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Log for #openttd on 16th September 2016:
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00:01:26  <Samu> it works!
00:01:52  <Samu> i got a question, how do GS's create industries?
00:02:46  <Samu> ST2: are you familiar with  GS's creating industries?
00:03:42  <Samu> does anyone know of GSs that creates industries at the start of a game?
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00:09:26  <Samu> oops
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07:55:01  <Wolf01> o/
08:19:00  <Pikka> o
08:47:46  <Wolf01> Just installed Space Engineers, the first thing I managed to do is to break my ship in half
08:49:11  <Wolf01> Back to Reassembly, at least there ships rebuild by themselves
08:49:18  <peter1138> hi
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09:00:46  <V453000> 500 people at the same time on 1 factorio server yesterday XD
09:00:50  <V453000> sparta
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09:21:56  <Wolf01> Lulz
09:22:48  <V453000> https://i.imgur.com/jSlEPhj.png
09:23:23  <Wolf01> Aahha
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09:27:56  <Samu> i was thinking
09:28:04  <Samu> what if locks were waypoints?
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10:26:05  <Samu> .
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10:48:54  <argoneus> good morning train friends
10:49:47  <Samu> hi
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10:50:23  <andythenorth> Pikka bob
10:50:23  <andythenorth> lo
10:51:12  <peter1138> lo bob
10:52:50  <Samu> what do you guys think of locks as waypoints instead?
10:53:30  <andythenorth> ‘interesting'
10:54:16  <Wolf01> Only with a "wait to raise/lower" order
10:56:17  <Samu> how would that work?
10:59:19  <argoneus> Wolf01: I installed win10 tomorrow
10:59:26  <argoneus> so far it feels pretty much the same as win7
10:59:31  <argoneus> except more modern and lighter
10:59:42  <argoneus> by tomorrow I mean yesterday
11:04:23  <Wolf01> Nice, are you living in the backward-time? :D
11:04:47  <andythenorth> maybe it got older and heavier
11:04:52  <andythenorth> but just backwards
11:10:06  <Pikka> elo
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11:25:34  <andythenorth> Pikka: how is cat?
11:25:47  <Pikka> pretty good
11:26:12  <Pikka> et tu brute?
11:26:31  <Samu> darn asserts
11:27:48  <andythenorth> not bad
11:27:50  <Samu> well, the assert is right, but damn it... they're so unexpected
11:28:04  <andythenorth> been Hogging
11:29:12  <andythenorth> http://dev.openttdcoop.org/attachments/download/8081/such_tramz_2.png
11:29:28  <Pikka> that's a lot of tramz
11:29:49  <andythenorth> much
11:29:57  <andythenorth> one for each row in the buy menu
11:30:00  <andythenorth> two even
11:31:16  <andythenorth> Pikka any job? o_O
11:31:23  <andythenorth> or art?
11:31:39  <Pikka> no job, some art, some uni
11:33:29  <Pikka> such fun
11:41:35  <Flygon> Those Tanker Trams
11:41:50  <Flygon> I'd be veeeeeeerry worried about arcing
11:41:50  <Flygon> :D
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12:06:36  <andythenorth> Flygon: new disaster
12:06:38  <andythenorth> exploding tramz
12:08:13  <Flygon> @_@
12:11:45  <Eddi|zuHause> don't small ufos also land on trams?
12:12:06  <Eddi|zuHause> i don't think i ever tried disasters since trams were introduced
12:12:45  <Pikka> I don't see why they wouldn't
12:22:01  <Samu> i just commented out a comment, if that makes any sense
12:41:32  <andythenorth> Pikka: how big should buses be?  And pax tramz?
12:43:50  <Pikka> how big? capacity or pixels?
12:44:00  <andythenorth> capacity
12:44:14  <andythenorth> buses are obviously 30-40 pax :P
12:44:26  <andythenorth> but then…a UK set needs double-decker ones
12:44:32  <andythenorth> and tramz must be bigger again
12:44:39  * andythenorth should delete them all, BAD FEATURES
12:44:46  <Pikka> hmm
12:45:02  <Pikka> my double deckers were 40-65
12:45:21  <Eddi|zuHause> 50% bigger sounds right
12:45:28  <andythenorth> I think 65 is the natural size
12:45:43  <andythenorth> currently they are 50-90, which is too big
12:46:10  <Pikka> 90 is the capacity of my largest (articulated) tram
12:47:19  <Eddi|zuHause> 90 sounds too small for a tram
12:47:22  <andythenorth> how long in vehicle length?
12:48:22  <Pikka> never got as far as drawing it
12:48:32  <Pikka> but 3 articulated pieces, modern light rail stylez
12:48:51  <Pikka> why is 90 too small? That's more than two rail coaches
12:50:32  <andythenorth> it is
12:50:33  <dihedral> hej hej
12:50:51  <andythenorth> mine are too big
12:51:21  <dihedral> that's what everybody says
12:51:34  <andythenorth> not everybody
12:51:36  <andythenorth> just most people
12:51:51  <dihedral> true - i do know a girl that does not say that
12:52:07  * andythenorth has no idea what you’re talking about
12:52:44  <andythenorth> Road Hog has tramz with 80-240 pax
12:52:51  <andythenorth> kind of odd
12:53:05  <peter1138> 65535
12:53:10  <peter1138> od it
12:53:35  <andythenorth> one tram for whole map?
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14:38:58  <Alberth> moin
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15:31:12  <Samu> the comments of ChangeTileOwner_Water are so confusing
15:32:30  <Samu> i removed everything about lockmiddle there
15:32:42  <Samu> they are coded differently now
15:34:21  <Samu> * Check if the new owner after removing depot isn't OWNER_WATER. */
15:34:25  <Samu> it never is...
15:35:57  <Samu>  /* Set owner of canals and locks ... and also canal under dock there was before.
15:36:17  <Samu>  /* Set owner of canal, and also canal parts under (now removed) lock, dock and ship depot to OWNER_NONE. */
15:36:24  <Samu> better
15:36:52  <Samu> buoys have been dealt somewhere else
15:37:02  <Samu> oilrig station and industry too
15:37:21  <Samu> industries don't bankrupt anyway
15:37:35  <Samu> but the canal under them
15:37:43  <Samu> must change ownership, it's been dealt with
15:38:31  <Samu> now i need a saveload conversion for locks.... must think
15:53:05  <Samu> lock conversion is gonna be hell :(
15:54:06  <Samu> the owner of the lock is set at the middle tile... how do i walk to that tile?
15:54:14  <Samu> to get the owner
15:59:43  <Alberth> something with TileDxDy  iirc
16:00:49  <Alberth> TileDiffXY   actually
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16:04:22  <Samu> gonna copy paste code
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16:29:03  <Samu> https://paste.openttdcoop.org/psufuz15j - is this conversion good?
16:29:53  <Samu> i copied that table from https://hg.openttd.org/trunk.hg/file/703999f4c036/src/water_cmd.cpp#l517
16:34:44  <Samu> i need old saves with locks, for verification :p
16:37:20  <Samu> 20 water tiles became 22 water tiles
16:37:25  <Samu> hmm
16:37:51  <Samu> ah ya right, middle now counts as +1 to water infrastructure
16:37:56  <Samu> and i got 2 locks
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17:08:54  <Samu> gah i forget what's a river, what's a canal
17:09:46  <Samu> 00 - sea
17:09:48  <Samu> 01 - canal
17:09:50  <Samu> 10 - river
17:10:02  <Samu> 11 - invalid
17:13:01  <Samu> 0 00 00000 - no canal on river / sea / company #1
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17:15:04  <Samu> k think i got a problem, must fix
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18:16:53  <andythenorth> o/
18:18:06  <frosch123> hoi cat
18:27:50  <Alberth> o/
18:37:45  <supermop_> yo
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18:59:07  <Samu> \darn it
18:59:19  <Samu> the bug was in the company_sl.cpp
18:59:37  <Samu> i still don't get breaks and FALL THROUGH stuff
19:00:18  <Samu> afterload.cpp is fine after all
19:13:23  * andythenorth favours smaller trams
19:13:31  <andythenorth> want more density?
19:13:34  <andythenorth> user more trams?
19:13:37  <andythenorth> use *
19:13:51  <andythenorth> smaller = ~100 pax instead of ~200 pax
19:15:30  <Samu> locks are done
19:15:39  <Samu> i got everything done, except objects
19:16:05  <Samu> i may need help dealing with object tiletype
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19:27:08  <Samu> hmm the price of clearing objects is buggy... let me check 1.6.1
19:28:45  <Samu> also happens in 1.6.1
19:29:15  <Samu> and this is why i hate objects
19:29:44  <Samu> bug is
19:29:49  <Samu> place a rock on a river
19:29:54  <Samu> costs £256
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19:30:16  <Samu> now remove the rocks
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19:30:21  <drac_boy> hi
19:30:43  <Samu> oops, let me start over, got the prices wrong
19:30:52  <Samu> place a rock on a river, costs £640
19:31:04  <Samu> remove the rock, costs £256
19:31:16  <Samu> build a canal on a river, costs £5000
19:31:29  <drac_boy> just wondering if any german historians in here atm heh .. did trains even end up with both drg and bavaria rolling stock or it was pretty much a 'clean' switchover era?
19:31:56  <Samu> now, another different way to do the same:
19:32:05  <andythenorth> drac_boy: when did this happen?
19:32:08  <Samu> place a rock on a river, costs £640
19:32:34  <Samu> build a canal on the rock, costs £15,256
19:33:15  <Samu> it should have cost £5,256
19:33:50  <drac_boy> well bavaria seem to have stopped their ordering in 1924ish (and anything after that was apparently considered bavaria design under drg nameplate instead)
19:34:21  <drac_boy> but I haven't apparently found any photo or tidbit about for example having bavaria and drg coaches together on one train
19:40:10  <drac_boy> anyway at least I'm not a rivet counter :P
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19:44:33  <drac_boy> ughh sorry need to afk for a while
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19:47:17  <Samu> lol
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19:47:24  <Samu> 	if (spec->grf_prop.grffile != NULL) { 		td->grf = GetGRFConfig(spec->grf_prop.grffile->grfid)->GetName();
19:47:28  <Samu> angry code
19:47:33  <Samu> GRRRRFFFRGGRDFGRGFPRGRFGR
19:47:49  <andythenorth> hmm
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20:03:13  <andythenorth> ach road vehicle tunnelling
20:03:32  <andythenorth> what causes 12/8 trams to tunnel in the stops?  10/8 and 14/8 don’t seem to do afaict
20:05:19  <andythenorth> the 3rd vehicle arriving at the stop can’t load
20:05:41  <andythenorth> then after a minute or so it tunnels, and occupies the same location as the 1st vehicle at the front of the stop
20:05:44  <andythenorth> and starts loading
20:05:59  <andythenorth> it’s weird, looks odd, and is hard to explain/understand
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20:22:27  <supermop_> andythenorth: it seems to happen only after waiting a long time, think it has to do with the quantum queing setting
20:22:36  <supermop_> i notice it with trucks
20:23:56  <supermop_> if i am starting a lot of RVs on time table, i try not to let them to the first stop more than 30 or so days before their start time because that seems to happen if several are waiting in a line, then the order gets all messed up
20:26:56  <andythenorth> it’s caused by quantum effects yes
20:27:00  <andythenorth> I can just disable it
20:27:14  <andythenorth> but that doesn’t help determine effective vehicle lengths :)
20:27:27  <andythenorth> 12/8 triggers the problem, for certain configurations of road stop
20:27:32  <andythenorth> 16/8 does not
20:28:23  <andythenorth> the confusing aspect - if more than one RV can occupy a loading spot, why bother tunneling?
20:29:33  <andythenorth> 10/8 vehicles are also doing it
20:29:52  <andythenorth> it increases the effective capacity of the road stop arbitrarily
20:30:02  <andythenorth> if I could predict this behaviour, I could build much smaller road stops
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20:31:44  <andythenorth> ha 16/8 vehicles do it, it’s just harder to see
20:31:51  <andythenorth> so I have 20 vehicles packed into 6 roadstops
20:32:01  <andythenorth> all loading
20:38:29  <Eddi|zuHause> andythenorth: the tunneling is not a problem, the "benefit" of longer vehicles is that the following vehicle will see an occupied platform and pick another platform to load, if applicable
20:39:26  <Eddi|zuHause> for shorter vehicles, the second vehicle arrives at the splitting point before the first vehicle reserves the platform
20:39:40  <andythenorth> yes I understand that much :)  that is easy to show in testing
20:39:52  <andythenorth> the primary objection of the tunneling is that it makes no sense
20:40:01  <andythenorth> of / to /s
20:40:18  <Eddi|zuHause> it makes no sense, yes, but it's sporadically needed to un-block things
20:40:43  <Eddi|zuHause> it's not a terribly good feature
20:40:47  <andythenorth> it’s RVs
20:40:53  <andythenorth> most of RVs are not terribly good :)
20:40:55  <Eddi|zuHause> but i wouldn't worry about it
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20:44:09  <andythenorth> it has an irritating tendency to leave gaps at 12/8
20:44:23  <andythenorth> but otherwise yeah
20:44:30  <andythenorth> it is what it is
20:45:57  <andythenorth> I am favouring relatively short mail trams
20:46:04  <andythenorth> with low capacity
20:46:08  <Eddi|zuHause> tunneling should only happen when you have too long (full) loading times
20:48:44  <andythenorth> happy to be persuaded to ignore this :)
20:48:49  <andythenorth> non-solvable
20:59:09  <andythenorth> http://dev.openttdcoop.org/attachments/download/8088/mail_tramz.png
20:59:28  <andythenorth> 10/8 mail trams, and same-generation 16/8 box trams (refittable to mail at higher capacity)
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21:06:14  <Eddi|zuHause> seems fine
21:06:59  <Samu> i don't get object stuff
21:07:10  <Samu> too much NewGRF in the way
21:08:59  <andythenorth> mail tram :P
21:09:00  <andythenorth> https://image.jimcdn.com/app/cms/image/transf/dimension=670x1024:format=jpg/path/s5606f47125bcfcec/image/i073ba3217913e342/version/1405247055/limmattal-strassenbahn-lsb-2-limmattalstrassenbahn-fahrzeugparaden-tram-museum-z%C3%BCrich-tram-museum-zurich-z%C3%BCrich-switzerland-streetcar-tramway-burgwies-depot-trammuseum-museumslinie-21.jpg
21:09:14  <andythenorth> [the mail is in the cart at the back]
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21:38:08  <Samu> who can help me?
21:38:33  <Samu> bool water = IsWaterTile(tile);
21:38:46  <Samu> well, the type is an object
21:38:55  <Samu> but i see water
21:39:14  <Samu> dunno how to explain
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21:40:53  <Samu> I'm using OpenGFX+ Landscape 1.1.2 and i placed 'Rocky Land' on a river tile
21:41:18  <Samu> it doesn't consider it as water anymore, but an object
21:41:37  <Samu> this is going to affect the prices when doing clears
21:41:42  <Samu> it's bugged
21:42:23  <Samu> when building a canal over it, it goes through bool water = IsWaterTile(tile) and returns false
21:42:42  <Samu> 		ret = DoCommand(tile, 0, 0, flags | DC_FORCE_CLEAR_TILE, CMD_LANDSCAPE_CLEAR); 		if (ret.Failed()) return ret;
21:43:06  <Samu> it clears the 'Rocky Land' and gets back the river
21:43:14  <Samu> but next, if (!water) cost.AddCost(ret);
21:43:58  <Samu> it's adding the price of a FORCE CLEAR TILE
21:44:06  <Samu> :(
21:47:05  <Samu> +		cost	{m_value=10000 }	const OverflowSafeInt<__int64,9223372036854775807,-9223372036854775808> &
21:47:29  <Samu> it's adding the price for clearing the river t.t
21:47:45  <Samu> it should not do it
21:48:03  <Samu> it should add the cost of clearing the object, not the river
21:49:23  <Samu> oh, it does both
21:49:36  <Samu> adds £256 to £10000
21:56:30  <Samu> we're at £10256
21:57:05  <Samu> and finally add the cost of a canal, which is £5000
21:57:25  <Samu> £15256 total that I see
21:59:35  <Samu> I am uncertain where the problem actually manifests
21:59:53  <Samu> CmdBuildCanal at water_cmp.cpp or
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22:01:25  <Samu> CmdLandscapeClear at landscape.cpp
22:03:12  <Samu> anyone here?
22:03:21  <Samu> I don't know what to do
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22:35:17  <Samu> 1.6.1 crash
22:35:23  <Samu> kinda unexpected
22:36:42  <Samu> i dont really know the behaviour of objects
22:37:07  <Samu> if a company places objects on the map, but then bankrupts , what happens to the objects?
22:37:26  <Samu> they poof?
22:37:28  <Samu> they stay?
22:37:49  <Samu> what about company merging?
22:37:57  <Samu> they poof?
22:38:03  <Samu> they belong to new company?
22:38:44  <Samu> openttd code isn't too clear
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23:38:26  <Samu> who's alive?
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