IRC logs for #openttd on OFTC at 2019-10-24
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08:36:22 <andythenorth> GH could use an easier way to add emoticons :P
08:45:01 <Eddi|zuHause> i do think there's a case to set some default behaviours
08:51:02 <andythenorth> changing current? Or new options in settings?
08:54:42 <Eddi|zuHause> well, possibly changing current default, but that's a big discussion...
08:55:12 <andythenorth> are options for defaults orthogonal to all the complications with orders, timetables etc?
08:56:20 <andythenorth> just every setting has a cost
08:56:23 <Eddi|zuHause> unless you're completely revamping the way orders are given, they have no real relation with how they are presented
08:56:44 <andythenorth> scriptable UI :P
08:56:59 <andythenorth> expose *all* defaults in the ini
08:58:44 * andythenorth looks in NoGo docs to see if GS can modify orders
08:59:07 <Eddi|zuHause> how else would an AI set up routes?
09:00:23 <andythenorth> I can't tell if NoGO has set as well as get
09:00:56 <andythenorth> but if it does, when the GS runs, it could just change all orders of type x to type y
09:04:21 <Eddi|zuHause> andythenorth: again, what i tried to tell planetmaker yesterday, the GS can't actually react on your actions. it can only continually scan the current game state, and that game state that it must observe may be huge
09:04:54 <andythenorth> that's why it's an interesting problem
09:05:21 <andythenorth> I am well aware it's not event driven in a callback-response fashion
09:05:35 <andythenorth> that's also why most of the 'fix x in GS' suggestions are useless :P
09:07:02 <andythenorth> maybe we should release an experimental OpenTTD with multi-GS :P
09:07:05 <andythenorth> and see what happens
09:07:19 <andythenorth> build binaries from a branch tracking master
09:08:55 <Eddi|zuHause> ... you could also release binaries where magic bulldozer is always enabled and see what happens...
09:09:13 <andythenorth> you think GS will always be unable to co-operate? o_O
09:09:19 <andythenorth> or it's a performance issue?
09:10:13 <Eddi|zuHause> there's absolutely no way that users can check whether two GS are conflicting, and i'd not trust the programmers to properly decide that either
09:12:05 <andythenorth> imagine the fun that can be had :D
09:12:31 <andythenorth> oof hidden deliberate griefing GS
10:06:52 <planetmaker> <Eddi|zuHause> there's absolutely no way that users can check whether two GS are conflicting, and i'd not trust the programmers to properly decide that either <-- under that assumption we should nver have allowed more than one NewGRF
10:07:33 <planetmaker> (not saying the assumption is wrong)
10:07:42 <Eddi|zuHause> planetmaker: but that was out of our control, as newgrfs existed before we implemented support for them
10:08:17 <Eddi|zuHause> als, with NewGRFs you can more easily separate them by scope
10:08:36 <planetmaker> that is easy to do with GS as well
10:09:08 <Eddi|zuHause> no, because the scope isn't built into the language as deeply as with NewGRFs
10:09:19 <Eddi|zuHause> and GS is more complex
10:10:08 <planetmaker> no... you can easily make vehicles which are useless - as the industries have different cargoes. You can easily make roads which no vehicle can use etc
10:10:15 <planetmaker> it's as inter-connected as GS
10:10:34 <planetmaker> where you have one which takes care of towns. The other helps logging. And the third calculates scores based on whatever
10:10:57 <planetmaker> NewGRF scoping only seemingly is more disconnected while it is not really
10:11:24 <planetmaker> (as every newgrf programmer knows... you have to take care of other newgrf)
10:11:35 <planetmaker> in some fashion at least
10:11:51 <Eddi|zuHause> this is a completely worthless discussion, tbh
10:12:10 <planetmaker> yes, indeed. You always seem to say that at some stage ;)
10:12:23 <peter1138> Have state-machines been mentioned yet?
10:12:34 <Eddi|zuHause> huh? i don't remember saying that, at all...
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18:30:54 <DorpsGek_III> [OpenTTD/OpenTTD] JMcKiern updated pull request #7710: Fix: Fix bugs in airport finite state machines https://git.io/fjp0Y
18:30:54 <DorpsGek_III> [OpenTTD/OpenTTD] JMcKiern dismissed a review for pull request #7710: Fix: Fix bugs in airport finite state machines https://git.io/JeR0e
18:34:12 <DorpsGek_III> [OpenTTD/OpenTTD] JMcKiern commented on pull request #7710: Fix: Fix bugs in airport finite state machines https://git.io/Je0Xw
18:38:52 <andythenorth> Eddi|zuHause: I watch it for a few minutes every time to see what other games look like
18:38:53 <supermop_work> im watching now Eddi|zuHause
18:39:09 <supermop_work> im watching it autosave?
18:39:28 <Eddi|zuHause> it does that occasionally :p
18:39:29 <supermop_work> that constellation looked like it was flying pretty low
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18:47:17 <Eddi|zuHause> duno why i bother with these planes, almost nobody seems to use them
18:47:54 <milek7> flying under overpass on approach was weird ;P
18:53:42 <Eddi|zuHause> i should probably move that bridge out of the way :p
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20:46:17 <andythenorth> did we even have lunch? :)
20:46:52 <Eddi|zuHause> i'm not entirely sure
20:49:15 <andythenorth> well I am going for dinner
20:55:53 <Eddi|zuHause> ... i have no idea how to untangle this bottleneck... there isn't really much space for more parallel tracks...
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23:00:37 <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7784: SDL2: Not possible to use the up/down keys in the console https://git.io/JeBy6
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