IRC logs for #openttd on OFTC at 2021-11-24
            
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01:34:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened issue #9714: [Bug]: Town GUI shows amount of Mail produced and transported, even when no Mail cargo type exists in GRF https://git.io/J1j9J
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01:47:15 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened issue #9715: [Bug]: Houses try to produce and receive Mail, even when no Mail cargo type exists in GRF https://git.io/J1jHy
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04:24:23 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #9715: [Bug]: Houses try to produce and receive Mail, even when no Mail cargo type exists in GRF https://git.io/J1jHy
04:47:54 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #9716: Fix: Don't try to rename signs a company doesn't own https://git.io/JMeZx
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07:56:02 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9716: Fix: Don't try to rename signs a company doesn't own https://git.io/JMebe
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08:40:53 <peter1138> ISTR that you used to be able to edit other company's signs.
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11:06:59 <dP> yeah, you just highjack the sign when you edit it
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11:12:04 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #9716: Fix: Don't try to rename signs a company doesn't own https://git.io/JMvrY
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12:31:57 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler dismissed a review for pull request #9716: Fix: Don't try to rename signs a company doesn't own https://git.io/JMebe
12:32:00 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #9716: Fix: Don't try to rename signs a company doesn't own https://git.io/JMeZx
12:37:25 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #9716: Fix: Don't try to rename OWNER_DEITY signs in-game https://git.io/JMvNP
12:38:20 <LordAro> can _current_company ever be OWNER_DEITY ?
12:40:43 <dP> LordAro, yes, gamescript
12:41:48 <LordAro> can a GS ever call that function though?
12:42:51 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #9716: Fix: Don't try to rename OWNER_DEITY signs in-game https://git.io/JMvxc
12:43:47 <dP> not HandleClickOnSign
12:44:01 <dP> except for SE mode but that's handled above
12:49:51 <dP> nvm, it handles something different
12:50:23 <dP> apparently ctrl-clicking has a different permission check even though it's the same rename command xD
12:52:40 <dP> so to delete your own sign you ctrl-click it, but to delete the sign of other company you click (or ctrl-click) and press delete button xD
13:01:50 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #9716: Fix: Don't try to rename OWNER_DEITY signs in-game https://git.io/JMfvC
13:02:56 <LordAro> dP: i noticed that
13:02:58 <LordAro> bit odd.
13:06:26 <dP> I can see why though as you can accidentally delete signs of other companies if you just spam ctrl-click
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14:17:02 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #9712: [Bug]: Cities still build too many, too long, bridges that spoil the game map https://git.io/J17Rq
14:22:21 <andythenorth> those bridges are quite lol
14:23:23 <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 opened pull request #48: Fix some licensing unclarities https://git.io/JMf8X
14:24:39 <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 commented on issue #46: Licensing unclarities https://git.io/J1pG1
14:26:27 <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 commented on pull request #48: Fix some licensing unclarities https://git.io/JMf4P
14:27:11 <DorpsGek> [OpenTTD/OpenSFX] matthijskooijman approved pull request #48: Fix some licensing unclarities https://git.io/JMf4x
14:27:50 <DorpsGek> [OpenTTD/OpenSFX] matthijskooijman commented on issue #46: Licensing unclarities https://git.io/J1pG1
14:28:09 <while> would anyone like to try an openttd server hosted on Tor?
14:28:22 <peter1138> Not me.
14:28:38 <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 dismissed a review for pull request #48: Fix some licensing unclarities https://git.io/JMf4x
14:28:41 <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 updated pull request #48: Fix some licensing unclarities https://git.io/JMf8X
14:30:19 <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 updated pull request #48: Fix some licensing unclarities https://git.io/JMf8X
14:32:11 <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 commented on pull request #48: Fix some licensing unclarities https://git.io/JMfRI
14:33:08 <DorpsGek> [OpenTTD/OpenSFX] matthijskooijman commented on pull request #48: Fix some licensing unclarities https://git.io/JMfRB
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14:41:15 <DorpsGek> [OpenTTD/OpenSFX] LordAro commented on pull request #48: Fix some licensing unclarities https://git.io/JMfEP
14:43:36 <DorpsGek> [OpenTTD/OpenSFX] matthijskooijman commented on pull request #48: Fix some licensing unclarities https://git.io/JMfuY
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14:49:30 <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 updated pull request #48: Fix some licensing unclarities https://git.io/JMf8X
14:54:00 <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 updated pull request #48: Fix some licensing unclarities https://git.io/JMf8X
14:54:25 <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 commented on pull request #48: Fix some licensing unclarities https://git.io/JMfgy
14:56:20 <DorpsGek> [OpenTTD/OpenSFX] matthijskooijman approved pull request #48: Fix some licensing unclarities https://git.io/JMf23
14:57:08 <DorpsGek> [OpenTTD/OpenSFX] LordAro approved pull request #48: Fix some licensing unclarities https://git.io/JMf2g
14:57:28 <DorpsGek> [OpenTTD/OpenSFX] LordAro merged pull request #48: Fix some licensing unclarities https://git.io/JMf8X
14:57:33 <DorpsGek> [OpenTTD/OpenSFX] LordAro closed issue #46: Licensing unclarities https://git.io/J1pG1
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15:55:25 <FLHerne> tbh, for giant megacities like that the bridges don't seem totally crazy
15:56:35 <FLHerne> some of the later screenshots are worse
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16:18:02 <nielsm> well in cases like this one: https://user-images.githubusercontent.com/67662046/142782935-4279fc88-b1ba-403a-b12b-788918f2b433.png
16:18:27 <nielsm> there's a large green spot in the middle, it ought to be such that the towns would fill that out before even considering those long bridges
16:19:47 <nielsm> which is why I made my suggestion in the discussion topic to have a budget, which increases for larger towns, but never so high that the base budget allows that kind of huge bridges. instead the budget would add up across a large number of failed expansion attempts, so the bridges only happen when there's basically no other options left
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16:31:17 <peter1138> Tried it?
16:32:00 <LordAro> could introduce a tax economy :D
16:32:37 <peter1138> Inflation could become meaningful!
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16:41:46 <Eddi|zuHause> alternatively: if expansion would go across a body of water, additionally run a pathfinder towards the end tile?
16:43:29 <dP> running pathfinder won't quite work as roads are not built arbitrary so you can end up in a situation where pathfinder thinks it's close but town can't get there
16:43:35 <dP> especially with grid layouts
16:45:20 <Eddi|zuHause> it wouldn't be a road pathfinder... it would be a basic terrain pathfinder. kinda like the ones used by AIs to plan routes
16:45:33 <Eddi|zuHause> and that one could take grids into account
16:45:58 <Eddi|zuHause> the idea would be to avoid building parallel bridges, or bridges close to the shore
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16:58:03 <Timberwolf> Villages Is Villages has a very basic tax economy.
16:59:22 <LordAro> ah, so you're suggesting "closed won't fix - implement in GS" ?
16:59:24 * LordAro runs away
16:59:29 <Timberwolf> Heh.
17:00:00 <Timberwolf> I got to the point I felt awkward developing it further, because I wasn't so much coding as creating left-wing liberal social commentary.
17:00:29 <LordAro> haha
17:01:57 <Timberwolf> Although I did later find out that Sim City is based on the most insanely capitalistic model for city development available, which nobody really noticed in a game context.
17:04:46 <dP> in a way openttd town aren't really designed to be that big so bridges are not the issue
17:04:52 <dP> or, at least, not the only one
17:30:39 <nielsm> after some threshold of expansion distance from the town center, the town spawns a new suburb town with its own name
17:31:19 <nielsm> and have a hard limit on the size of the inner town zones so they can't grow arbitrarily big
17:32:19 <nielsm> bad idea: introduce town scripts, same category as AI and GS, but the script governs a single town, or a cluster of towns
17:35:24 <nielsm> town scripts might be able to communicate with their neighbours, but only by sending angry messages, at high cost
17:40:57 <Eddi|zuHause> nielsm: i'm pretty sure i made that suggestion before
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17:44:04 <nielsm> wouldn't surprise me, it's not too far fetched
17:45:21 <Timberwolf> Needs the opposite for London. The town starts with a series of distinct surrounding towns, then gangs up with the nearest city to absorb all of them into a gigantic, sprawling inner town zone that is indeed "arbitrarily big"
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17:55:43 <FLHerne> nielsm: See TrueBrain's concept here https://gist.github.com/TrueBrain/fe3c80e7dc9313b7ac7941540e5dee22
17:56:18 <FLHerne> I also dreamed roughly the same thing up independently before realising it was already thought of
17:56:28 <FLHerne> which implies it's a good idea :D
18:00:08 <dP> it's a good idea for a sane modding system
18:00:16 <dP> GS is going to suck no matter how you pimp it up
18:05:13 <LordAro> i'd still like a way of going in and patching up all the broken AIs
18:05:31 <LordAro> not changing them at all, just preventing them from crashing where the owners have otherwise abandoned them
18:05:39 <LordAro> because they're not a good look for the game
18:05:49 <FLHerne> Nah, just remove them from BaNaNaS
18:06:00 <FLHerne> no-one installs random forum stuff anymore
18:06:53 <LordAro> maybe? most of them only crash in rare circumstances - usually with some cargo-altering newgrf or whatever
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18:33:51 <andythenorth> TB also suggested town script before
18:33:55 <andythenorth> 3's the charm, pls implement
18:34:20 <andythenorth> oh we linked above, nice also :)
18:34:44 * LordAro imagines the "why isn't my town growing? because your town script has crashed/is broken"
18:34:52 <LordAro> + bug reports
18:35:38 <dP> make bug scripts to handle crashed scripts
18:36:02 <dP> "why isn't my town growing" -> "coz your tow script crashed your bug script" :p
18:37:04 <andythenorth> @Timberwolf FIRS Heart of Darkness was intended as a critique of colonial resource exploration
18:37:19 <andythenorth> but then I realised it might be seen as a fun model to follow, so I tried to reduce that :P
18:37:43 <andythenorth> hmm we don't @ in irc
18:37:50 <andythenorth> too much Other Platforms
18:45:34 <glx> @ works, but usually not needed
18:45:46 <glx> clients detect the username
18:51:35 <LordAro> mine doesn't
18:51:45 <LordAro> #irssimasterrace
18:52:28 <LordAro> using '@' stops tab complete from working, no? no idea why anyone would ever bother to type out the full nick
18:52:37 <LordAro> i don't even do that for glx :p
18:53:19 <glx> ah yes using @ breaks tab completion for me
19:08:16 <dwfreed> I believe the @ is default in textual, andythenorth's IRC client
19:08:26 <LordAro> how silly
19:08:31 <dwfreed> it's a dumb default, yeah
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19:38:41 <andythenorth> is it a default?
19:39:10 <andythenorth> usually I just start typing 'dw' and tab will complete to 'dwfreed'
19:39:19 <andythenorth> I have learnt @ from gchat
20:22:20 <dwfreed> oh, maybe it isn't
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20:42:05 <Eddi|zuHause> why would @ stop tab-completing?
20:44:46 <dwfreed> considered part of the word, and thus doesn't match any nicks
20:57:23 <andythenorth> @dwfreed nah
20:57:26 <andythenorth> works fine
20:57:43 <andythenorth> I look forward to the day I turn off irc clients
20:57:56 <andythenorth> I did try matrix / element client, but it....sucks a bit
20:59:20 <dwfreed> some clients work, some don't
20:59:40 <dwfreed> irssi does not work if you type the @ before trying to tab-complete a nick
21:12:36 <Eddi|zuHause> maybe some clients try to interpret the @ as the op flag, and only complete op names
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21:34:22 <a_guest> hi there .. been quite a while I can't even recall what username I went by .. but mm :)
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21:47:20 <a_guest> there goes the french trains :-s
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