had 512kB soundfont memory IIRC
 
01:16:31  <nielsm> that said, while the mt-32 is not general midi, it can do absolutely amazing things when used right
 
01:16:50  <nielsm> _all_ sound in that video is produced by that midi synth
 
01:18:27  <nielsm> (what the video doesn't show is the 30 seconds waiting while the synth is being reprogrammed)
 
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07:27:31  <DorpsGek_III> [OpenTTD/OpenTTD] Wirdal commented on issue #7592: Road vehicles don't balance between multiple loading bays https://git.io/fjlL0
 
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08:31:11  <stefino> hi, I wanted to code road vehicle for specific roadtype but vehicle properties like road_type or current_roadtype doesn't work. So how to code vehicle what has to go only on XY label roadtype?
 
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10:33:56  <andythenorth> formatting graphviz output is (1) possible (2) limited :P
 
10:35:39  * andythenorth considering post-processing the .svg with python for more control
 
10:35:46  <andythenorth> insane rendering pipeline
 
10:36:33  <andythenorth> python vehicles -> template file for .dot -> .dot file -> .svg -> python post-processing step -> done
 
10:40:24  <andythenorth> I strongly suspect that this will be very hard to format nicely
 
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11:32:28  <stefino> Hi, I wanted to code road vehicle for specific roadtype but vehicle properties like road_type or current_roadtype doesn't work. So how to code vehicle what has to go only on XY label roadtype? Thanks
 
11:36:11  <nielsm> are you using an NML version that supports roadtypes?
 
11:50:53  <stefino> this one which is on the first page of NRT topic at forum
 
11:53:01  <stefino> NRT itself has no problem but when I try to code vehicle and I want to set that vehicle can go only on roadtype with label XY, NML writes that road_type or current_roadtype are unknown
 
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11:53:35  <stefino> don't know if it is correct syntaxe, I found it in NRT wiki
 
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11:55:14  <andythenorth_> didn’t we just merge NRT to nml master?
 
11:55:17  <nielsm> the link in that post is two years old, it might not be updated
 
11:55:23  * andythenorth_ on phone hard to check
 
11:55:26  <nielsm> yeah but did anyone make a win32 build of NML?
 
11:55:41  <andythenorth_> I think pm tried but didn’t succeed
 
11:55:56  <stefino> "the link in that post is two years old" this is a problem..maybe :D
 
11:56:18  <andythenorth_> does windows do python yet? :p
 
11:57:26  <nielsm> there's at least a new package just not for windows
 
11:58:59  <andythenorth_> sometimes I wonder if nml needs a maintainer
 
11:59:16  <andythenorth_> I’d do it, but I lack certain requires skills
 
12:01:19  <stefino> :/ ouch, so I have to wait if somebody prepare win version of NML
 
12:02:05  <andythenorth_> and I don’t know if it’s known how to do it
 
12:03:10  <stefino> and person which made it before is not interested in OTTD atm.?
 
12:03:41  <andythenorth_> probably frosch
 
12:03:49  <andythenorth_> but maybe others
 
12:04:32  <andythenorth_> I am minded to try and improve nml maintenance
 
12:04:57  <andythenorth_> it means I have to stop working on grfs, but eh
 
12:06:32  <andythenorth_> it would take me a very long time to figure out the windows binary though
 
12:08:57  <andythenorth_> * document the build & release inc. windows binary
 
12:09:35  <andythenorth_> * release 0.5.x with NRT support
 
12:09:47  <andythenorth_> * finish 16-cargo docs
 
12:10:23  <andythenorth_> * move docs to be in repo, build with jekyll/sphinx/readthedocs etc
 
12:12:59  * andythenorth_ wonders why openttd community is immune to the packaging crap that afflicts all the other python devs I know :p
 
13:02:18  * nielsm thinking about proclayout again
 
13:02:58  <nielsm> might it make more sense to level out for each contiguous set of tiles that will be built?
 
13:03:24  <nielsm> so if three buildings happen to be placed adjacent they will be leveled to the same height
 
13:03:41  <nielsm> even if they could have been placed at different height
 
13:04:55  <nielsm> but that would also require annotating the generated layout with groups that need to be leveled together
 
13:05:46  <nielsm> and then probably add further annotation to the layout about how tiles including non-industry will need to have their height level changed
 
13:06:02  <nielsm> and verify against the actual landscape that it is possible
 
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13:08:12  <nielsm> and would also need to keep track of watercheck tiles throughout the process
 
13:10:19  <nielsm> when are we getting checkpointing and rollback of the landscape data?
 
13:11:42  <andythenorth> nielsm: to what extent does the levelling need solved?
 
13:11:53  <andythenorth> we're not modifying default industries?
 
13:11:58  <andythenorth> and newgrfs should sort themselves out?
 
13:12:30  <nielsm> I'm not sure if the newgrf industries actually work properly
 
13:12:56  <nielsm> since I don't have any with proclayout and also the relevant callbacks
 
13:15:25  <andythenorth> maybe I can make some
 
13:15:35  <andythenorth> I just want to poke around nml a bit
 
13:17:55  <nielsm> right, this is not working out at least, getting asserts en masse
 
13:20:05  <milek7> does nml needs special windows build?
 
13:20:07  <milek7> it seems to be plain python
 
13:20:22  <nielsm> there is a C module to do some graphics stuff, iirc
 
13:21:18  <andythenorth> "gcc (or possibly another c++ compiler). Needed to compile the cython version of the lz77 module for grf encoding."
 
13:21:34  <milek7> there is pure python fallback
 
13:24:07  <andythenorth> this is the stuff I want to document
 
13:24:18  <andythenorth> nml docs are mostly ok, but lacking some maintainer help
 
13:25:24  <stefino> I tried to install python for win and it seems that python version works. Unknown message dissapeared.
 
13:26:01  <andythenorth> so it's possible to just install nml in python in windows?
 
13:28:37  <stefino> when I had NML for windows, it gave me message that property road_type doesnt exist. After install python it gave to me message that "This expression can not be assigned to a parameter?
 
13:29:22  <stefino> so something was changed but it is maybe the same result
 
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13:31:47  <andythenorth> stefino: has your nml installation got the 'examples' directory?
 
13:33:16  <andythenorth> if you do windows equivalent of 'cd examples/roadtype_and_tramtype/'
 
13:33:18  <stefino> aaah...roadtype table
 
13:33:27  <andythenorth> and nmlc example_roadtype_and_tramtype.nml
 
13:33:44  <stefino> yes yes...I'm going to add roadtype table
 
13:33:51  <andythenorth> that example builds for me (with white pixel warnings I should fix)
 
13:33:55  * andythenorth adds to nml list
 
13:34:08  <andythenorth> * provide more / better examples, as docs & for debugging installs
 
13:35:49  <stefino> okay :) I will try it. But all of this is about a question if I install python version of NML correctly
 
13:39:27  <DorpsGek_III> [OpenTTD/nml] andythenorth opened issue #42: Document how release nmlc, including building a windows binary https://git.io/Je8vQ
 
13:43:36  <DorpsGek_III> [OpenTTD/nml] andythenorth opened issue #43: Release nml 0.5.x to provide NotRoadTypes support for nml authors https://git.io/Je8v7
 
13:43:51  <milek7> i just had to manually install pillow and ply from pip
 
13:43:56  <andythenorth> milek7: looks correct to me
 
13:44:23  <andythenorth> is it possible you could add like 1 or 2 lines about current state of windows?
 
13:44:27  <andythenorth> or paste them and I'll do it
 
13:44:44  <stefino> andythenorth: I tried to compile example file and all was OK and I git grf file
 
13:44:55  <andythenorth> stefino: ok cool, your install works :)
 
13:45:02  <andythenorth> one less problem
 
13:45:17  <stefino> instal..just copy and paste files into NML file what I had
 
13:47:13  <andythenorth> nielsm: did nml need a 16-cargo houses patch?
 
13:47:21  * andythenorth trying to gravedig docs stuff :)
 
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13:49:01  <andythenorth> also related, all the 16-cargo industry stuff seems to now be documented?
 
13:49:11  <andythenorth> oops paste failed :P
 
13:49:45  <milek7> install windows python from python.org (select adding to PATH for usage convenience), pip install ply, pip install pillow, download nml repo, python setup.py install
 
13:50:25  <andythenorth> I'll tidy the nml crap up, you do that :)
 
13:50:45  <peter1138> I'm gonna play Minecraft.
 
13:50:52  <andythenorth> that's like playing Blitz
 
13:53:50  <stefino> it works! thanks a lot ^_^
 
14:00:07  <DorpsGek_III> [OpenTTD/nml] andythenorth opened issue #44: Move nml docs to be in repo, build with jekyll/sphinx/readthedocs etc https://git.io/Je8vh
 
14:01:01  <andythenorth> stefino: great :)
 
14:01:40  <DorpsGek_III> [OpenTTD/nml] andythenorth commented on issue #44: Move nml docs to be in repo, build with jekyll/sphinx/readthedocs etc https://git.io/Je8vh
 
14:02:42  <stefino> andythenorth: but really funny. I have a folder with NML for WIN. I add python files and it works. So I tried to delete files for WIN NML and it was bad idea cause it stops work :D
 
14:03:08  <DorpsGek_III> [OpenTTD/nml] andythenorth opened issue #45: White pixel warnings when compiling example_roadtype_and_tramtype.nml https://git.io/Je8vj
 
14:03:22  <stefino> andythenorth: so it needs both of them ?! O.o
 
14:16:51  <frosch123> i did a str.replace, but otherwise its the same
 
14:18:32  <andythenorth> did you have anything reusable for authors?
 
14:19:14  <andythenorth> I have moved Iron Horse, but I didn't preserve the authors, except where Github magically figured it out
 
14:19:26  <andythenorth> I am planning to move all my other projects
 
14:20:13  <frosch123> random people with unknown emails were assigned to @openttdcoop.org
 
14:21:32  <andythenorth> and the fast-export script has some plugin to handle this?
 
14:21:44  <frosch123> you pass it via command line
 
14:21:54  <andythenorth> wonder if I should try and fix Horse
 
14:22:01  <andythenorth> I've subsequently made git commits, fun times
 
14:22:37  <frosch123> if you already have it inside git, you should solve it with git
 
14:22:43  <michi_cc> git format-patch and git am are your friend to transfer commits to an unrelated repo.
 
14:23:03  <frosch123> there was some git fitler command
 
14:23:47  <frosch123> i used it to convert commit message style for the stuff in "extra"
 
14:23:57  <andythenorth> I am stopping with newgrf for a bit, for a break
 
14:24:16  <andythenorth> are we prepared to move all the repos from devzone?
 
14:24:24  <andythenorth> or is that just too overwhelming?
 
14:24:40  <frosch123> well, i ignored translator requests for months :p
 
14:24:45  <andythenorth> I kind of feel like devzone maintenance sucks
 
14:25:19  <frosch123> if there are not enough people, you need to scale down
 
14:25:29  <frosch123> ottd is more like ttdp today
 
14:25:30  <andythenorth> there are not as many people as there were
 
14:25:34  <frosch123> "try it, it might work"
 
14:25:45  <andythenorth> openttd is kind of fine, velocity is pretty good
 
14:25:49  <andythenorth> but coop...not so much
 
14:25:52  <frosch123> ^^ my favoritd ttdp-related quote from dalestan
 
14:26:06  <andythenorth> bring back dalestan
 
14:26:33  <andythenorth> is planetmaker here? o_O
 
14:26:49  * andythenorth tries to make a sensible plan
 
14:26:54  <frosch123> every blue moon, he is here
 
14:27:11  <andythenorth> * sunset the repos, notify project owners, move to github?
 
14:27:27  <andythenorth> * sunset redmine (I like redmine but eh)
 
14:27:35  <andythenorth> * decide if jenkins is dead
 
14:27:39  <frosch123> pm moved tons of repos, i have no idea how he choosed them
 
14:27:49  <andythenorth> * decide if eints is dead
 
14:27:55  <andythenorth> * decide if bundles is dead
 
14:28:16  <frosch123> * decide if newgrf is dead
 
14:30:33  <frosch123> andythenorth: btw. if you want to continue nml-nrt, someone needs to figure out what was actually merged
 
14:31:17  <Eddi|zuHause> andythenorth: that has very similar problem, like multiple rows with the same label
 
14:31:35  <andythenorth> Eddi|zuHause: yes
 
14:31:36  <Eddi|zuHause> and the columns don't align
 
14:31:48  <frosch123> as long as noone knows what was implemented in ottd, noone can write grfspecs, noone can update nml, and noone can update ogfx
 
14:32:43  <Eddi|zuHause> andythenorth: the metro 2000 column is under the narrow gauge 1950 column
 
14:33:11  <andythenorth> Eddi|zuHause: the tech tree varies across track types
 
14:33:30  <andythenorth> I could proportionally space them to line up
 
14:33:35  <andythenorth> but I'd have to stretch the arrows
 
14:34:10  <andythenorth> issues like that are why I explored the graphviz route, but I think it's going to be hard
 
14:34:38  <andythenorth> I can't consolidate the repeated headings whilst providing a semantically valid table, afaict
 
14:34:46  <andythenorth> but table semantics are quite disputed so eh
 
14:34:57  <Eddi|zuHause> some graphviz options are easier than others. like you can group nodes into columns by putting them into supernodes
 
14:34:58  * andythenorth wonders about sub-tables
 
14:35:19  <andythenorth> currently I'm grouping the graphviz nodes by stubbing in dummy nodes, which are hidden
 
14:35:47  <andythenorth> it's an interesting project
 
14:36:05  <andythenorth> I suspect that the quality only improves marginally, for the cost of a lot of work
 
14:36:08  <Eddi|zuHause> how does your .dot look like?
 
14:37:08  <Eddi|zuHause> andythenorth: there should be valid table methods to combine neighbouring row-fields or column-fields
 
14:37:44  <andythenorth> I'll paste the python structure too
 
14:43:43  <Eddi|zuHause> i seem to have forgotten everything about dot...
 
14:46:33  <andythenorth> node -> node creates an edge
 
14:46:47  <andythenorth> [option='foo'] for everything else
 
14:46:49  <Eddi|zuHause> no, i mean like compile it into <some format>
 
14:47:00  <andythenorth> some magical command line thing
 
14:47:08  <Eddi|zuHause> yes, the dot command.
 
14:47:25  <andythenorth> dot -Tsvg -O *.dot
 
14:47:34  <andythenorth> is what's in the makefile
 
14:48:37  <Eddi|zuHause> yeah, i arrived at "dot -Tpng test.dot -o test.png"
 
14:49:31  <Eddi|zuHause> also, "*.dot" sounds wrong in a makefile, it should use the recipe name
 
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14:52:15  <Eddi|zuHause> "'heavy_express_1', 'heavy_express_3', 'heavy_express_2', 'heavy_express_4'," <-- you should probably not have those.
 
14:52:48  <Eddi|zuHause> (for the "too many rows" problem)
 
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15:03:39  <supermop_pdx> FLHerne: how'd the game end up yesterday?
 
15:07:39  <Eddi|zuHause> andythenorth: so my current idea was to have "clusters" for each column, so "subgraph cluster_1950 { engine1; engine2; ... }"
 
15:10:37  <Eddi|zuHause> (name has to start with "cluster", because apparently names change semantics...
 
15:12:38  <FLHerne> supermop_pdx: We stopped not that long after you left, everyone wanted to sleep :P
 
15:13:10  <FLHerne> Oh, no, later than that
 
15:13:54  <Eddi|zuHause> andythenorth: that probably removes some need for your dummy nodes
 
15:14:37  <FLHerne> About 10.30pm UK time
 
15:15:10  <FLHerne> ITG built loads of new freight stuff, I filled in a few bits, my laptop was struggling a bit by then :P
 
15:16:02  <FLHerne> I'd be tempted to swap Horse -> UKRS2 if we did it again, tbh
 
15:16:31  <FLHerne> Horse has very tidy gameplay, but it's a bit dull
 
15:29:22  <supermop_pdx> anyone know why my light rail vehicles apparently cause desyncs?
 
15:30:22  <glx> are you changing vehicle data ?
 
15:31:31  <supermop_pdx> i hope i wasn't, going to take a sec to dig up the file as it was on previous computer
 
15:32:24  <andythenorth> FLHerne: what do you miss compared to UKRS 2? o_O
 
15:32:43  <andythenorth> Horse is very level and vanilla
 
15:33:25  <supermop_pdx> andythenorth: he probably misses the 08s
 
16:01:08  * andythenorth fixed Horse git repo
 
16:10:15  <andythenorth> what does eints do when I delete the old repos from under it?
 
16:16:48  <Eddi|zuHause> point eints to the new repo first?
 
16:18:53  <andythenorth> eints can't afaik
 
16:19:00  <andythenorth> I am abandoning translations (for now)
 
16:20:37  <FLHerne> andythenorth: I'm probably just not quite your target audience
 
16:21:07  <FLHerne> But now that I've played a few Horse games and have some real opinions...
 
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16:22:04  <glx> won't crash but we still now it's incomplete
 
16:23:14  <FLHerne>  - UKRS2 represents specific classes and wagons, which mean much more to me as a British lapsed anorak than Horse's vaguely-representative ones
 
16:23:46  <FLHerne> (different concept, can't fix that :P)
 
16:24:09  <FLHerne>  - For some reason, I really can't get on with Horse's art style
 
16:25:12  <FLHerne> It's too...geometrical? More like original OTTD art, but next to NewGRFs with a higher-detail style it looks a bit cartoony
 
16:26:31  <FLHerne> Also, the reused bits of pixels make things look a bit samey (and the virtually-identical vehicles between some generations even more so)
 
16:28:16  <FLHerne>  - Gameplay-wise, the generations are so regimented and consistent that they barely register
 
16:28:29  <LordAro> glx: add some sort of large TODO, and it'd probably be ok
 
16:29:52  <FLHerne> In UKRS2, everything has its own tradeoffs, so for each new loco I have to think of specific roles
 
16:30:22  <FLHerne> (and, because of the realism, that includes "it's an LMS engine, so it has to be in this corner" :P)
 
16:30:32  <glx> LordAro: yeah but TODOs tends to be forgotten ;)
 
16:31:18  <FLHerne> Whereas for Horse, each generation just means I start buying the new <category> engine rather than the previous one
 
16:31:49  <FLHerne> Similarly, all the wagons refit the same way, which is probably an improvement for sane people ;-)
 
16:32:58  <FLHerne> And have even less visual variety than the locos
 
16:33:58  <FLHerne> I do think it's really just that I'm the wrong user
 
16:34:56  <FLHerne> Horse is much more convenient if you want to think about networks and cargo flows, but it's no fun if you want to play model trains :D
 
16:35:19  <andythenorth> pretty much every comment aligns with a design goal in Horse
 
16:35:35  <andythenorth> I added excessive wagons and some un-needed engines as a nod to model trains
 
16:35:54  <FLHerne> I feel like in a way Horse is almost OpenGFX++?
 
16:35:54  <andythenorth> but otherwise it's replace-repeat for 6 generations
 
16:36:15  <andythenorth> it was definitely inspired by playing OGFX+ trains on servers
 
16:36:19  <andythenorth> and watching coop play style
 
16:37:13  <andythenorth> I never had any problems with UKRS 2, and there was no point trying to repeat / replace that
 
16:37:38  <andythenorth> but I noticed a lot of problems with NARS 2, which I really like, but has huge gameplay flaws
 
16:37:57  <FLHerne> Yeah, even I noticed that :-/
 
16:39:07  <FLHerne> Same problem as AV8 had -- All The Vehicles, but most of them were effectively redundant, while somehow still leaving gaps in some necessary roles
 
16:39:12  *** ChanServ sets mode: +v tokai
 
16:39:25  <FLHerne> UKRS2 doesn't seem to have that, somehow
 
16:39:49  <andythenorth> UKRS2 is pretty balanced, apart from the steam railmotor
 
16:40:14  <FLHerne> The gronk has its fun niche uses :P
 
16:40:48  <andythenorth> I can't be doing with the arbitrary wagon speed differences in UKRS 2 / NARS 2 though
 
16:43:31  <FLHerne> I don't mind them, but I wouldn't miss them either
 
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16:55:05  <andythenorth> you need UKRS Revival
 
16:55:10  <andythenorth> in 2x zoom and 32bpp
 
16:55:51  <Eddi|zuHause> a renewal revival?
 
16:57:53  <Eddi|zuHause> glx: i think i'm still for the "complete rewrite" path
 
16:58:34  <andythenorth> CETS Renewal Revival!
 
16:59:31  <glx> yeah but rewrite may take time
 
17:02:36  <LordAro> glx: better than having some random numeric literals though
 
17:06:17  <Eddi|zuHause> maybe actual columns in the GUI? "Name" "Input" "Output Amount" "Output Efficiency"?
 
17:06:27  <Eddi|zuHause> or icons for the cargos, like for stations?
 
17:07:13  <nielsm> and cargo icons would be just fine
 
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17:09:50  <Eddi|zuHause> (oh, and while at it: filters :p)
 
17:10:12  <Eddi|zuHause> (and a link to the cargo chain view)
 
17:11:10  <Eddi|zuHause> (this seems to be a completely horrible GUI)
 
17:11:32  <glx> town, industry type, multiline produced, multiline transported may work
 
17:11:50  <nielsm> the industries list is basically fine on a 256x256 map with default industries
 
17:12:07  <nielsm> it's not at all fine on larger or more complex configurations
 
17:12:36  <Eddi|zuHause> input cargo would definitely be nice to have
 
17:13:13  <nielsm> how about showing input and output cargos with icons in the list (single line), and then having extended tooltips on it showing full text=
 
17:13:30  <Eddi|zuHause> yes, probably better than multiline
 
17:15:43  * andythenorth so many repos :P
 
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17:25:49  <nielsm> I should try to make an nml patch for proclayout, right andythenorth? :D
 
17:45:02  <frosch123> omg, so c++20 actually completed lambdas into []<>(){}
 
17:45:04  <andythenorth> oof should I bother moving HEQS?
 
17:45:12  <frosch123> we need more bracket types
 
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17:46:31  <frosch123> oh wait, [[ ]] is technically another bracket
 
17:46:56  <frosch123> so, it's just a matter of time till << >>
 
17:47:33  <frosch123> where do you put attributes on lambdas?
 
17:48:58  <nielsm> frosch123: before {} I think
 
17:49:39  <frosch123> i would bet for "in front of ()"
 
17:51:17  <frosch123> you were faster with googling than i were with godbolting
 
17:51:41  <frosch123> indeed, clang fails
 
17:52:01  <frosch123> but it also fails with my version
 
17:53:41  <Eddi|zuHause> does "accepts" imply "interprets sanely"?
 
17:54:08  <LordAro> not that i'm sure why you would ever need a noreturn lambda
 
17:54:26  <frosch123> actually, clang likes nielsm's position, it just rejects the attribute i used
 
17:54:37  <Eddi|zuHause> LordAro: don't question the use cases.
 
17:54:43  <frosch123> clang says, "nodiscard" cannot be applied to types
 
17:55:21  <andythenorth> hmm branches aren't moved
 
17:55:40  <andythenorth> this will be lolz
 
17:56:15  <frosch123> andythenorth: they are, you just may need to name them
 
17:56:23  <LordAro> if something like cpython can successfully migrate hg to git, there must be better options
 
17:56:28  <LordAro> see if you can find what they used?
 
17:56:41  <frosch123> LordAro: everyone uses hg-fast-export
 
17:56:52  <andythenorth> frosch123: thanks :)
 
17:56:58  <LordAro> so why's andy having so much trouble? :p
 
17:57:06  <andythenorth> it's not trouble, it's work
 
17:57:19  <andythenorth> there's no way around typing stuff
 
17:57:26  <andythenorth> or copy-pasting it
 
17:57:56  <andythenorth> the only trouble was eints adding null bytes to commits
 
17:58:15  <andythenorth> and that mercurial demands python27 because Mercurial Is Shit :)
 
17:58:37  <frosch123> sounds like osx is shit :)
 
17:59:04  <frosch123> anyway, i never figured out how those \0 were added
 
17:59:23  <frosch123> i would know where to look in C, but everything involved is python...
 
17:59:54  <frosch123> and it only happens on *some* commits, not all...
 
18:00:06  <andythenorth> so moving my repos is fine, but we're looking at about 775 devzone projects in total
 
18:00:30  <andythenorth> I put the paste above in case we fancied mass migration :P
 
18:00:35  <frosch123> no idea how they were selected
 
18:00:48  <frosch123> 775 devzone projects?
 
18:00:58  <andythenorth> oh that's interesting
 
18:01:25  <andythenorth> not sure they all have a repo
 
18:02:13  <andythenorth> filter by last commit date? :P
 
18:02:18  <andythenorth> > 2 years, unlucky, deleted
 
18:02:30  <andythenorth> that's not a very nice way to sunset things :P
 
18:02:36  <frosch123> that probably leaves 3 :p
 
18:02:48  <andythenorth> but realistically one day rhodecode or devzone server or something will die
 
18:02:58  <andythenorth> and nobody will put it back, and it comes to the same...death of those projecs
 
18:06:21  <frosch123> well, they are hg repos, not mysql databases
 
18:06:55  <andythenorth> yes, careless words :)
 
18:06:59  <andythenorth> I mean death of that remote
 
18:07:03  <frosch123> batch importing them to git for archive is no big deal, the real dicision is when to pull the plug
 
18:07:14  <andythenorth> well we can communicate it somehow?
 
18:07:26  <andythenorth> and then set a date, or 'if the server dies in the meantime;'
 
18:07:36  <andythenorth> at work, nothing used to get killed until the server actually died
 
18:07:49  <Eddi|zuHause> we could announce it in our *monthly* dev blog?
 
18:07:55  <andythenorth> we used to collect legacy services 'in case they're needed'
 
18:09:13  <andythenorth> I would like to see what planetmaker thinks, as the last active coop member
 
18:12:20  <Eddi|zuHause> even if you decide to pull the plug, you probably want to give it another year or so after announcement
 
18:13:49  <andythenorth> and if it dies in the meantime...
 
18:13:53  <andythenorth> so Christmas 2020?
 
18:14:02  <andythenorth> that's when OpenTTD 2.0 also ships? :P
 
18:15:17  <nielsm> who's hosting the 2.0 release party?
 
18:15:59  <glx> hmm tooltip window is limited to 5 params
 
18:16:30  <Eddi|zuHause> glx: scrap the tooltip, he who wants details can open the industry window by clicking?
 
18:17:26  <andythenorth> dunno about other people
 
18:17:35  <andythenorth> but my sole use is to find the highest producing industries at game start
 
18:17:41  <andythenorth> obviously there are many play styles
 
18:17:53  <andythenorth> but it needs to be navigation, not a comprehensive industry inspection tool
 
18:19:35  <nielsm> if icons are unclear the GRF author can make better icons
 
18:19:46  <andythenorth> my icons suck :D
 
18:21:19  <Eddi|zuHause> yes, it's more of an overview tool
 
18:22:01  <nielsm> hence why filtering and clear separation of information bits are important features
 
18:22:07  <nielsm> (which are currently missing)
 
18:23:22  <andythenorth> hmm moving legacy projects is dull :)
 
18:29:42  <andythenorth> HEQS is quite broken
 
18:32:12  <nielsm> again I'm promixing a syntax that will be horrible to implement :D
 
18:32:38  <nielsm> in specific the layouts: proclayout( a-bunch-of-lists-of-identifiers ); property syntax
 
18:39:33  <frosch123> nielsm: can you somehow put it into callbacks?
 
18:39:43  <andythenorth> nielsm: are there two levels of nesting?
 
18:39:49  <frosch123> static lists are always "final" for future extensions
 
18:39:51  * andythenorth reading the syntax
 
18:40:05  <frosch123> you couln't even add probabilities or similar
 
18:40:06  <andythenorth> tilelayoutclass seems to compose tilelayout
 
18:40:26  <andythenorth> and layouts seems to compose tilelayoutclass
 
18:40:31  <nielsm> frosch123: probabilities are supported by repeating the same layout in a layoutclass
 
18:41:56  <frosch123> that doesn't change the argument
 
18:42:10  <frosch123> replace probabiilities with height levels or climate zones or whatever
 
18:43:55  <andythenorth> where could we announce devzone stuff?
 
18:44:13  <andythenorth> could we bcc email all project owners?
 
18:44:27  <frosch123> it's about functional style instead of declarative style
 
18:44:40  <frosch123> declarative style in action 0 is always a dead end for extensions
 
18:45:05  <frosch123> andythenorth: ask pm :)
 
18:45:16  <frosch123> first step would be to make devzone readonly
 
18:46:05  <andythenorth> I shall miss devzone when it's not there :)
 
18:46:10  <andythenorth> mostly for uploading pictures
 
18:47:59  <nielsm> frosch123: thinking about it a bit, yes cb based does naturally have more flexibility, but also a massive extra complexity
 
18:48:28  <nielsm> I'm thinking on the level of having to construct a special industry construction context with its own variables and such
 
18:48:57  <nielsm> and callbacks having multi-valued outputs
 
18:49:22  <nielsm> (which layout to use, where about to position it, possibly more)
 
18:49:58  <Eddi|zuHause> <andythenorth> could we bcc email all project owners? <-- i don't think i've updated my devzone email
 
18:50:06  <glx> pff stupid intellisense and FOR_ALL macros
 
19:02:30  <andythenorth> "Mercurial.error.LookupError: data/sprites/.DS_Store.i@60ce311957b5: no match found"
 
19:02:42  <andythenorth> lol historical macOS crap bites back
 
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19:22:05  <nielsm> glx: we should replace FOR_ALL macros with function templates taking lambda a lambda argument for loop body
 
19:24:51  <frosch123> that does not support "break"
 
19:25:00  <frosch123> you need to use generators instead
 
19:27:15  <nielsm> could require the function to return an enum member indicating break or continue
 
19:27:52  <frosch123> i am actually not sure, whether there are any "break" in FOR_ALL :)
 
19:28:08  <frosch123> kind of defeats the "ALL" part
 
19:28:19  <nielsm> some kind of search for first match?
 
19:28:28  <LordAro> quite a lot of them could be relatively easily replaced with a ranged for
 
19:29:01  <nielsm> yeah having appropriate .begin() and .end() members could also do it
 
19:29:14  <Eddi|zuHause> trow StopIteration? :p
 
19:29:31  <Eddi|zuHause> like truly pythonic :p
 
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19:30:27  <Eddi|zuHause> frosch123: break in FOR_ALL sounds like a way to test "does it exist"?
 
19:33:22  <nielsm> for (Vehicle *veh : _vehicles.OfType(VEH_TRAIN)) ... ?
 
19:33:29  <nielsm> with some helper classes
 
19:36:35  <andythenorth> oof turns out corrupted mercurial repos can be fixed :P
 
19:36:56  <andythenorth> afaict there's a tool that converts hashes 1:1 to make a new repo, but drops any that error
 
19:38:13  <glx> side effect, the window can be smaller :)
 
19:41:26  <LordAro> glx: '*' is on the wrong side
 
19:42:06  <glx> I hate when VS moves them
 
20:13:44  <andythenorth> the unsolved 'how to give a hg-like rev number with git' problem
 
20:18:34  <Eddi|zuHause> just count till project root
 
20:18:56  <Eddi|zuHause> this will have duplicates across branches, but who cares :p
 
20:20:11  <andythenorth> I wondered about using epoch
 
20:20:32  <andythenorth> it just needs to be a number, which will be higher in most cases than for older revs
 
20:20:48  <andythenorth> and ignoring edge cases like messing with history
 
20:21:22  <nielsm> enumerate all revisions reachable from all branches and tags, order them by commit time, and number them based on that
 
20:21:54  <andythenorth> with or without local caching? :P
 
20:22:07  <nielsm> I'm just the ideas guy
 
20:22:32  <Eddi|zuHause> nielsm: since you cannot synchronize this across repos, i think it's wasted effort
 
20:23:04  <Eddi|zuHause> whereas (branchname+commits since root) should be synchronous
 
20:23:30  <andythenorth> it gets complex because we have at least 2 use cases, maybe 3
 
20:23:41  <andythenorth> 1. in action 14, for comparison of min. compatible version
 
20:23:59  <andythenorth> 2. for newgrf author, to make sense of development revs when authoring
 
20:24:21  <Eddi|zuHause> it should solve 1, at least for master branch+releases
 
20:24:27  <andythenorth> 3. possibly in listing artefacts produced by CI systems
 
20:24:40  <Eddi|zuHause> 3 should use hash
 
20:24:54  <andythenorth> hash + the date the CI published the artefact
 
20:25:09  <andythenorth> the common case is 'what is the most recent *build*'
 
20:25:17  <Eddi|zuHause> 2 should work well-enough
 
20:26:11  <andythenorth> I don't know what comparator is used for action 14 revs
 
20:26:21  <andythenorth> arguably branches could have a branch name, and a branch local rev
 
20:26:29  <andythenorth> anyway, it doesn't need to be perfect
 
20:26:34  <andythenorth> it's just a game about cartoon trains
 
20:26:44  <andythenorth> and all my current revs are now '1' across 8 or so grfs
 
20:27:02  <andythenorth> anything is better :P
 
20:28:12  <Eddi|zuHause> "git rev-list HEAD --count"
 
20:29:15  <Eddi|zuHause> there's also "git rev-list --all --count" but i don't think that's of much use
 
20:29:57  <DorpsGek> andythenorth: alberth was last seen in #openttd 11 weeks, 5 days, 0 hours, 8 minutes, and 44 seconds ago: <Alberth> andy: I bisected the build-train bug back to d54b6ac09b6fe88c09f7886739fe9c05f16b8222  (feb 28th)
 
20:31:58  <andythenorth> why am I not just manually incrementing the A14 compatibility digits?
 
20:32:08  <andythenorth> all they have to do is increase when savegame breaks
 
20:33:28  <Eddi|zuHause> andythenorth: no idea what that's supposed to do, but it has nothing to do with getting some kind of number out of git
 
20:33:46  <Eddi|zuHause> andythenorth: manual version counts are meh
 
20:34:10  <andythenorth> I agree, but A14 appears to demand them
 
20:34:40  <Eddi|zuHause> so, what speaks against "git rev-list HEAD --count" now?
 
20:35:03  <andythenorth> what did  frosch123 quote earlier?
 
20:36:44  <andythenorth> [1:25pm] frosch123: "try it, it might work"
 
20:37:08  <andythenorth> frosch123: ^^ my favoritd ttdp-related quote from dalestan
 
20:37:15  <andythenorth> oh logs broke again :)
 
20:37:28  <Eddi|zuHause> not sure what that has to do with anything, but... :p
 
20:37:53  <andythenorth> I can predict human error
 
20:38:00  <andythenorth> I'll set min. compatible version based on a branch
 
20:38:03  <andythenorth> then merge to master
 
20:38:13  <andythenorth> build the release
 
20:38:16  <andythenorth> and find it doesn't work
 
20:38:20  <andythenorth> then we can lauch
 
20:38:54  <Eddi|zuHause> that's nonsense, min-compatible should never be higher than the master version of the branch point
 
20:41:08  <andythenorth> squash and merge?
 
20:41:12  <andythenorth> 200 commits disappear?
 
20:41:18  <andythenorth> I don't squash anyway
 
20:41:38  <andythenorth> if it happens, it can be dealt with
 
20:41:46  <Eddi|zuHause> shouldn't matter if you squash or rebase
 
20:43:53  <LordAro> you shouldn't squash something that's already been released and used
 
20:44:03  <LordAro> prereleases don't matter for compatibility anyway
 
20:44:19  <andythenorth> this is all straw men tbh
 
20:44:22  <Eddi|zuHause> you should never push dev branches to a wider audience
 
20:44:40  <Eddi|zuHause> if you want to publish nightlies or something, they must all be master
 
20:44:54  <andythenorth> well that violates everything I know about software quality but ok :P
 
20:45:09  <Eddi|zuHause> basically, don't have long-lasting branches
 
20:45:13  <andythenorth> where I live, one never merges untested code to master
 
20:45:35  <andythenorth> it's quite engineered
 
20:45:37  <Eddi|zuHause> that's if you have a large developer base
 
20:45:51  <Eddi|zuHause> which won't happen with newgrfs :p
 
20:47:02  <Eddi|zuHause> also: "if (branchname != 'master') rev+=10000"
 
20:47:27  <andythenorth> I could just dump "git rev-list HEAD --count" directly into the makefile
 
20:47:44  <Eddi|zuHause> that's what i said, right?
 
20:47:45  <andythenorth> which seems to throw away all the protection and case handling alberth put in the hg-info script
 
20:48:04  <andythenorth> yes I am considering doing exactly what you said
 
20:49:57  <andythenorth> hmm, the makefile references both REPO_REVISION and REPO_VERSION
 
20:50:05  <andythenorth> I might scorch the earth a bit carefully
 
20:50:23  <Eddi|zuHause> sounds like you want REVISION
 
20:51:11  <Samu> this script took too long to initialize, what can I do to fix it?
 
20:51:26  <andythenorth> make it shorter?
 
20:51:36  <andythenorth> look for loops that can exit earlier?
 
20:51:42  <andythenorth> reduce the size of data structures?
 
20:53:06  <Samu> i don't even know what goes into the initialize
 
20:54:24  <Eddi|zuHause> andythenorth: i have no idea what "bin/git-info" is, but you probably want to change something around this line: REPO_REVISION = $(word 1,$(REPO_INFO))
 
20:54:59  <andythenorth> bin/git-info is currently a stub script returning '1 1 1 1' to stop the compile failing
 
20:55:16  <andythenorth> it's a substitute for bin/hg-info
 
20:55:31  <andythenorth> which has a fairly substantial interface to hg
 
20:55:50  <andythenorth> this is all just yak shaving
 
20:56:10  <Eddi|zuHause> andythenorth: none of this seems to be in firs, which i was looking at
 
20:56:30  <Eddi|zuHause> in firs there's just "REPO_REVISION  ?= $(shell HGPLAIN= $(HG) id -n | cut -d+ -f1)"
 
20:56:37  <Eddi|zuHause> which you would replace with the git line
 
20:57:00  <Eddi|zuHause> ok, i might have an old firs :p
 
20:57:36  <Samu> oh, building a list of towns?
 
20:57:55  <andythenorth> moved later in 2019
 
20:58:27  <andythenorth> A14 uses REPO_REVISION
 
20:58:31  <Eddi|zuHause> anyway, you can also put the git line into bin/git-info
 
20:58:37  <andythenorth> REPO_VERSION is used in some human readable places
 
20:58:45  <andythenorth> I suspect only one is needed
 
20:58:46  <Eddi|zuHause> yeah, that's about what i expected
 
20:59:07  <andythenorth> possibly they distinguish tags and rev numbers, not sure
 
20:59:29  <Eddi|zuHause> but if you already have this "info" interface, which returns 4 numbers, might as well keep the interface and fill the numbers with meaningful values
 
20:59:53  <andythenorth> that would be ideal
 
21:00:58  <Eddi|zuHause> the version you'd try to get out of "git describe", and the revision will be "git rev-list --count"
 
21:01:23  <andythenorth> so we'll take the hash for version?
 
21:01:48  <Eddi|zuHause> "git describe --tags" will look for the last tag
 
21:02:01  <Eddi|zuHause> OpenTTD/trunk> git describe --tags
 
21:02:03  <Eddi|zuHause> 1.9.0-beta3-483-gfe7d9b041
 
21:04:40  <Samu> it was that. I was creating a list of towns in the constructor
 
21:10:45  <Eddi|zuHause> you can probably improve "git describe" if after you made a '1.n.0' release, you make a tag '1.(n+1)-alpha'
 
21:13:44  <andythenorth> first thing is to port the interface I guess
 
21:56:25  <andythenorth> opengfx must have been so much work to do
 
21:56:32  * andythenorth is using sprites from it for nml examples
 
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22:28:04  <Samu> hmm town lists are slow when too many towns in the map. This is what I get for not using valuators
 
22:31:30  <Samu> and every time i rebuild the list of towns for possible destinations, I get a different number of towns
 
22:31:49  <Samu> the sum doesn't add up to the same total
 
22:32:36  <Samu> I think I know why... the towns get larger or smaller
 
22:33:22  <Samu> i only pick large enough towns every time I check for a possible destination, it's okay, but odd to look at
 
22:37:12  <andythenorth> is nforenum still a thing?
 
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22:38:08  <Samu> things to work on for my next AI version: "working with very large number of towns in town lists is too slow, avoid rebuilding town lists"
 
22:38:39  <Samu> how often are towns created?
 
22:38:54  <nielsm> unless server rules permit it
 
22:39:15  <Samu> only my AI founds towns :(
 
22:40:25  <supermop_pdx> go get a cookie / donut / ice cream? or stay inside and try to do some art?
 
22:44:07  <andythenorth> supermop_pdx: obvs donut
 
22:44:51  <Samu> slicing the AI work in multiple repeatable tasks is starting to become too much work for too little benefit
 
22:45:23  <Samu> actually, the benefit is there
 
22:46:13  <Eddi|zuHause> how is the decision ever not "stay inside"?
 
22:47:21  <andythenorth> 256x128 is maybe too small for a game
 
22:47:30  <andythenorth> I've connected ~everything :P
 
23:02:47  <Eddi|zuHause> after you connect everything, you optimize it for throughput
 
23:04:12  <andythenorth> well I am still playing
 
23:05:15  <Eddi|zuHause> so, where's your stream? :p
 
23:28:39  <andythenorth> how about a 'fund random industry' option? :P
 
23:28:57  <andythenorth> as an extra entry in the 'fund industry' window :P
 
23:32:12  <nielsm> might work... what should the cost be?
 
23:32:48  <nielsm> idea: some kind of weighted average based on the natural spawning chance
 
23:38:02  <frosch123> did people stop complaining about industries openiing and closing all the time?
 
23:38:48  <Eddi|zuHause> frosch123: in what world do people ever stop complaining?
 
23:40:17  <andythenorth> cost is cost of the industry you get? :P
 
23:40:23  <andythenorth> hmm prospecting though
 
23:40:35  <andythenorth> frosch123: if you stopped reading forums and reddit, they stopped complaining
 
23:40:43  <andythenorth> tree, forest, sound
 
23:41:41  <frosch123> argueably i never started reading reddit regulary
 
23:46:14  <supermop_pdx> should little capsule towers all face the same way like in TT land, or face more or less random directions
 
23:48:08  <Eddi|zuHause> they should be unique per map
 
23:49:12  <supermop_pdx> also, if coal mine is making 320t /mo and is only 27 tiles from the coke oven, should it be electric?
 
23:50:19  <frosch123> andythenorth: i only noticed that various yt channels started disabling yt comments and linked to reddit instead
 
23:50:34  <andythenorth> that's interesting
 
23:50:49  <andythenorth> reddit is usually nicer than I expected
 
23:51:01  <Eddi|zuHause> that's because youtube comments are horrible, even if you factor out the people that write horrible comments
 
23:51:33  <andythenorth> YT is particularly prone to keyboard warrioring
 
23:51:44  <andythenorth> along with BBC News
 
23:51:52  <Eddi|zuHause> like, keeping discussions alive, or moderating them
 
23:52:27  <frosch123> the first few channels did it years ago, when google+ was a thing, and rated comments by controversdiality
 
23:52:53  <frosch123> which essentially resulted in putting the worst comments to the top
 
23:52:54  <Eddi|zuHause> i don't think either of those helped :p
 
23:52:59  <andythenorth> most controversial = winner?
 
23:53:25  <frosch123> but even after google+ was over, channels still continued to move the discussion
 
23:53:37  <Eddi|zuHause> it was most interacted = winner, but that has a strong bias towards controversial ones
 
23:53:43  <frosch123> andythenorth: yes, the most racist/sexist comment was top
 
23:53:54  <andythenorth> such a hard game to win
 
23:54:57  <frosch123> don't read comments for news pages
 
23:55:25  <frosch123> those are even stupid on tech pages like heise
 
23:55:32  <supermop_pdx> andythenorth: when to use 'dump car'
 
23:55:45  <andythenorth> whenever you want
 
23:55:47  <supermop_pdx> its a few quid cheaper than hopper
 
23:56:03  <glx> youtube comments quality highly depends on the channel
 
continue to next day ⏵