Times are UTC Toggle Colours
00:08:27 *** glx has quit IRC 00:10:43 *** Flygon__ has joined #openttd 00:17:21 *** Flygon_ has quit IRC 00:25:24 *** Samu has quit IRC 00:40:17 *** funkyL has quit IRC 00:56:17 *** gelignite has quit IRC 01:41:36 *** Gja has quit IRC 02:15:59 *** Supercheese has joined #openttd 02:29:51 *** efess has quit IRC 02:40:53 *** DDR has quit IRC 03:16:16 *** Ttech has quit IRC 03:31:20 *** Ttech has joined #openttd 03:37:32 *** DorpsGek` has joined #openttd 03:37:32 *** ChanServ sets mode: +o DorpsGek` 03:37:39 *** DorpsGek has quit IRC 03:39:20 *** DorpsGek` is now known as DorpsGek 03:48:04 *** TrueBrain_ has joined #openttd 03:48:33 *** TrueBrain has quit IRC 04:20:09 *** Milek7 has quit IRC 04:20:35 *** Milek7 has joined #openttd 05:24:08 *** sla_ro|master has joined #openttd 05:56:21 *** keoz has joined #openttd 06:30:09 *** andythenorth has joined #openttd 06:31:51 <andythenorth> o/ 06:43:03 *** Supercheese has quit IRC 07:01:52 *** Alberth has joined #openttd 07:01:52 *** ChanServ sets mode: +o Alberth 07:02:24 *** tycoondemon has quit IRC 07:03:36 <andythenorth> lo Alberth 07:03:57 <Alberth> hi hi 07:07:25 *** Flygon__ is now known as Flygon 07:13:42 *** Arveen has joined #openttd 07:37:34 <andythenorth> using train length 5 everywhere is very logical, but very boring also 07:37:37 * andythenorth playing ottd 07:38:42 <andythenorth> bbl 07:38:43 *** andythenorth has quit IRC 07:41:08 *** tycoondemon has joined #openttd 07:43:38 *** funkyL has joined #openttd 07:59:21 *** Flygon has quit IRC 07:59:36 *** Flygon has joined #openttd 08:03:08 *** Progman has joined #openttd 08:09:21 *** andythenorth_ has joined #openttd 08:12:52 *** andythenorth_ has quit IRC 08:13:11 *** andythenorth_ has joined #openttd 08:47:51 <argoneus> good morning train friends 08:47:52 *** aard has joined #openttd 09:01:28 *** Wolf01 has joined #openttd 09:01:51 <Wolf01> o/ 09:03:08 <Alberth> moin 09:15:45 *** roidal has joined #openttd 09:17:28 *** frosch123 has joined #openttd 09:18:14 *** andythenorth has joined #openttd 09:19:28 <Wolf01> o/ 09:19:34 <Wolf01> Quak too 09:19:49 <frosch123> ciao 09:20:21 * andythenorth playing ottd 09:20:31 <andythenorth> needs some alternative types of road 09:20:41 <Wolf01> Really? 09:21:01 <andythenorth> yeah 09:21:08 * andythenorth wonders if anyone has ever considered that 09:21:40 <Wolf01> It would be cool 09:22:48 <Alberth> new FIRS! 09:23:14 <frosch123> new bugs :) 09:23:29 <frosch123> the translator credits contain "es_MX" :) 09:24:16 <andythenorth> new FIRS! 09:24:38 <andythenorth> frosch123: o_O bug 09:25:23 <frosch123> https://translator.openttdcoop.org/language-list <- i thought it was using that list 09:25:29 <frosch123> but maybe some regex fails 09:26:20 <frosch123> hmm, no, apparently we duplicated the language names to yet another script :p 09:26:53 <Alberth> :p 09:28:01 <andythenorth> constants :P 09:28:07 <andythenorth> we should fetch them from the network 09:28:34 * andythenorth has to maintain constants across 3 vehicle grfs, for cargo colours and such 09:28:35 <andythenorth> boring 09:28:40 <frosch123> well, let's see what the next release says :) 09:30:15 <Alberth> make a constant sub-project :p 09:30:46 <frosch123> "constant" is an abbreviation for "constantly changing" 09:33:17 <Alberth> maybe we should have "real constant" and "moving constant" as type 09:33:49 <Alberth> but perhaps there are actually not many real constants 09:35:48 <andythenorth> frosch123: seems I’d need to make changes here for roadtypes? https://github.com/andythenorth/nml-andythenorth/blob/master/nml/actions/action2var_variables.py#L18 10:05:32 <andythenorth> hmm 10:05:47 <andythenorth> maybe I should just hack at it, instead of trying to make a nice set of commits 10:19:20 *** funkyL has quit IRC 10:25:28 <Alberth> that usually works better as a first attempt 10:26:02 <Alberth> once it works, you can make a new set of commits which improves on nice-ness :) 10:38:23 <andythenorth> maybe I should write a reference grf (nml file) first 10:38:32 <andythenorth> then keep hacking until it stops failing to compile 10:38:38 <andythenorth> and hope all the tests pass 10:40:33 <andythenorth> maybe nml should ship with reference grfs for each feature :P 10:40:41 <Wolf01> <Alberth> maybe we should have "real constant" and "moving constant" as type <- maybe you are looking for "variable"? 10:40:42 <Wolf01> XD 10:41:55 <Alberth> that changes a little too fast, perhaps :) 10:42:40 <Alberth> it often can't even decide what value to have in a single program run :) 10:42:49 <andythenorth> global properties :P 10:43:01 <andythenorth> mutable, but not variables 10:43:47 <andythenorth> ‘context specific constants’ :P 10:43:53 * andythenorth has spent too long around python web frameworks 10:49:08 <Alberth> Likely, these things exist at more places :) 11:03:09 *** Alberth has left #openttd 11:17:33 *** funkyL has joined #openttd 11:23:45 *** aard has quit IRC 11:49:00 *** TrueBrain_ is now known as TrueBrain 12:31:30 *** Samu has joined #openttd 12:36:26 <Samu> i present to you my coding skills ^_^ 12:36:28 <Samu> https://paste.openttdcoop.org/pfvyzywvd 12:37:01 <Samu> terraform decision for ship depot placement 12:39:15 * andythenorth seeks a ‘very high’ industry setting 12:39:22 <andythenorth> at map gen time 12:41:27 * andythenorth solves that 12:41:33 <andythenorth> bigger map, higher water setting 13:02:23 * andythenorth needs a grfid for Unsinkable Sam 13:02:51 <Wolf01> frosch123, could you give me an hand with this patch? https://1drv.ms/u/s!AgUFeOGLNNfVhb9ZJPHngM3G3LY0Lg 13:06:44 <andythenorth> FIRS ‘extreme’ is much better with very high industry count 13:12:10 *** funkyL has quit IRC 13:16:59 *** JacobD88 has joined #openttd 13:28:53 <Wolf01> I made the level land tool work as expected, the raise/lower tools are too fast but they work well to make smooth hills if you keep the mouse button pressed for less than a second 13:30:48 <Wolf01> Still have problems drawing the affected area for the cursor, but I can't change the _thd.selstart as I use it to retrieve the height of the tile from I started to draw 13:33:21 <Wolf01> The good thing is that now I can terraform a 256^2 map with a good looking terrain in less than a minute 13:36:20 <Samu> I got a dilema 13:36:46 <Samu> building canals, the real one 13:36:53 <Samu> should it auto-terraform 13:37:29 <Samu> what about drag and drop building of canals? 13:38:08 *** HerzogDeXtEr1 has joined #openttd 13:38:43 <Samu> meh, while at it, should it auto-build-lock on inclined slopes when drag-and-drop building canals? 13:38:45 <Samu> lel 13:39:11 <Wolf01> Why not? 13:40:11 <Samu> that would make it too easy 13:41:04 <Samu> but it's an interesting idea 13:41:21 <Wolf01> We introduced CTRL+build station to ease station walking, why not even auto-lock on slopes while building canals? 13:41:24 <frosch123> Wolf01: remember the previous tile in some global var, and only execuite if tiles differ? 13:42:03 <andythenorth> locks are crap 13:42:07 <andythenorth> super crap 13:42:17 <Wolf01> Thank you frosch123, I'm trying that right now, as I really need to fix the tile hightlight data 13:42:34 <andythenorth> ships should just be able to go up the slope 13:42:39 <andythenorth> implied lock 13:43:15 *** sla_ro|master has quit IRC 13:44:16 *** HerzogDeXtEr has quit IRC 13:44:30 <frosch123> Wolf01: i guess you can also change selstart, if you save the height in some other variable 13:44:42 <Wolf01> andythenorth, if you don't want locks just build canals at the same height ;) 13:44:52 <andythenorth> I just lower land 13:44:57 <andythenorth> fuck canals :P 13:45:05 <andythenorth> oops swearing in the channel :( 13:45:06 <andythenorth> bad andythenorth 13:45:08 <Wolf01> Everything at sea level 13:45:30 *** Gja has joined #openttd 13:45:49 <Wolf01> Pfff, you can't even beat V swearing :P 13:46:07 *** JacobD88 has quit IRC 13:47:04 <Samu> it would kind of make the "build lock" obsolet 13:47:11 <Samu> the button 13:47:39 <Wolf01> Nah, you always need to build locks in other places 13:47:54 <Samu> just build canal on slope, and it auto-places lock 13:47:56 <andythenorth> locks annoy me 13:48:00 <andythenorth> waste of 3 tiles 13:48:35 <andythenorth> ho ho, nml *does* ship with example nml files :) 13:48:39 <andythenorth> great 13:49:59 <Samu> gonna toy with the idea of auto-lock when building canal on inclinedslope 13:50:03 <Samu> brb 13:54:17 <Wolf01> frosch123, how do I set the _thd.selend from the current tile and the _terraform_size? 14:02:13 *** DDR has joined #openttd 14:05:54 *** Alberth has joined #openttd 14:05:55 *** ChanServ sets mode: +o Alberth 14:11:41 *** Lejving has joined #openttd 14:21:49 <andythenorth> hmm 14:23:41 <Alberth> o/ 14:25:53 <andythenorth> https://github.com/andythenorth/nml-andythenorth/commit/9e835dd6f719d37133947c3f56396cbbd3db2550 14:26:18 <andythenorth> fails https://paste.openttdcoop.org/pxb2hmd53 14:26:48 <andythenorth> I think a list entry is either not initialised, or being given the wrong length as a count somewhere 14:28:36 <andythenorth> properties[0x12] doesn’t seem to exist 14:29:16 *** gelignite has joined #openttd 14:30:59 *** Eddi|zuHause has quit IRC 14:31:04 <andythenorth> looks like l154 in action0properties.py should be properties = 0x13 * [None] 14:31:33 *** Eddi|zuHause has joined #openttd 14:31:35 * andythenorth smells a mess in this 14:35:18 *** sim-al2 is now known as Guest1459 14:35:19 *** sim-al2 has joined #openttd 14:41:21 *** Guest1459 has quit IRC 14:47:43 <andythenorth> ach 14:47:53 <andythenorth> frosch123: apparently I’ve compiled a roadtypes grf 14:48:11 <andythenorth> is there any sane way I can inspect it? 14:58:03 <Alberth> grfcodec -d ? 14:59:31 <andythenorth> well that worked 15:00:44 <andythenorth> loading the grf in ottd triggers a nice assert though 15:00:47 <andythenorth> no surprise 15:02:33 <Alberth> hmm, shouldn't it just ignore unknown sprite numbers? 15:05:46 <andythenorth> dunno :) 15:11:40 <andythenorth> http://dev.openttdcoop.org/attachments/download/8100/example_roadtype.grf 15:12:01 <andythenorth> Wolf01: ^ 15:12:37 <Wolf01> :) 15:13:40 <andythenorth> from the nfo, it appears to have defined _something_ correctly 15:13:51 <andythenorth> it’s basically a clone of most of newgrf railtypes 15:14:03 <andythenorth> with the feature number set to 12 15:14:04 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/Action0 15:14:53 <andythenorth> with the grf loaded, openttd now asserts with the following message 15:14:54 <andythenorth> Message: Assertion failed at line 133 of /source/openttd/src/newgrf.cpp: feature < GSF_END 15:15:03 <andythenorth> which is promising, and perhaps a place to start? o_O 15:15:52 <Wolf01> I might need some new terraform icons... at least 5 15:17:33 <andythenorth> is there one needed for ‘random’ o_O 15:17:44 <Wolf01> Maybe later 15:17:44 <andythenorth> or ‘restore rivers’ ? o_O 15:18:29 <Wolf01> Nah, but a "select start and end point for river" might be useful 15:18:46 <Wolf01> Even for valleys/mountains 15:20:25 <andythenorth> ‘carve a river valley' 15:20:30 <Wolf01> Yup 15:24:09 <Wolf01> Embanked rivers and such 15:24:24 <Wolf01> https://www.tt-forums.net/viewtopic.php?f=32&t=75187 <- I'll implement some of these 15:24:52 <Wolf01> Specially the kamnet ones 15:25:16 <Wolf01> Also, now with just 5 tools the editor is finally usable 15:25:34 *** Arveen has quit IRC 15:29:40 <andythenorth> is this scenario only, or also in game? 15:30:04 <Wolf01> Editor only, too powerfull to be used in game 15:30:56 <Wolf01> Added the patch to the post, if you want to try it 15:31:44 <Wolf01> Now I must prepare and go out :P 15:33:01 * andythenorth compiles 15:35:32 <Wolf01> I left out almost all the safety checks, I just put on to not crash at the first action :P 15:35:45 <Wolf01> But I don't know how it will work with unmovables 15:35:58 <Wolf01> Maybe it destroys everything 15:37:27 <andythenorth> 'WID_ETT_PAINT_LOWER_LAND'; did you mean 'WID_ETT_LOWER_LAND'? 15:37:38 <andythenorth> got a few errors like that, make then bails out 15:37:57 * andythenorth might be missing some symbols or something 15:38:59 <Wolf01> Uhm 15:39:09 <Wolf01> It skipped some files 15:40:29 * andythenorth tries make clean 15:40:50 <Alberth> make mrproper to get back at unconfigured state 15:41:19 <andythenorth> interesting 15:41:23 <Samu> am I smart? 15:41:24 <Samu> TileAddByDiagDir(tile, ReverseDiagDir(AxisToDiagDir(DiagDirToAxis(GetInclinedSlopeDirection(slope))))); 15:41:43 <Wolf01> Tortoise generates corrupted patches 15:42:32 <Samu> i want to move north 15:43:05 <goodger> moving north is generally a good idea unless you live in the southern hemisphere 15:43:47 * andythenorth does not live in the north 15:43:49 <Samu> get inclined slope direction gives me the direction that goes up 15:44:27 <Samu> if that direction could be southwards or northwards, but i only want to go north 15:44:28 <Alberth> given that you move north, you just know what to add to x & y 15:44:45 <Samu> oops my english 15:44:52 <Samu> that direction could be southwards or northwards, but i only want to go north 15:45:06 <Alberth> AxisToDiagDir(DiagDirToAxis( ... )) is of course just bollocks 15:45:31 <Samu> diagdirtoaxis returns the axis of that slope 15:45:46 <Samu> axis to diagdir always returns me the southern direction 15:45:59 <Samu> reversediagdir brings me the northern direction 15:46:04 <Samu> i am smart-1! 15:46:49 <Alberth> why not just test the diagdir, and add the right x&y ? 15:48:31 <Samu> i'm adding it to a ClearedObjectArea thing 15:48:36 <Samu> coa->area = TileArea(TileAddByDiagDir(tile, ReverseDiagDir(AxisToDiagDir(DiagDirToAxis(GetInclinedSlopeDirection(slope))))), axis == AXIS_X ? 3 : 1, axis == AXIS_Y ? 3 : 1); 15:48:39 <Samu> the full line 15:49:19 <Samu> it's a lock 15:49:32 <Wolf01> andythenorth, fixed the patch should work now 15:49:34 <Samu> tile is the inclined slope, slope is inclined 15:54:15 <Samu> i'm trying to auto-lock when placing canals 15:54:34 <Samu> but drag & drop is messing me up 15:56:04 <Samu> drag building canals that go over an inclined sloep, will build a lock automatically 15:56:52 <Samu> it's jut that locks are FAT buildings and the next tile that it is gonna be placing a canal will be giving me trouble 15:57:00 <Samu> it's just* 15:58:34 <andythenorth> Wolf01: compiling again 16:02:11 <Wolf01> Worked or borked? 16:02:26 <andythenorth> hmm 16:02:32 <andythenorth> well it’s running now 16:03:10 <andythenorth> ha ha 16:03:25 <andythenorth> yeah, you need to listen to key repeat at a lower rate :) 16:04:36 <Wolf01> I think I need to listen to "pt.x mod TILE_SIZE" = 0 16:04:57 <Wolf01> Now it triggers even if you move the pointer by 1 pixel 16:05:15 <Wolf01> But I'm not sure if that will work 16:08:54 <Alberth> compute the tile, if it's the same as last time, ignore 16:09:16 <Wolf01> It's a tile area 16:09:29 <Wolf01> You can raise even a 8x8 16:10:01 <Alberth> testing at exactly 0 sounds very fragile 16:11:54 <Samu> i'm still trying to learn how to use ClearedTileArea correctly 16:12:06 <Samu> oops ClearedObjectArea 16:14:41 * andythenorth wonders if Road Hog will ever get other rosters :P 16:15:26 <Alberth> any point in making other collections of trucks? 16:16:36 <andythenorth> american style? 16:16:40 <andythenorth> visually 16:21:13 <andythenorth> gameplay, not sure 16:21:43 <andythenorth> first roster is quite brit-ish 16:21:51 <andythenorth> but the trams are from all over the world, or invented 16:24:02 *** glx has joined #openttd 16:24:02 *** ChanServ sets mode: +v glx 16:24:25 <andythenorth> Alberth: suggest a grfid for Unsinkable Sam? o_O 16:25:32 <Alberth> SAM1 ? USA1 16:25:51 <andythenorth> USS1? 16:25:51 <Alberth> ATN1 16:26:05 <andythenorth> ATN? o_O 16:26:14 <Alberth> andy the north :) 16:26:40 <Alberth> USS sounds nice, points towards submarines :) 16:29:49 <Wolf01> USC? c = cat 16:31:12 <frosch123> FIS3 16:32:11 <andythenorth> considered that :) 16:32:19 <andythenorth> Unsinkable Sam is Not FISH 16:32:29 <andythenorth> hardly recursive :P 16:33:26 <Alberth> doesn't need to be recursive, as it never sinks :) 16:34:17 <andythenorth> ha 16:34:21 * andythenorth wants to make ships 16:34:32 <andythenorth> I have paid my NotRoadTypes debts for today 16:36:17 <Wolf01> Right, tomorrow we can start doing the grf code 16:36:28 <andythenorth> assuming the grf isn’t nonsense :P 16:36:48 <Wolf01> What did you put in it? 16:36:58 <Wolf01> Just to know what should I expect 16:37:52 *** sim-al2 is now known as Guest1473 16:37:53 *** sim-al2 has joined #openttd 16:38:58 <andythenorth> single roadtype, with label “ROAD” 16:39:07 <andythenorth> and some railtype sprites 16:39:43 <andythenorth> format follows railtypes exactly right now 16:40:23 <Wolf01> I think the outcome should be "2 roadtypes and 1 railtype (if tram grf loaded)", right? 16:40:53 <Wolf01> *ltrailtype 16:40:58 <andythenorth> not from the current test grf :) 16:41:04 <andythenorth> but that can be extended 16:41:53 <andythenorth> also I can’t seem to persuade nml to use the roadtypetable functions, so there is some nml work to do there :P 16:42:04 <andythenorth> ‘unreachable’ :P 16:42:22 *** Guest1473 has quit IRC 16:42:46 *** smoke_fumus has joined #openttd 16:43:03 <Wolf01> I had to move a variable declared in the middle of the code because it seem that in c++ functions can't look below themselves, maybe it's the same problem? 16:43:57 <andythenorth> nah, in this case I think it’s that I need to make an explicit call to some functions in parser.py, but I can’t find where 16:52:49 <peter1138> "functions can't look" ... k 16:53:04 <peter1138> (you can't use stuff if it isn't declared yet) 16:53:28 <andythenorth> the functions are declared, but nothing calls them afaict 16:53:43 <andythenorth> and I can’t figure out what to cargo cult from railtypes to get them called 16:54:52 <Wolf01> Nah, peter1138 is right, I'm too used to higher level languages where doesn't matter if you declare a variable after or before a function ;) 16:56:01 <andythenorth> specifically ‘roadtypetable_list’ and some others are not reachable 16:56:02 <andythenorth> https://github.com/andythenorth/nml-andythenorth/blob/NotRoadTypes/nml/parser.py#L666 16:56:05 <andythenorth> nice line number :P 17:04:22 *** sla_ro|master has joined #openttd 17:06:48 <andythenorth> any way to check if a grfid is known 55535331? 17:06:58 <andythenorth> or is in someone’s ‘reserved’ range? 17:07:02 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/Action8#GRFID 17:11:03 <frosch123> the "1" is stupid :p 17:11:31 <Wolf01> BBL 17:11:43 <frosch123> "USRA" (US Roads Addon) is the nearest 17:14:36 <andythenorth> frosch123: propose a not-1 alternative? o_O 17:14:46 <andythenorth> 0? 17:15:16 <frosch123> do you plan to do a second one? :p 17:15:55 <frosch123> use "3", noone does 3 versions of the same grf 17:16:08 <frosch123> "3" is probably unique for all leading chars :p 17:17:15 <andythenorth> it’s embarassing that I have to use this to convert from ascii :P 17:17:16 <andythenorth> https://www.branah.com/ascii-converter 17:17:47 *** roidal has quit IRC 17:21:53 <Alberth> print([chr(x) for x in "USRA"]) :) 17:22:10 <frosch123> ah, "3" is used by those one-grf-per-vehicle guys 17:23:18 <glx> printf("%08X", 'USRA'); should work too 17:23:59 <peter1138> tggggg 17:24:05 <peter1138> erm 17:31:09 <Alberth> just use "USRA" in the grfid :) 17:36:11 <Samu> grrr stupid tile area loop doesn't work like i think 17:37:36 <Samu> tile area, just adds the tiles 17:37:55 <Samu> the loop doesn't care for which directions they were added 17:38:46 <Samu> it adds them at the opposite direction of how I dragged some times 17:39:48 <Samu> north to south - everything is fine 17:39:53 <Samu> south to north - assert 17:40:16 <Samu> so i see now why that swap existed on the bridge command 17:40:45 <Samu> TILE_AREA_LOOP is noob 17:45:26 <Samu> i dragged from tiles 8893 to 8891, tile area loop begins at 8891, hmmm must think 17:50:21 <Samu> okay, so this means i'm always building towards the south diag direction 17:50:26 <Samu> even if im not 17:51:56 <Samu> coa->first_tile = TileAddByDiagDir(tile, ReverseDiagDir(AxisToDiagDir(axis))); 17:51:58 <Samu> will test 17:53:36 <Samu> nice, it werks! 17:53:54 <Samu> so this means i don't need diagdir for anything 17:54:51 <Samu> dayum, auto locks while building canals, looks pretty 17:56:02 <Samu> this might actually be the best idea yet, Wolf01 17:56:23 <Samu> makes building canal lines so much easier 17:57:15 <Samu> feels like building a straight road over all types of terrain 17:57:54 <Samu> problem might be that canals don't have foundations 17:58:33 <Samu> and locks are still fat buildings, it may not go over all slopes 18:07:14 *** glx_ has joined #openttd 18:07:51 *** Gumle2 has joined #openttd 18:08:38 *** smoke_fumus|2 has joined #openttd 18:09:49 *** guru3 has joined #openttd 18:10:23 *** Samu has quit IRC 18:10:23 *** glx is now known as Guest1480 18:10:26 *** sla_ro|master has quit IRC 18:10:26 *** glx_ is now known as glx 18:10:40 *** sla_ro|master has joined #openttd 18:10:48 *** Samu has joined #openttd 18:11:11 *** guru3_ has quit IRC 18:11:16 *** smoke_fumus has quit IRC 18:13:40 *** Guest1480 has quit IRC 18:13:50 *** Gja has quit IRC 18:13:52 *** Gumle2 is now known as Gja 18:18:50 *** Samu has quit IRC 18:21:21 *** keoz has quit IRC 18:28:04 *** Speedy has quit IRC 18:28:26 *** Speedy` has joined #openttd 18:28:42 *** Phantasus has joined #openttd 18:28:43 *** Speedy` is now known as Speedy 18:29:23 *** Phantasus has quit IRC 18:29:56 *** Samu has joined #openttd 18:32:14 <andythenorth> frosch123: so I can’t use 3? o_O 18:34:37 <Alberth> copper ore refinery looks great andy 18:35:26 <frosch123> sure :p 18:41:46 <andythenorth> Alberth: it’s fun eh? :) 18:42:09 <Alberth> it is :) 18:42:32 <Alberth> playing in a hot country with maglev trains :) 18:42:39 <Alberth> and BB 18:42:44 <andythenorth> need to do a copper mine 18:42:46 <Alberth> 1 train is enough :p 18:42:50 <andythenorth> default sprites are a bit boring 18:43:02 <Alberth> I agree on that, compared to your sprites 18:44:32 <andythenorth> let me know if you get inspired for a Busier Bee :P 18:44:34 <andythenorth> with more goal types 18:48:26 <Alberth> ticket seems to suggest a city bee, or a pax bee :) http://dev.openttdcoop.org/issues/7826 18:49:53 <Alberth> although a combination of pax and industry could be nice 18:50:06 <andythenorth> found an arbitrary industry and demand service is the one I would like to add 18:50:14 <andythenorth> after a while I always end up funding industry 18:51:53 <Alberth> :o I almost never do that 18:52:49 <Alberth> well, failure to find a supplier for an industry could work :) 18:53:17 <Alberth> although maybe it would be too simple to let the player decide where to put it 18:53:55 <andythenorth> yeah 18:54:15 <andythenorth> I originally thought it might be an actual goal, to have player fund the industry directly 18:54:21 <andythenorth> but now I think BB should do it 18:54:34 <andythenorth> can it provide a dialog, with an option: fund yes/no 18:54:35 *** glx_ has joined #openttd 18:55:23 * andythenorth considers letting playing invest €xxx in industry development 18:55:40 <andythenorth> but the GS chooses what and where [randomly or by some rules] 18:55:56 *** smoke_fumus has joined #openttd 18:56:25 *** glx is now known as Guest1498 18:56:25 *** glx_ is now known as glx 18:56:39 *** Eddi|zuHause2 has joined #openttd 18:56:58 *** minimoo has quit IRC 18:57:45 *** smoke_fumus|2 has quit IRC 19:00:40 *** Fuco_ has joined #openttd 19:02:16 *** Antheus_ has joined #openttd 19:02:50 *** Milek7_ has joined #openttd 19:02:53 *** gelignite_ has joined #openttd 19:03:44 *** XeryusTC_ has joined #openttd 19:04:03 *** frosch123 has quit IRC 19:04:03 *** Milek7 has quit IRC 19:04:03 *** APTX has quit IRC 19:04:03 *** Guest1498 has quit IRC 19:04:03 *** Antheus has quit IRC 19:04:03 *** Alberth has quit IRC 19:04:03 *** gelignite has quit IRC 19:04:03 *** Progman has quit IRC 19:04:03 *** Eddi|zuHause has quit IRC 19:04:03 *** lastmikoi has quit IRC 19:04:03 *** Fuco has quit IRC 19:04:03 *** XeryusTC has quit IRC 19:04:03 *** Alberth has joined #openttd 19:04:28 *** ChanServ sets mode: +o Alberth 19:04:29 *** APTX has joined #openttd 19:04:36 *** Progman has joined #openttd 19:05:12 *** lastmikoi has joined #openttd 19:05:51 *** minimoo has joined #openttd 19:08:46 *** chnkr_ has quit IRC 19:15:17 *** chnkr_ has joined #openttd 19:18:10 *** FLHerne has joined #openttd 19:30:32 *** Alberth has left #openttd 19:43:35 *** Supercheese has joined #openttd 19:47:29 *** gnu_jj has quit IRC 19:50:36 *** tycoondemon2 has joined #openttd 19:51:14 *** Samu has quit IRC 19:54:50 *** tycoondemon has quit IRC 20:00:24 <andythenorth> hmm 20:00:39 <andythenorth> sea vs. river ships is a crap distinction 20:00:41 * andythenorth removes that 20:00:58 <Wolf01> You make all river ships? 20:02:39 <Supercheese> ships is ships 20:03:10 <andythenorth> all same speed ships 20:03:19 <andythenorth> no pissing around with slower / faster on river / sea 20:03:36 <andythenorth> Wolf01: my current game needs a cogwheel tramway 20:03:38 <andythenorth> or cable tram 20:03:44 <andythenorth> 16 tile mountain or so :P 20:04:45 <Wolf01> Indeed, you need to introduce draught for ships, you can have slow ships on sea too 20:05:54 <Wolf01> My current game needs half and double slopes 20:06:01 <Wolf01> Even vertical walls 20:07:29 <Wolf01> And proper bridges/tunnels... maybe I want locomotion 20:14:25 <andythenorth> :P 20:16:52 *** jonty-co1p has joined #openttd 20:17:15 *** zwamkat_ has joined #openttd 20:17:35 *** Progman has quit IRC 20:17:35 *** APTX has quit IRC 20:17:35 *** Nothing4You has quit IRC 20:17:35 *** zwamkat has quit IRC 20:17:35 *** jonty-comp has quit IRC 20:18:02 *** Nothing4You has joined #openttd 20:18:39 *** APTX has joined #openttd 20:20:16 *** Samu has joined #openttd 20:20:50 *** Progman has joined #openttd 20:28:39 *** Progman has quit IRC 20:33:27 *** Progman has joined #openttd 20:35:31 *** Supercheese has quit IRC 20:36:13 *** Supercheese has joined #openttd 20:40:54 *** efess has joined #openttd 20:53:55 *** sla_ro|master has quit IRC 21:11:05 *** lastmikoi has quit IRC 21:11:19 *** andythenorth has quit IRC 21:14:01 *** lastmikoi has joined #openttd 21:17:53 *** lastmikoi has quit IRC 21:19:41 *** lastmikoi has joined #openttd 21:20:35 *** lastmikoi has quit IRC 21:21:55 *** lastmikoi has joined #openttd 21:32:51 *** Lejving has quit IRC 21:48:29 *** lastmikoi has quit IRC 21:55:30 *** lastmikoi has joined #openttd 22:20:06 *** keoz has joined #openttd 22:28:25 *** keoz has quit IRC 22:30:44 <Wolf01> 'night 22:30:46 *** Wolf01 has quit IRC 22:46:52 *** sim-al2 is now known as Guest1556 22:46:53 *** sim-al2 has joined #openttd 22:52:55 *** Guest1556 has quit IRC 22:59:40 *** Samu has quit IRC 23:05:29 *** Smedles has quit IRC 23:10:44 *** Smedles has joined #openttd 23:15:46 *** Progman has quit IRC 23:31:30 *** tokai|noir has joined #openttd 23:31:31 *** ChanServ sets mode: +v tokai|noir 23:38:21 *** tokai has quit IRC 23:45:06 *** FLHerne has quit IRC 23:45:20 *** FLHerne has joined #openttd 23:58:15 *** Samu has joined #openttd 23:58:39 <Samu> hi 23:58:49 <Samu> I just made build lock button obsolete :o