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    # 2022-10-30 Weekly Meeting ###### tags: `weekly-meeting` [Link to last week's minutes](https://hackmd.io/IDKmq38IT5qs1VVgR6tmow) ### Topics: #### Halloween event - event_site branch - Further preparation - Christof to contact angel about potential party broadcast #### Recently merged - Water reflections (zesterer) - Halloween branch (Isse+Floppy+daforlynx+jshipsey+_) - Bats, colorful trees, Tricksters, Dullahan, Harvester, facegourd, honeycorn, pumpkin spice brew, soundtracks - Upscaling improvements: FxUpscale (zesterer) - Sword skill tree (Sam) - Fleeing (holychowders) - Translations: Thai (kevinsmia) - Action state? (flaffwaffle) - Poise indicator (kitswas) - Instruments (floppy) #### Ongoing work - Train tracks (aweinstock) - plenty of information in chat https://discord.com/channels/449602562165833758/534843870375182339/1036341367787503706 - See transcript in appendix - Bank storage - event site - agent awareness - bridges - clock design - network (xmac, nadja?) - instrument crafting - plugins #### Demonstrations - TBD #### Administrative - merging efficiency boost - Invitation to join the code reviewer group - ~~@cpetig to figure out how to join/subscribe:~~ - Ask in programmers for now - A reminder bot could be helpful to point out stale reviews - Automatic merging was definitely decided against - The shortage seems to be on the reviewer side, not people allowed to start the merge train - this-week-in-veloren backlog - revisit next week #### Issues - ##### Beginner issues? - ### MRs - ### Notes - Recording of Bristol presentation not yet available and not under zesterer's control ### Code reading club ## Next week leads Lead: zesterer, with backup option of finding someone on Friday Call for Review!: Issues (limit 7): Minutes: ### Todo agenda: - this week in veloren backlog ### Chat transcript on train tracks ``` aweinstock [GMT-4] train tracks revealing bugs/quirks in npc paths is accidental the goal is to have trains, with terrain collider npc trains following the tracks KaliKatz [GMT-7] tracks in the sky ? or ground? aweinstock [GMT-4] the first MR has train tracks along all the overworld paths along bezier curves yeah, currently the train tracks just go through houses when they're enabled, because site2 doesn't flag the tiles occupied by paths as nonbuildable aweinstock [GMT-4] site2 integration should also allow flagging some of those tiles for train stations (so NPC trains can stop at the train stations to make the trains easier to board) zesterer [GMT+0] I feel like underground trains might be a better way to trivial the implementation Doesn't affect players that don't go looking for them so much And fewer obstacles down there KaliKatz [GMT-7] we have skytrains here in canada aweinstock [GMT-4] I feel like the same issues that necessitate the really tall dungeon stairs would apply for underground trains KaliKatz [GMT-7] no obstacles lol aweinstock [GMT-4] so you'd need dungeon stairs to get to the subway systems, and they still might drive straight through caves zesterer [GMT+0] We could put them deeper, deep enough that we could more carefully slope stuff Alternatively, we only allow them to generate paths with very small changes in elevation Visually though, I love the idea of trains above ground... spirit tracks was fun. 🤭 aweinstock [GMT-4] also, I don't intend on converting all walkable aboveground paths to trains ideally if econsim can output, for connections between towns, which ones are high traffic enough/industrialized enough to have a train route between them, that can be used as in: in the current professions.ron, there's `(name: "Merchant", orders: [ (RoadSecurity, 0.5) ], products: [ (Transportation, 30.0) ],)`, , is it possible to query the number of Merchants allocated in the steady state for a village? if so, I'd imagine we could have separate Merchant (caravan) and Merchant (railroad) entries, with the railroad consuming different resources (and providing more Transportation), and use that for determining which paths should be train tracks I don't think existing paths path through mountains, (and the existing paths are 2d, so they can't distinguish between going over the mountain vs through the mountain) KaliKatz [GMT-7] caves used to have 2 outputs, that would have been neater for tracks (making the way offsets 3d instead of 2d might help with making the heights more consistent though, so that's worth considering) ```

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