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00:00:12 *** Biolunar [Biolunar@blfd-4d026c49.pool.mediaWays.net] has joined #openttd 00:04:06 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 00:12:08 <samu> i'm looking into road_map.h, comparing to water_map.h to learn what I'm supposed to create 00:12:32 <samu> a function 00:18:53 <samu> I'm lost, it's a labyrinth 00:19:55 <samu> like a hierarchy of some sorts 00:20:50 <samu> how do i visualize this tree in visual studio? 00:22:46 <samu> eh, the program is not called "visual" studio for nothing 00:32:25 <samu> wow jesus, 90 degrees really hurt ships 00:35:09 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Quit: Leaving] 00:41:48 <samu> looks like the problem is bigger than I had anticipated 00:42:33 <samu> building a ship depot on a river vs building a ship depot on a canal with no owner 00:43:33 <samu> it doesn't take the river as yours 00:43:49 <samu> hmm 00:54:15 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 01:01:30 <samu> i don't know how to do this 01:04:07 <samu> there's 2 road types 01:04:24 <samu> road and tram 01:04:41 <samu> but there's 4 water types 01:05:22 <samu> or sub-types 01:05:27 <samu> classes 01:06:24 <samu> iswater, iscanal, isriver, issea? 01:07:28 <samu> depot can be built in all of them 01:08:28 <samu> road and tram depots don't re-uses the road 01:10:16 <samu> then i read this m1 Bits 4..0: The owner of a tile can be either companies (human or AI) or "Game entities". 01:10:26 <samu> and i get lost, i dont understand 01:11:27 <samu> i need a very complex function apparently 01:11:40 <samu> ship depot got 2 water tiles 01:11:46 <Eddi|zuHause> samu: but opposing to roadtypes, different watertypes cannot be on the same tile 01:12:04 <samu> there's too many combinations of owners and class on those two tiles 01:12:12 <Eddi|zuHause> a tile can't be both canal and sea 01:12:59 <Eddi|zuHause> samu: but each tile has only ever two owners, water owner and depot owner. who cares whether the other tile is the same? 01:14:28 <samu> it can have a 3rd owner 01:14:55 <samu> a bridge over it 01:15:08 <samu> wait, no 01:15:09 <samu> sorry 01:15:18 <Eddi|zuHause> the bridge is not actually on the tile 01:15:48 <glx> only bridge ends have an owner 01:15:58 <Eddi|zuHause> the bridge stores its owner on the end tile 01:17:14 <Eddi|zuHause> the only thing the tile stores about a bridge is whether it has to search in \ or / direction for the end tile 01:22:03 *** namad7 [~aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has joined #openttd 01:22:53 *** namad7 [~aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has quit [] 01:24:35 <samu> woah 01:25:02 <samu> in the advent that I need to store a 3rd owner, what can I do? 01:25:16 <samu> thinking of locks upper/lower parts 01:26:05 <Eddi|zuHause> those each have a different tile, why would you need to store them? 01:26:22 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 01:26:52 <samu> say, if i am to allow bridges over lock parts 01:28:45 <samu> hmmph 01:29:42 <Eddi|zuHause> totally unrelated 01:29:58 <samu> okay, back to the ship depot then 01:31:24 <samu> must think of what I need 01:32:24 <samu> two owners 01:32:57 <samu> i can't stay focused on this 01:33:11 <samu> i know what I need, but i don't know how to tackle this 01:34:18 <samu> different watertypes cannot be on the same tile 01:34:21 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has joined #openttd 01:36:06 <samu> (yet) 01:37:49 <samu> canal could move from being a class into some other category 01:38:02 <samu> hmm 01:38:48 <samu> no 01:39:57 <samu> HasTileWaterClass(TileIndex t) 01:40:37 <samu> return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT); 01:42:52 <samu> assert(IsTileType(t, MP_ROAD) || IsTileType(t, MP_STATION) || IsTileType(t, MP_TUNNELBRIDGE)); 01:43:06 <samu> these two are so similar and so different 01:44:34 <samu> return (RoadTypes)GB(_me[t].m7, 6, 2); 01:44:56 <samu> return (WaterClass)GB(_m[t].m1, 5, 2); 01:45:29 <ST2> somehow I'm with the feeling that Samu is not changing nothing at all, he only asks what todo 01:45:30 <glx> I think you need to learn more C/C++ :) 01:46:19 <samu> im not doing anything without knowing where to start 01:46:33 <samu> i'm trying to understand what I need first 01:46:38 <samu> then i start 01:47:55 *** Xrufuian [~xrufuian@cpe-142-136-204-41.socal.res.rr.com] has quit [Quit: Quit] 01:48:31 <samu> i have to create a function 01:48:40 <ST2> http://lmgtfy.com/?q=c%2B%2B+tutorials 01:49:17 <glx> well 2 functions, 1 to write and 1 to read 01:49:42 <glx> but there are very similar 01:49:44 <ST2> sorry glx, I had to say and post that link 01:50:19 <ST2> sometimes I have doubts too and if all googling work dnt do the job, I ask here 01:51:18 <ST2> but Samu is not even googling for leaning C++ 01:51:28 <ST2> learning* 01:51:39 <ST2> it's hard that way 01:52:37 <ST2> again, sorry. but I had to say it 01:52:52 <ST2> Samu, get your priorities 02:00:19 <samu> okay i'm going to read this http://www.cplusplus.com/doc/tutorial/introduction/visualstudio/ 02:41:06 *** samu [~oftc-webi@po1-84-90-251-240.netvisao.pt] has quit [Quit: Page closed] 03:12:36 *** supermop [~supermop@d110-33-170-165.sun801.vic.optusnet.com.au] has joined #openttd 03:35:39 <Pikka> Dr mop I presume? 03:36:59 *** Biolunar_ [Biolunar@blfd-4d0885f4.pool.mediaWays.net] has joined #openttd 03:43:57 *** Biolunar [Biolunar@blfd-4d026c49.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 03:44:07 *** Xrufuian [~xrufuian@cpe-142-136-204-41.socal.res.rr.com] has joined #openttd 04:12:44 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 04:36:32 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has joined #openttd 04:54:53 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 04:55:34 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 05:04:13 *** HerzogDeXtEr1 [~flex@i59F6B4CC.versanet.de] has quit [Quit: Leaving.] 05:56:02 *** Eddi|zuHause [~johekr@p57BD44E8.dip0.t-ipconnect.de] has quit [] 05:56:17 *** Eddi|zuHause [~johekr@p5DC664D0.dip0.t-ipconnect.de] has joined #openttd 06:07:50 *** Flygon__ [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 06:08:11 *** Flygon_ [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Ping timeout: 480 seconds] 06:40:28 *** Xrufuian [~xrufuian@cpe-142-136-204-41.socal.res.rr.com] has quit [Quit: Quit] 07:12:10 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 07:12:13 *** mode/#openttd [+o Alberth] by ChanServ 07:19:39 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has quit [Quit: Leaving] 07:19:50 *** liq4 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 07:19:50 *** liq3 is now known as Guest135 07:19:50 *** liq4 is now known as liq3 07:21:02 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 07:21:07 <andythenorth> o/ 07:26:16 *** Guest135 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [Ping timeout: 480 seconds] 07:26:24 <Alberth> moin andy 07:27:31 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has joined #openttd 07:27:32 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has quit [] 07:36:59 *** roidal [~roland@194-152-169-54.adsl.highway.telekom.at] has joined #openttd 08:05:06 <planetmaker> moin moin 08:15:50 <planetmaker> Alberth, bridges in OpenTTD can have a maximum length. So yes, "too long for a bridge" is an actual error in OpenTTD :) 08:16:04 <planetmaker> however, of course, the cheat your mention works around that 08:16:20 <Alberth> hi hi 08:17:27 <Alberth> I know bridges have a quite finite max length :p I don't see building an island as a cheat, we do it too in RL with long bridges :p 08:17:49 <Supercheese> RL OP, needs nerf 08:18:47 *** Pensacola [~quassel@c80094.upc-c.chello.nl] has joined #openttd 08:19:21 <Alberth> hmm, maybe automatically build islands? :p 08:21:52 <andythenorth> he really is just asking for boats no? 08:21:57 <andythenorth> he wants an alternative to buses 08:22:04 <andythenorth> he could also use planes 08:24:09 <Alberth> Supercheese: OP seems quite reasonable, it's more Sunshare hijaccking the thread :) 08:25:10 <Supercheese> He started the thread, though 08:26:31 <Alberth> oh, indeed he did. I was thinking about the "connect two islands" thread recently, but I was wrong 08:41:13 *** Yotson [~Yotson@2001:980:6ac8:1:15ae:edc5:edf4:41d2] has joined #openttd 09:25:55 *** Progman [~progman@p57A19494.dip0.t-ipconnect.de] has joined #openttd 09:26:57 *** chillcore [~chillcore@91.182.36.19] has joined #openttd 09:27:14 <chillcore> hello all 09:28:27 <chillcore> "int* const q = new int[10];" Now the array elements in q can be modified, but any change to q (like q++) is illegal, as it is with an ordinary array identifier. 09:28:31 <chillcore> Yay? 09:30:13 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has quit [Quit: Leaving] 09:36:34 <Rubidium> chillcore: it's not like that's a new feature ;) 09:38:33 <chillcore> true Rubidium ... I just kept getting confused as to why trying to modifie an array kept throwing me errors. :P 09:39:15 <chillcore> If I understand correctly simply removing the asterix or ataching it to const will make it fail again ... 09:39:19 <Rubidium> but you're not modifying the array, you're modifying something that points to something else 09:39:44 <chillcore> ok 09:40:41 <Rubidium> in the above case you have a pointer (that may not change) to an array (that may be changed) 09:41:14 <Rubidium> though I reckon it happens more often the other way around, i.e. a pointer that may change but the array (content) that may not be changed 09:41:57 <Rubidium> int q[] = new int[10] gives you the equivalent of int * const q = new int[10] 09:42:19 <chillcore> thanks for the clarification. I really should do them exercises too next time I go through my books. ;) 09:43:52 <Rubidium> and const int * q = new int[10] makes little sense because you may modify q (but then you loose track of your array) but you may not modify the thing q points to (i.e. the array content) 09:44:39 <Rubidium> though you'll often see const int * q = <some const array> where q is used to iterate over that array 09:45:22 <Rubidium> and for the fun of it, you can also get things like const int ** const which'll get your mind all garbled up ;) 09:46:28 <supermop> sunshare is our muse 09:47:09 <supermop> oops day at beach means i missed pikka 09:47:55 <andythenorth> hmm 09:48:20 <andythenorth> I have these hot metal cars using the animated fire cycle when loaded 09:48:23 <andythenorth> I could add smoke :P 09:48:48 <supermop> hot wheels? 09:48:59 <chillcore> Rubidium: the thing that gets me in most books is that arrays are in chapter 3 and what I quoted is in chapter 13 which I found after a detour through chapter 22. 09:49:08 <chillcore> anyhoo 10:05:05 *** Celestar [~Celestar@p5DE456CA.dip0.t-ipconnect.de] has joined #openttd 10:10:07 <supermop> http://www.tt-forums.net/download/file.php?id=183640 10:10:10 <supermop> !!! 10:21:02 *** Pikkaphone [~yaaic@203-206-161-219.perm.iinet.net.au] has joined #openttd 10:21:08 <supermop> these may have looked better as trains, but then i miss out on the pun 10:21:14 <supermop> yo Pikkaphone 10:21:17 <Pikkaphone> what what 10:21:37 <supermop> little coffee machines driving about! 10:22:00 <Pikkaphone> Choo Choo! 10:22:14 <Pikkaphone> are they acceptable then? 10:22:23 <supermop> very cute 10:22:44 <supermop> trying to get my head around applying liveries to the real trams 10:23:09 <supermop> rhino 4 has a 'decal' feature that i will try to use 10:23:31 <Pikkaphone> fun 10:23:48 <supermop> trams run all night tonight here 10:24:16 <supermop> ran down to st kilda but then got rained out this afternoon 10:24:34 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 10:24:51 <supermop> anyway, the Z classes are 2m longer than the a class 10:25:00 <supermop> to chibi or not to chibi 10:25:52 <supermop> a is 14, w is 15, and z is 16 10:25:53 <Pikkaphone> imo the a classes you have now are too long for ttd ;) 10:25:58 <supermop> yeah 10:26:26 <supermop> so i can move away from 16m/tile and re-render, or squish the Zs 10:26:30 *** liq4 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 10:26:30 *** liq3 is now known as Guest143 10:26:30 *** liq4 is now known as liq3 10:27:06 <supermop> melbourne really seemed to drag its heels on just building an articulated tram 10:27:10 <Pikkaphone> well if you're okay with how the a's look then might as well keep to your standard 10:27:34 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has joined #openttd 10:27:35 <andythenorth> hello Pikkaphone 10:28:00 <supermop> making the w and z also 14m may be a good solution as well 10:28:03 <Pikkaphone> hallo andythenorth 10:28:17 <supermop> just remove a window bau 10:28:19 <supermop> bay 10:28:20 <andythenorth> toooooooooorpedo https://dev.openttdcoop.org/attachments/download/7167/hot_metal_car_gen_3_0.png 10:28:43 <Pikkaphone> that's a spicy meatball 10:29:07 <andythenorth> I added some animated hot sauce 10:33:26 *** Guest143 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [Ping timeout: 480 seconds] 10:36:33 * andythenorth bbl 10:36:35 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 10:51:18 *** Progman [~progman@p57A19494.dip0.t-ipconnect.de] has quit [Quit: Progman] 11:14:50 *** sla_ro|master [~sla.ro@95.76.27.245] has joined #openttd 11:16:37 *** Celestar [~Celestar@p5DE456CA.dip0.t-ipconnect.de] has quit [Quit: Leaving.] 11:24:54 * chillcore invents "CC plus minus" 11:25:19 <chillcore> ev erything can and will change unless you exxplicitely specifie it can not ... hmm 11:25:28 <chillcore> :P 11:25:49 *** frosch123 [~frosch@frnk-4d00dc1d.pool.mediaWays.net] has joined #openttd 11:26:37 *** liq4 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 11:26:38 *** liq3 is now known as Guest146 11:26:38 *** liq4 is now known as liq3 11:33:21 *** Guest146 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [Ping timeout: 480 seconds] 11:38:52 *** Progman [~progman@p57A193B0.dip0.t-ipconnect.de] has joined #openttd 11:46:21 <chillcore> lol book ... "SelfReferential* sr; // Head spinning yet?" 11:48:23 *** gelignite [~gelignite@i5387AD05.versanet.de] has joined #openttd 11:50:03 *** Pensacola [~quassel@c80094.upc-c.chello.nl] has quit [Remote host closed the connection] 12:07:18 *** Progman [~progman@p57A193B0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 12:07:45 *** l4urenz [~l4urenz@D97B5AAC.cm-3-4b.dynamic.ziggo.nl] has joined #openttd 12:08:42 <Rubidium> chillcore: type* <name> is quite misleading 12:09:22 <Rubidium> you know about int x, y declaring two variables of type int? Now what types are x and y in: int* x, y 12:11:44 <chillcore> memory adresses? 12:13:13 <Rubidium> x is an int pointer, y is just an int 12:13:39 <chillcore> right I read that and forgot untill you mentioned it ... 12:14:22 <Rubidium> which is why openttd's coding style dictates that the * should be placed against the variable, i.e. int *x, y 12:15:42 <chillcore> right ... I have some more reading to do soon-ish 12:16:20 <Alberth> it better expresses that * is part of x, rather than part of 'int' 12:16:35 <Alberth> very subtle, but it works 12:26:46 <chillcore> thank you for the hint ... browses coding style 12:27:58 <chillcore> if it were not for trying to fix already working code this would be more fun :P 12:29:02 <chillcore> I guess that is why I always skip those things ^^^ 12:31:41 *** Supercheese is now known as Guest149 12:31:46 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 12:36:47 *** Guest149 [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Ping timeout: 480 seconds] 12:37:22 *** roidal_ [~roland@193-154-140-192.adsl.highway.telekom.at] has joined #openttd 12:42:01 *** roidal [~roland@194-152-169-54.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 13:00:09 *** OsteHove` [~OsteHovel@90.149.87.140] has joined #openttd 13:00:33 <Eddi|zuHause> Rubidium: is that the ancient title game? 13:06:27 <supermop> goodnight 13:09:36 <chillcore> goodnight 13:15:31 *** supermop [~supermop@d110-33-170-165.sun801.vic.optusnet.com.au] has quit [Ping timeout: 480 seconds] 13:17:38 *** OsteHove` is now known as OsteHovel 13:20:24 <CosmicRay> Hello folks. Been playing OpenTTD for awhile here, and I seem to have a problem where after awhile, the game grows so that all of my transport networks are completely overwhelmed. Regardless of whether I'm using cargodist. I can have intercontinental airports, 7-track train stations, and them both completely busy and still thousands of people waiting at stations. Even with streetcar grfs the in-city transport is overwhelmed too, usually w 13:20:25 <CosmicRay> ith getting people to/from stations. ideas? 13:21:14 <Eddi|zuHause> house NewGRFs have a big influence on how many passengers are generated 13:22:15 <CosmicRay> the only NewGRF I typically use is Generic Tram Set v0.4 13:23:16 <CosmicRay> and on my most recent game I haven't even tended to mail or freight much, but that's always a problem too. the mines and farms keep producing more and more, the factories keep producing more and more... 13:23:25 <CosmicRay> sort of a good but annoying problem 13:23:58 <Eddi|zuHause> then i think the only solution is building more efficient networks :) 13:24:47 <CosmicRay> I've had games with 8-track mainlines and massive train stations... or every town having an intercontinental airport. 13:24:52 <CosmicRay> they always get overwhelmed in the end 13:25:41 <CosmicRay> I'm playing with pretty much default settings, too. large maps (at least 256x256), mostly temperate zone 13:26:16 <CosmicRay> I don't think I'm really tweaking settings in any impactful way 13:26:50 <CosmicRay> I've tried the idea of transportation hubs with cargodist 13:27:00 <CosmicRay> they get quickly overwhelmed 13:27:17 <Eddi|zuHause> yes, that tends to happen 13:27:24 <Eddi|zuHause> try vehicle sets with higher capacity 13:27:28 <CosmicRay> hmm 13:27:36 <CosmicRay> any particular newgrf to recommend? 13:27:46 <Eddi|zuHause> not really 13:28:02 <CosmicRay> with the defaults my planes max out at 400 passengers and most of my maglev trains at 470 (because I run some mail cars on them too) 13:28:38 <CosmicRay> AFAIK I am using the highest-capacity planes and best trains 13:28:51 <CosmicRay> my game is up to year 2291 so there are plenty of nice vehicles ;-) 13:32:26 *** Pikkaphone [~yaaic@203-206-161-219.perm.iinet.net.au] has quit [Read error: Connection reset by peer] 13:36:33 * chillcore points the pointer to the door, therefore the pointer is no more. or is it? 13:36:46 <chillcore> Expointius! 13:37:07 <chillcore> did not work. nvm me 13:40:09 <Terkhen> hello 13:40:31 <chillcore> ola 13:40:56 *** sla_ro|master [~sla.ro@95.76.27.245] has quit [] 13:41:47 <Alberth> hi hi 13:54:55 *** gelignite [~gelignite@i5387AD05.versanet.de] has quit [Quit: http://bit.ly/1kso8Ta] 13:58:49 *** Celestar [~Celestar@ip-109-43-2-14.web.vodafone.de] has joined #openttd 14:01:33 *** samu [~oftc-webi@po1-84-90-251-240.netvisao.pt] has joined #openttd 14:08:13 <samu> hi 14:33:01 *** HerzogDeXtEr [~flex@i59F6B4CC.versanet.de] has joined #openttd 14:43:15 *** gelignite [~gelignite@i5387ad05.versanet.de] has joined #openttd 15:05:21 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has quit [Ping timeout: 480 seconds] 15:09:45 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 15:10:05 *** chillcore [~chillcore@91.182.36.19] has quit [Quit: Only mortals are affected by fame and power.] 15:10:26 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 15:43:00 *** Celestar [~Celestar@ip-109-43-2-14.web.vodafone.de] has quit [Quit: Leaving.] 16:20:12 <samu> is anyone able to join my game http://www.openttd.org/en/server/89126 16:20:52 <samu> i am wondering why no one is joining, it was open 2 hours ago 16:29:30 <Alberth> ever looked at the server list? http://www.openttd.org/en/servers 16:29:47 <Alberth> count the number of empty servers :p 16:33:27 <samu> :(, for two hours, no one even tried to join 16:33:34 <samu> nothing in console 16:35:17 <Alberth> "only ships" ? doesn't sound very inviting 16:35:52 <samu> testing purposes 16:35:55 <samu> prices 16:35:57 <samu> mainly 16:36:15 <Alberth> sure, but people want to play, not test 16:38:40 <samu> can't test it too well because of that issue with middle tile on locks 16:38:46 <samu> but it's something 16:40:58 <samu> oh, speaking of that, I suppose I can submit the patch to bug tracker? 16:42:53 <Alberth> I guess you can 16:42:56 <samu> it's a patch that prices middle lock tile based on canal price, not on clearing a river tile 16:43:03 <samu> ok ty 16:43:25 <Alberth> I don't know whether it is worthwhile to include it 16:44:02 <samu> when used with base costs, the problem is exposed clearer 16:44:59 <samu> on it's own, makes no difference 16:53:32 <samu> ok, with default prices, this patch results in locks costing less when building on river, but costing more when building on bareland 16:56:16 <samu> it is basing the cost on canal which are still based on 5000, that's why it ends up costing more on bareland 16:56:38 <samu> 17500 becomes 22500 17:01:22 <samu> 17500 without patch, becomes 22500 when placed on bareland tiles 17:01:45 <samu> 17500 without patch, becomes 7500 when placed on river tiles 17:02:52 <samu> plus the added cost for clearing grass/debris, etc... 17:02:58 <samu> in the case of bareland 17:06:19 <samu> which type of report is it? bug, patch, feature request? 17:06:27 <samu> first time doing this 17:06:58 <Alberth> first check if there is a report bout it already 17:07:10 <samu> ok, it's a bit of the three 17:07:11 <Alberth> if there is, attach the patch to it 17:07:25 <Alberth> a bit of the three? 17:08:39 <samu> yes, bug is better exposed when used with a newgrf 17:08:52 <samu> without any newgrf, it's hard to identify it 17:09:20 <Alberth> oh, right 17:09:39 <Alberth> if there is no open issue about it, make a new one 17:09:41 <samu> the feature part is that it is changing prices 17:09:48 <Alberth> as you have a patch, label it patch 17:09:53 <samu> oki 17:10:06 <Alberth> 'feature request' means 'wanted feature' 17:10:25 <Alberth> not 'implemented feature' 17:10:38 <samu> ah, ok I get it 17:14:00 <samu> the patch is a little bit of opinionated 17:14:06 <samu> if you will 17:14:34 <samu> i'll tell about it in the description 17:14:56 <Alberth> that's why there is a description :) 17:25:49 <samu> interesting http://bugs.openttd.org/task/4711?string=lock+cost&project=1&search_name=&search_in_comments=1&search_in_details=1&search_for_all=1&type%5B0%5D=&sev%5B0%5D=&pri%5B0%5D=&due%5B0%5D=&reported%5B0%5D=&cat%5B0%5D=&status%5B0%5D=open&percent%5B0%5D=&opened=&dev=&closed=&duedatefrom=&duedateto=&changedfrom=&changedto=&openedfrom=&openedto=&closedfrom=&closedto= 17:25:53 <samu> oh crap, big link 17:33:31 *** sla_ro|master [~sla.ro@95.76.27.245] has joined #openttd 17:36:44 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 17:36:47 *** mode/#openttd [+v glx] by ChanServ 17:37:45 <samu> so when i search for locks, i get more crash results and other deadlocks rather than locks 17:37:55 <samu> no one likes ships here 17:37:57 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 17:42:18 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 17:43:04 <samu> Status: Unreproducable, there's a typo there 17:43:11 <samu> Unreproduceable 17:48:32 <samu> closest report that matches what this patch do is http://bugs.openttd.org/task/4711 17:48:38 <samu> only the comment though 17:48:59 <samu> http://bugs.openttd.org/task/4711#comment10345 17:49:02 <samu> this comment 17:50:54 <samu> submit there? 17:50:59 <samu> or create a new? 17:51:08 <samu> Alberth: 17:51:50 <Alberth> make a new one, and refer to FS#4711 17:52:05 <samu> ko 18:25:53 *** Plaete [~moffi@dsdf-4d0a4d56.pool.mediaWays.net] has joined #openttd 18:45:57 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 18:46:52 *** sla_ro|master [~sla.ro@95.76.27.245] has quit [] 18:47:44 *** Plaete [~moffi@dsdf-4d0a4d56.pool.mediaWays.net] has quit [Quit: Nettalk6 - www.ntalk.de] 19:02:13 <samu> Alberth: I don't know if this is the actual file I need to attach - http://bugs.openttd.org/task/6233 19:02:53 <Alberth> looks ok 19:03:32 <Alberth> hmm, it fixes 2 things eh? 19:03:57 <Alberth> for the next time, we prefer 1 patch to fix 1 thing 19:05:07 <samu> oki 19:06:50 <roidal_> does the production rate of a farm decrease it some field get destroyed by a player? 19:07:00 <Alberth> no 19:13:35 *** shadowalkerAFK is now known as shadowalker 19:20:07 <roidal_> k 19:28:14 <andythenorth> o/ 19:29:11 <roidal_> o/ 19:41:21 *** namad7 [~aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has joined #openttd 19:42:25 *** namad7 [~aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has quit [] 19:50:54 *** tokai|mdlx [~tokai@port-92-195-216-213.dynamic.qsc.de] has joined #openttd 19:55:52 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 20:18:30 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 20:24:33 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 20:28:30 *** FLHerne_ [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 20:31:43 *** tokai|mdlx [~tokai@port-92-195-216-213.dynamic.qsc.de] has quit [Quit: c('~' )o] 20:32:57 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Ping timeout: 480 seconds] 20:42:53 *** Tirili [~chatzilla@kel30.kel.studentenwerk-goettingen.de] has joined #openttd 20:43:04 *** Wolf01 [~wolf01@95.232.38.183] has joined #openttd 20:43:31 <Wolf01> hi hi 20:46:17 <Wolf01> hah, today I attended a hobby modeling fair, the railroad layouts were awesome 20:47:22 <frosch123> does that mean transportable railroad setups? 20:47:34 <frosch123> or is it some kind of fixed installation 20:47:46 <Wolf01> transportable ones, but really big 20:48:19 <b_jonas> how many levels of nesting can there be where a railroad model is transported on a bigger railroad carriage? 20:49:53 <Wolf01> the fair is this one: https://www.youtube.com/watch?v=rhhPQmBfItY 20:52:19 <FLHerne_> b_jonas: Not very many https://xkcd.com/878/ 20:52:41 <b_jonas> is that the pianist one? 20:52:43 <samu> I'm bored 20:52:44 <b_jonas> no, it's not 20:53:01 <b_jonas> ah, better 20:54:00 <samu> it took 6 hours for someone to join my game and start building some ships 20:54:28 <samu> there's no appeal apparently 20:54:33 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 20:55:10 <samu> they're slow in generating profit 20:59:44 *** HerzogDeXtEr1 [~flex@i59F6A39E.versanet.de] has joined #openttd 21:05:01 *** HerzogDeXtEr [~flex@i59F6B4CC.versanet.de] has quit [Ping timeout: 480 seconds] 21:05:17 <samu> he bankrupted :( 21:05:25 <samu> ships not easy 21:05:27 <samu> t.t 21:10:55 <samu> question: is it actually possible for a vehicle, say a single cargo ship, to store different types of cargo? 21:11:10 *** FLHerne_ is now known as FLHerne 21:11:32 <samu> say, there's 50 mail, 30 coal and 100 livestock at a dock 21:11:35 <FLHerne> samu: No 21:11:38 <samu> could the... ok 21:11:52 <FLHerne> samu: Aircraft can, because they cheat and use the shadow (!) 21:12:02 <FLHerne> So they can store two cargos 21:13:25 <samu> i was imagining this possibility 21:14:22 <Wolf01> add shadows to every vehicle! double the amount ov vehicles in game! 21:14:23 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 21:14:29 <Wolf01> *of 21:16:09 <samu> the refit table would be changed somehow, into a different thing 21:16:22 <samu> "allowed cargos to load" 21:16:46 <samu> then toggle options for each type of cargo 21:17:09 <samu> ship would load whatever those options were set to at stations 21:17:20 <samu> but not those that were toggled off 21:17:41 <samu> to a max of 160 "cargo units" 21:18:04 <samu> but yeah... wishful thinking 21:21:53 *** shadowalker is now known as shadowalkerAFK 21:22:51 <samu> default cargo toggled on would be goods 21:33:20 *** Tirili [~chatzilla@kel30.kel.studentenwerk-goettingen.de] has quit [Quit: ChatZilla 0.9.91.1 [SeaMonkey 2.32.1/20150207155745]] 21:46:28 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 21:46:31 *** mode/#openttd [+v tokai] by ChanServ 22:00:40 *** quorzom [~quorzom@cable-78-35-98-177.netcologne.de] has joined #openttd 22:30:23 *** supermop [~supermop@d110-33-170-165.sun801.vic.optusnet.com.au] has joined #openttd 22:36:53 <supermop> yo 22:43:17 *** Celestar [~Celestar@p5DE456CA.dip0.t-ipconnect.de] has joined #openttd 22:54:35 *** frosch123 [~frosch@frnk-4d00dc1d.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 22:54:47 *** Celestar [~Celestar@p5DE456CA.dip0.t-ipconnect.de] has quit [Quit: Leaving.] 22:55:30 <samu> i'm bored 22:57:10 <NGC3982> If you have nothing to do, i'd suggest fixing the we-can't-automate-Tasker-to-run-OpenTTD-by-autovoice issue. 22:57:22 <NGC3982> Should be a plethora of forum posts about it. 22:59:36 *** l4urenz [~l4urenz@D97B5AAC.cm-3-4b.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 23:00:39 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 23:03:56 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 23:06:41 <samu> whats' that 23:12:49 *** l4urenz [~l4urenz@D97B5AAC.cm-3-4b.dynamic.ziggo.nl] has joined #openttd 23:14:30 *** Progman [~progman@p57A193B0.dip0.t-ipconnect.de] has joined #openttd 23:17:01 <samu> look - https://onedrive.live.com/redir?resid=23B29F3DE45F6F1F!727&authkey=!AGBG83CxA0fiT8A&ithint=file%2cxlsx~ 23:17:05 <samu> oops https://onedrive.live.com/redir?resid=23B29F3DE45F6F1F!727&authkey=!AGBG83CxA0fiT8A&ithint=file%2cxlsx 23:18:24 <samu> and now... 23:19:16 <samu> ... how do i link them 23:20:56 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 23:33:05 <Flygon__> samu: I'd use Dropbox 23:33:06 *** Flygon__ is now known as Flygon 23:33:11 <Flygon> Oh 23:33:16 <Flygon> It's a spreadsheet 23:33:21 <Flygon> Link works now 23:34:10 <samu> file name is called aqueduct but it's no longer aqueduct stuff only, it's a bit of everything water related 23:34:50 <samu> when I touch a depot tile 23:35:18 <samu> hmm nevermind, I suck at this 23:35:48 <samu> everything is interconnected 23:37:18 <samu> WATER_TILE_DEPOT can be placed on WATER_CLASS_SEA, WATER_CLASS_CANAL and WATER_CLASS_RIVER 23:37:46 <Wolf01> 'night 23:37:54 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:39:07 <samu> WATER_CLASS_SEA can be WATER_TILE_CLEAR and WATER_TILE_COAST, but since this is a depot, it can't be WATER_TILE_COAST 23:41:37 <samu> WATER_CLASS_CANAL can be placed on WATER_CLASS_SEA and WATER_CLASS_RIVER 23:41:52 <samu> I don't know, I can't interconnect this 23:42:08 <samu> I can't see this~ 23:45:30 *** gelignite [~gelignite@i5387ad05.versanet.de] has quit [Quit: http://bit.ly/1kso8Ta] 23:48:37 <samu> i must focus on WATER_TILE_DEPOT and WATER_CLASS_CANAL only, and what interconnect these two 23:51:39 <samu> bah 23:52:44 <samu> where does the game store tile class owners? 23:53:45 <samu> i give up, i don't know what to ask 23:56:45 *** roidal_ [~roland@193-154-140-192.adsl.highway.telekom.at] has quit [Quit: WeeChat 1.0.1]