IRC logs for #openttd on OFTC at 2020-11-26
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05:35:34 <Flygon> It's normal for the mouse to move juttery when the game is paused, right?
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09:08:42 <longtomjr> morning andythenorth, saw your message now. Seems like I am not the only one that feels the need for an 'Iron Wagon' set. Work and personal stuff is currently taking up most of my time, so it will probably not happen soon unfortunately. Maybe when i get an open weekend somewhere I will poke around in the IH source again. Thanks for the link :)
09:19:16 <andythenorth> longtomjr turning off the engines is probably 2 edits
09:19:35 <andythenorth> but I think some of the magic might break for passenger and mail coaches
09:19:46 <andythenorth> they check the engine IDs
09:22:26 <longtomjr> Hmm, for my purposes I probably don't need the coaches, since most trainsets will have coaches that fits their engines
09:29:39 <andythenorth> optionally remove the imports above
09:29:56 <andythenorth> and then there are some coaches that need removed, the compile breaks because they look for specific engines
09:30:34 <andythenorth> alternatively there could be a 'wagons only' roster, I hadn't considered that previously
09:30:41 <andythenorth> not sure people would realise it exists
09:31:30 <longtomjr> let me save this for later, thanks for the help
09:32:36 <longtomjr> The ideal for me would be to implement it as a build flag or something with minimum code changes and impact, that way the fork is just way easier to maintain.
09:35:07 <andythenorth> I can help with that
09:35:55 <andythenorth> I think if you define your own roster, that will encapsulate _most_ of the changes in a single file
09:36:08 <andythenorth> I could probably add conditionals for other cases to simplify the fork
09:37:29 <longtomjr> Thanks :) will definitely ask when I start tinkering with it
09:38:05 <andythenorth> I quite like forks
09:38:33 <andythenorth> there are multiple FIRS forks, and authors really don't bother me much with questions or feedback
09:38:57 <andythenorth> on balance I'd rather support a handful of forks than read the same out-of-scope feature requests over and over again
09:44:19 <andythenorth> one roster file, and some kind of project.ini or makefile.config
09:44:22 <andythenorth> should be enough
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10:40:02 <orudge> Hmm, on both my old and new Mac, if I go into fast-forward mode the game crashes with an exception in the message ticker code. FPS looks to be about 4x what I get on my Windows machine, but need to check the settings are the same.
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10:48:53 <andythenorth> orudge that's interesting :)
10:48:56 <andythenorth> I don't get that
10:49:15 <andythenorth> but news messages are associated with very odd performance slowdowns
10:49:38 <andythenorth> (could be coincidence not causation)
11:14:09 <orudge> It almost seems like the performance is too fast that it's crashing the news ticker
11:14:12 <orudge> Will need to look into it
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11:24:23 <andythenorth> I have a sometimes reproducible issue where the game lags horribly as news runs
11:24:28 <andythenorth> opening a news message clears the lag
11:24:39 <andythenorth> I can't prove they're causally linked
12:04:23 <TrueBrain> hmm .. I am looking at replacing DorpsGek (as it runs on the old server)
12:04:37 <TrueBrain> I wonder if it should still do chanserv stuff ..
12:05:03 <TrueBrain> I guess it makes life easier ..
12:05:23 <TrueBrain> Limnoria is such a complex piece of software to configure properly :(
12:06:14 <TrueBrain> and mainly, it is not meant to run stateless :P
12:06:28 <TrueBrain> it comes from another world :P
12:43:03 <LordAro> TrueBrain: thinking of rolling everything into DorpsGek_III ?
12:43:34 <LordAro> @seen database would be the hardest thing to add, presumably?
12:43:34 <DorpsGek> LordAro: seen [<channel>] <nick>
12:43:55 <TrueBrain> well, the statefulness of that is tricky
12:44:29 <TrueBrain> the biggest problem is when a new version is being rolled out
12:44:34 <TrueBrain> not sure yet how to prevent loss of information
12:45:01 <LordAro> dump it to the same place the logs would go?
12:45:07 <TrueBrain> they have the same issue :)
12:45:15 <LordAro> rather than a database, just read from some file
12:45:18 <TrueBrain> the Seen database, how it is implemented, write the full file every N minutes
12:45:34 <TrueBrain> so if a new DorpsGek starts, it will read the file, and use that as his truth
12:45:50 <TrueBrain> the time between the reading of that file and really joining of channels
12:45:58 <TrueBrain> so that is not the biggest gap in time
12:46:03 <TrueBrain> I guess we have to live with that :P
12:46:13 <TrueBrain> LordAro: the bot uses no database; never did, never will :P
12:46:13 <LordAro> could attempt to write something on shutdown as well?
12:46:25 <LordAro> but no great loss if it fails
12:46:27 <TrueBrain> yeah, but the shutdown happens 30+ seconds after a new instance is launched
12:46:32 <TrueBrain> so that is not useful :)
12:46:55 <TrueBrain> normally, it ensures 100% uptime
12:47:01 <TrueBrain> so if you deploy a new website, the new instance is started
12:47:07 <TrueBrain> traffic is redirects to it
12:47:11 <TrueBrain> if still stable, old instance dies
12:47:45 <TrueBrain> so for like 30 seconds, there will be two bots, basically
12:48:07 <LordAro> not quite as important for an irc bot :p
12:48:22 <TrueBrain> nope; and it leaves some gaps
12:48:37 <TrueBrain> as the new instance has the knowledge of the bot as it was at the start of that 30 seconds
12:48:45 <TrueBrain> but I guess it is very unlikely for that to ever give any problem
12:48:58 <TrueBrain> someone who rarely talks has to say something exactly in that 30 seconds
12:49:15 <TrueBrain> for logs, a similar problem exists
12:49:27 <TrueBrain> the filesystem is an NFS, with 2 bots having the same file open with "append"
12:49:38 <TrueBrain> so ... I guess ... log lines are repeated during that 30 seconds?
12:49:43 <TrueBrain> not sure honestly :)
12:50:04 <TrueBrain> I would classify both as "acceptable risks" and "known artifacts"
13:07:52 <andythenorth> what am I doing again?
13:07:54 <andythenorth> or supposed to be doing?
13:55:24 <LordAro> TrueBrain: we could run it on one of the VPS :p
13:57:04 <LordAro> (any reason other than separation of concerns?)
13:57:32 <TrueBrain> there were many more pieces of software that would have been easier to run on the VPS
13:57:40 <TrueBrain> but it doesn't reduce the bus-factor
13:57:43 <TrueBrain> nor the complexity of the setup
13:58:00 <TrueBrain> the whole reason for this AWS migration is that more people can contribute to the various pieces of software
13:58:29 <TrueBrain> and auto-deploying for sure is one of the reasons it is easier
13:58:57 <TrueBrain> having a special-case run on some VPS, is not a step forward :D
14:03:05 <LordAro> no reason why we couldn't have it auto-deploying
14:03:10 <LordAro> not that i disagree with you
14:04:55 <TrueBrain> you have to wonder if it is useful to write your own auto-deploy at that point :)
14:05:17 <TrueBrain> especially if it is for a single service, that is rather messy and unexpected :)
14:05:35 <TrueBrain> either way, the TODO list I showed, still would have to be done
14:05:42 <TrueBrain> it only resolves the 30s-window-issue :)
14:06:00 <TrueBrain> ugh, this bot really .. the defaults are so fucked up :P
14:09:38 <TrueBrain> I found a bug in the bot ... that didn't take me long. Clearly nobody uses that command ... it is a bullshit command anyway
14:11:13 <TrueBrain> that bug is 4 years old ... and no reports about it .. tells you a thing or two :P
14:20:37 <andythenorth> fuck me it is cold here
14:20:43 <andythenorth> my fingers won't type
14:21:19 <TrueBrain> couldn't pay the heating bill?
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14:32:41 <DorpsGek> TrueBrain: TrueBrain was last seen in #openttd 11 minutes and 22 seconds ago: <TrueBrain> couldn't pay the heating bill?
14:32:51 <TrueBrain> seriously ... this bot is full of things that are not really .. useful :P
14:33:50 <DorpsGek> TrueBrain: [14:33:49] <TrueBrain> like this:
14:35:49 <TrueBrain> and I am finding more commands I really do not want anyone to ever execute :P
14:35:59 <orudge> @give_me_all_the_money
14:36:39 <DorpsGek> LordAro: last [--{from,in,on,with,without,regexp} <value>] [--nolimit]
14:37:52 <TrueBrain> so many more ... I remember why it always scared me, supybot
14:37:57 <TrueBrain> and I am shocked it wasn't abused more over the years :P
14:38:09 <TrueBrain> they did not embrace the concept: do one thing, and do it right
14:38:16 <TrueBrain> it is more like: do this one thing, and do a few more while at it
15:14:20 <TrueBrain> owh, I was overcomplicating the user authentication .. I can just say: you need to be authenticated against NickServ.
15:14:24 <TrueBrain> make it an OFTC problem :D
15:26:03 <TrueBrain> yeah .. sadly ... :P
15:27:10 <DorpsGek> TrueBrain: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
15:27:13 <TrueBrain> is that still useful ^^ ?
15:27:53 <DorpsGek> TrueBrain: svn propset svn:eol-style native <file>
15:27:54 <DorpsGek> TrueBrain: svn propset svn:keywords Id <file>
15:28:08 <DorpsGek> TrueBrain: An error has occurred and has been logged. Please contact this bot's administrator for more information.
15:28:21 <glx> oh you can remove propset I guess
15:28:35 <TrueBrain> yeah ... I am sure I can :D
15:28:45 <glx> but ports is used from time to time
15:28:45 <TrueBrain> was more wondering about @ports
15:28:49 <TrueBrain> it is used .. some times ...
15:28:54 <TrueBrain> like .. twice in 2019, I believe
15:29:37 <TrueBrain> but okay, I will add it, not a real issue
15:32:55 <LordAro> it's not an issue so often anymore
15:33:35 <TrueBrain> it was used 38 times in 2010
15:33:57 <TrueBrain> stayed around 30 for the next 5 years
15:34:05 <TrueBrain> so one can wonder if it ever was really an issue, or us just being very lazy :D
15:34:33 <LordAro> does "3979" appear any more often? :p
15:36:18 <TrueBrain> okay, I have a new DorpsGek ready which does the same as the current .. now time to merge both DorpsGeks ....
15:38:17 <TrueBrain> 2 hours configuring a bot? It was REALLY annoying work, I can tell you
15:39:46 <LordAro> rather than written yourself sort of new
15:39:59 <TrueBrain> I am using Limnoria :)
15:40:05 <TrueBrain> I am not going to write an IRC bot from scratch :P
15:40:20 <TrueBrain> but I stripped down Limnoria to .. well .. the essentials, now :)
15:49:39 <andythenorth> reverse slopes are tricky
15:54:29 <glx> ah yes we had some like that
16:10:25 <andythenorth> very french inspired
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16:40:55 <TrueBrain> joy ... Limnoria writes the config file in different order every time it writes it
16:40:58 <TrueBrain> that is .... not so useful
16:41:51 <TrueBrain> added the @topic stuff specially for LordAro now :) Pretty sure that will make him happy :P
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17:20:11 <supermop_Home> hows it going andy?
17:20:40 <andythenorth> eh it's very train focussed
17:20:44 <andythenorth> train obsessions continue
17:27:03 <supermop_Home> its amazing how little information is online about the Oahu railway
17:27:38 <supermop_Home> seeing as there are large stretches of un-lifted rail left in various places and it was running til the 70s
17:28:31 <supermop_Home> also looking at real estate in kalihi you can clearly see skinny infill parcels on the map tracing where the rail spurs once went
17:29:54 <supermop_Home> also weird is that they are currently spending tens of billions on a new rail system, with multiple big gantry things building the viaduct just west of downtown.. and there is basically no information online about it
17:30:29 <supermop_Home> zero anoraks or train otaku on the island I guess
17:31:14 <supermop_Home> i did see a grocery store otaku filming an 'unboxing' video of a new grocery store opening
17:58:18 <LordAro> glx: 4 backlashes? are you sure?
17:58:47 <LordAro> i can see 3 being the correct number, not sure why it would be 4*
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18:04:58 <glx> hehe I tried 2, then 3, then 4
18:06:03 <glx> other option being to just remove the \n
18:06:52 <LordAro> or the printf entirely :p
18:06:57 <LordAro> i just needed a use of a string
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18:51:55 <DorpsGek_III> - Update: Translations from eints (by translators)
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20:23:11 <Wolf01> Uhuhuh vive cosmos arrived :P
20:43:34 <Gustavo6046> You know what could be cool?
20:43:40 <Gustavo6046> If you could "merge" rolled-up windows, and have a single window with tabs
20:48:23 <frosch123> you can probably make them behave like an accordion
20:50:16 <frosch123> i know haiku as a form of poem, and i think it was some mobile os some years ago
20:52:19 <frosch123> i remember some #ifdef HAIKU in ottd, quite sure that was something else
20:56:03 <frosch123> last alpha in 2009, first beta in 2018 :)
20:56:28 <frosch123> so it was dead for almost 10 years?
20:57:30 <DorpsGek> andythenorth: supermop was last seen in #openttd 1 year, 44 weeks, 1 day, 21 hours, 56 minutes, and 53 seconds ago: <supermop> they are never worth it in openttd, and they never seem to provide much benefit on the subway here
20:57:42 <Gustavo6046> Or even, how about a draggable station size?
20:58:04 <frosch123> i thought we have that since 2006
21:00:03 <andythenorth> FLHerne Timberwolf take my poll!
21:00:03 <andythenorth> (1) even more British (or maybe Irish) engines !
21:00:03 <andythenorth> (2) enough engines already, finish something else!
21:02:11 <frosch123> how about a wood wagon set?
21:02:28 <frosch123> as in pax wagons built from wood
21:02:42 <andythenorth> hewn out of logs?
21:03:24 <frosch123> weathered look insead of clean cc
21:04:35 <Timberwolf> andythenorth: Finish FIRS 4 :p
21:05:14 <Gustavo6046> frosch123: we do haev draggable truck/bus stations
21:05:16 <Gustavo6046> but not train ones
21:05:19 <Gustavo6046> in fact I think the cap for train statoins is 7
21:05:33 <frosch123> Gustavo6046: press "drag&drop" in station gui
21:05:41 <frosch123> drag up to station spread limit, max 64
21:05:49 <Gustavo6046> I never noticed that!
21:06:16 <TrueBrain> okay, my conclusion after working with freaking Limnoria for a day ... it is 15 year old legacy code which they tried to port forward again and again and again ... it is a total shitshow .. there, I said it ..
21:07:15 <frosch123> andythenorth: examples good enough?
21:07:42 <andythenorth> frosch123 BRB I think I made it already
21:07:54 <TrueBrain> frosch123: well, no, as I can read Python ... but it is full with anti-patterns, with shitty constructs, and totally leaves no room to do anything than EXACTLY what they meant it to do
21:07:54 <Gustavo6046> we should make a "pretty or ugly" contest
21:08:07 <Gustavo6046> contestants post a screenshot of their game
21:08:20 <Gustavo6046> and AFTER each screenshot is posted, everyone votes them up or down
21:08:23 <Gustavo6046> highest vote screenshot wins
21:08:35 <Gustavo6046> I will start with 1 demonstration screenie
21:08:43 <Gustavo6046> okay, done, voting may commence
21:09:11 <frosch123> TrueBrain: i see fork()
21:09:40 <TrueBrain> there is no hope for this codebase
21:09:42 <TrueBrain> really, there is not
21:10:13 <TrueBrain> but okay, it is now reporting GitHub events again .. so that is something I guess
21:13:28 <Gustavo6046> how do I make a distributed unload order? like n% chance to go to this or that station
21:13:33 <Gustavo6046> or random choice between stations
21:13:39 <Gustavo6046> conditional jump does not seem to help much
21:15:02 <frosch123> unload everything at a central station
21:15:05 <Gustavo6046> because tehre are always 50 or so airplanes in circles around this intercontinental airport trying to unload goods
21:15:12 <frosch123> then use smaller vehicles to distribute
21:15:26 <frosch123> oh, airplanes... you are new to the game, right? :p
21:16:05 <Gustavo6046> I do know airplanes are overpowered
21:16:08 <Gustavo6046> but AI uses them a lot anyway so
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21:16:24 <Gustavo6046> I don't just use airplanes, obviously
21:16:31 <frosch123> they are not. the airports are a bottleneck for any decent transport amount
21:16:42 <frosch123> it's nice to have 5 planes, then you are done
21:17:21 <Gustavo6046> I just set to unload at two stations
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21:19:02 <frosch123> the most important thing: @say :)
21:19:03 <Gustavo6046> accidents are common here lol
21:19:23 <Gustavo6046> valuables rating went from 7% to 3%.
21:19:27 <TrueBrain> it was on there, but I removed it; sorry :)
21:19:56 <TrueBrain> (well, it really is a: sorry, not sorry :P)
21:20:09 <frosch123> TrueBrain: anyway, logs and op/deop are the most important. the rest does not matter
21:20:27 <TrueBrain> well, GitHub events are important too I am sure :D
21:20:49 <frosch123> isn't that already solved? or is DorpsGek_III routed via the old server?
21:20:55 <TrueBrain> frosch123: your joining-irc-flow will be slightly different btw: instead of identify with DorpsGek, you would have to identify with NickServ
21:21:10 <frosch123> i already do that, unless banned
21:21:11 <TrueBrain> frosch123: no, but I didn't want 2 DorpsGek's doing almost the same; so I merged them together
21:22:24 <frosch123> i never figured out what makes chanserv op people
21:22:43 <TrueBrain> pretty sure we haven't updated ChanServ list in a while :P
21:22:55 <frosch123> possibly we only need logs?
21:23:08 <frosch123> no idea why we use dorpsgek for op/deop and stuff
21:23:23 <TrueBrain> op/deop is not that interesting, I guess, but @kick and @kban are extremely useful
21:23:56 <TrueBrain> with my client for example I cannot ban anyone otherwise :P
21:24:10 <Gustavo6046> oh look, the airports aren't cluttered anymore!
21:24:22 <TrueBrain> but @seen, logs and github-events are the 3 things the bot should at least do
21:24:54 <frosch123> but calc and base is only for samu
21:25:03 <frosch123> everyone else can use python in a console
21:25:10 <frosch123> or press alt+f2 in kde
21:25:14 <TrueBrain> but okay, I implemented most of that now .. only "logs" to do
21:26:50 <Gustavo6046> One of my favourite kind of projects is making large waterway networks that span through land using aqueducts and cheapways (dug out canals, rather than built ones)
21:28:58 <frosch123> hmm, i think we were at wt4 (eints) before dorpsgek_ii was a thing. but the bot is catching up fast
21:29:37 <frosch123> hmm, what kind of bot was _42_ ?
21:29:43 <frosch123> or whatever was its name
21:30:26 <milek7> that's probably useless cpu nowadays?
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21:32:14 <TrueBrain> wow, 42 .. that is old :P
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21:32:58 <TrueBrain> not sure what it was running .. my memory is not that great :P
21:33:57 <DorpsGek> frosch123: I have not seen _42_.
21:34:41 <frosch123> 2007-10-26 is the last occurence in my logs
21:34:52 <Gustavo6046> psst, I know we might not always see things the same way frosch123, but if there's one thing that unites us, that thing is cash
21:34:58 * Gustavo6046 bribes the frosch123
21:34:59 <TrueBrain> it is a good thing DorpsGek doesn't know it :P
21:35:05 <TrueBrain> it would give it a complete identity crisis
21:35:49 <TrueBrain> all I remember it is the reason DorpsGek uses @
21:35:55 <TrueBrain> as they were both online at the same time for a while :P
21:37:24 <glx> I have a shortcut for @say
21:37:31 <TrueBrain> seems they run side-by-side for 6 months
21:38:08 <TrueBrain> owh, yes, it was the bot that scared the crap out of me :P
21:38:13 <TrueBrain> it launched "bc" as system
21:39:10 <frosch123> sounds useful. can we use it as pastebin service?
21:39:31 <TrueBrain> that bot had so many cool features
21:39:34 <TrueBrain> none of them useful
21:39:56 <TrueBrain> I did that google game with it
21:40:04 <TrueBrain> where you try to find 2 words that have exactly 1 match
21:40:52 <andythenorth> we had a risk bot once
21:40:55 <frosch123> 4.4e12 results for "what ever"
21:41:25 <TrueBrain> back in 2007, it was a game you could win
21:41:28 <TrueBrain> but ... people ruined it
21:41:39 <TrueBrain> where complete webpages to create unique combinations
21:41:48 <TrueBrain> back then, Google crawled your website
21:41:56 <TrueBrain> STILL HASNT PROPERLY UPDATED THE WIKI
21:42:45 <frosch123> hey, but duckduck has
21:42:52 <TrueBrain> mostly because bing has, I think
21:43:06 <TrueBrain> (duckduckgo doesn't index, but scrapes other search engines :P)
21:43:28 <frosch123> "openttd signals" has the real link on position 2, the old one on position 3
21:44:03 <TrueBrain> site:wiki.openttd.org/en/ on google returns 122 results .. 2100 on bing
21:44:05 <frosch123> some unknown 3rd is the winner over the 2 fighting ones :)
21:44:43 <frosch123> so, they accidently deleted the google source code
21:44:53 <frosch123> now they only have an old snapshot to run
21:45:00 <andythenorth> google is still not indexing
21:45:00 <TrueBrain> that would be amazing
21:45:02 <andythenorth> getting annoying
21:45:06 <TrueBrain> how long could they keep that from the public :D
21:45:17 <TrueBrain> the search dashboard hasn't updated in 5 days for wiki.openttd.org
21:45:57 <Gustavo6046> Is there a good shortcut to "Build a separate station" without going through that tedious Ctrl menu?
21:46:02 <Gustavo6046> You can guess why I want that.
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21:50:35 <Gustavo6046> glx: Maybe, but I'd kind of doubt it
21:50:44 <Gustavo6046> I never found a way to customize controls.
21:51:49 <_dp_> just line some drive-through ones
21:54:18 <_dp_> Gustavo6046, for shortcut there is an option in citymania client that changes station building so it doesn't need the menu
21:54:28 <_dp_> so you just hold ctrl to build separate stations
21:55:39 <_dp_> makes it kinda awkward to revive deleted stations though
21:58:32 <Gustavo6046> lining drive-throughs?
21:58:35 <Gustavo6046> won't they just stop at the nearest one?
22:01:09 <_dp_> stop point moves as they load so they kinda go in waves but that's still way more effecient than dead-end one
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22:10:05 <milek7> what'd default optimization level for ottd cmake?
22:10:38 <Gustavo6046> The Message History window seems a bit barebones. For instance, there is no way to filter messages in categories, and there is little colour highlighting to helpe ither.
22:11:16 <Gustavo6046> OpenTTD is C++, right?
22:11:25 <Gustavo6046> I wonder if I can mix that with Nim.
22:11:28 <Gustavo6046> Er, Nim with that
22:12:12 <LordAro> we'd rather you didn't
22:12:31 <LordAro> iirc, it doesn't set a level by default
22:13:03 <Gustavo6046> LordAro: of course not :P
22:13:28 <LordAro> fwiw, the windowing system is hugely complex
22:13:33 <Gustavo6046> Nim can compile to C (and in fact iirc it does that in order to link), so that could be done before compiling or something.
22:13:39 <LordAro> i think it's got its own wiki page
22:13:42 <Gustavo6046> That's why I wanted a more succint way to express this kind of stuff
22:14:07 <LordAro> you're welcome to try rewriting it to be a bit nicer
22:14:21 <LordAro> but we'd probably rather you stuck to the same language :p
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22:14:56 <LordAro> adding an additional *compiler* dependency would have to have a pretty compelling reason :p
22:15:57 <Gustavo6046> No but I mean, it does not need to be
22:16:10 <Gustavo6046> The C code generated by Nim is probably as portable as Nim itself (or I guess C itself).
22:16:18 <Gustavo6046> And I assume that it could be done before commit
22:16:28 <Gustavo6046> Hm, but then contributing to that code could be kind of sad :P
22:38:02 <Gustavo6046> Can town growth traverse tunnels?
22:38:54 <Gustavo6046> I wish it had a lesser cost per tile that way
22:39:00 <Gustavo6046> so it would be easier to unham towns
22:39:47 <Gustavo6046> I think you can tell what I mean
22:40:12 <Gustavo6046> Somehow there are no "pedestrian decorations" in the roads on the other side of the tunnel, but there are some further down, in a way that goes AROUND.
22:40:42 <_dp_> it has, 1 tunnel = 1 road tile, so you can tunnel growth pretty well
22:40:52 <Gustavo6046> lol internal server errors
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22:52:17 <Gustavo6046> Therapist: "Size 2 bridge isn't real, he can't hurt you"
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23:13:56 <_dp_> that looks just random :p
23:19:48 <Gustavo6046> _dp_: this isn't real life, there won't be no drivers complaining about road network issues! :D
23:19:59 <Gustavo6046> My goal was partly to maximize efficiency, i.e. tiles that could have house, vs. tiles used by roads.
23:20:34 <Gustavo6046> So e.g. I used "corner ends" to allow huosing in diagonal cells in certain road dead ends.
23:20:40 <Gustavo6046> I guess that's similar to a modern cul-de-sac.
23:20:49 <Gustavo6046> I wonder how well a cul-de-sac layout could work with a OpenTTD town.
23:21:05 <Gustavo6046> Just lay 8 x 8 cul-de-sac units, and fund a Town in the middle!
23:22:40 <_dp_> Gustavo6046, for growth your layout is crap
23:25:35 <Gustavo6046> don't corner roads populate digonal ground tiles?
23:26:02 <_dp_> Gustavo6046, yeah, they do now, emulator is a but outdated
23:26:03 <Gustavo6046> also, something about this layout strikes me as slightly unusual
23:26:07 <_dp_> you can enable it in settings
23:27:34 <_dp_> that's like default layout for citybuilding
23:27:40 <_dp_> easy to build and very effecient
23:57:52 <Gustavo6046> Why does every world I play have a town called Nanfield somewhere
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