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Log for #openttd on 20th March 2017:
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00:33:29  <supermop_home> is it possible to have catenary draw poles ever 2nd tile instead of every tile?
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00:58:10  <supermop_home> i mean I know it is, but can't figure out in nml documentation how to do it
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08:04:56  <DorpsGek> Commit by peter1138 :: r27809 trunk/src/train_cmd.cpp (2017-03-20 09:04:47 +0100 )
08:04:57  <DorpsGek> -Codechange: Improve check in UpdateLevelCrossing
08:04:58  <DorpsGek> In UpdateLevelCrossing, checking if a level crossing is reserved is
08:04:59  <DorpsGek> cheaper than finding trains on it or approaching it, so do it first. (cirdan)
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08:24:39  <Wolf01> Moin
08:57:30  <peter1138> hi
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09:01:00  <Samu> lol, when i was working with a variable, i came up with a st2 name
09:01:08  <Samu> slope tile2
09:02:08  <Samu> Slope st2 = GetTileSlope(t2, &heightt2);Slope st2 = GetTileSlope(t2, &ht2);
09:03:40  <__ln__> that's racist
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09:27:12  <crem> Isn't openttd great!
09:27:15  <crem> ?
09:27:18  <crem> morgnin
09:27:59  <Samu> how do i convert a DiagDir into a Slope?
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09:30:10  <crem> https://docs.openttd.org/slope__func_8h.html#a504e7c2b4722e2cef2ea89dd605f0082
09:30:17  <crem> https://docs.openttd.org/slope__func_8h.html#aab19b33527e39c6aa980e3f66f8c9746
09:30:37  * crem has no idea what DiagDir or Slope is.
09:30:56  <__ln__> crem: http://onlineslangdictionary.com/meaning-definition-of/slope
09:31:12  <crem> Thanks. :)
09:31:52  <Samu> i guess Inclined(Slope) will do
09:31:58  <Samu> erm, InclinedSlope
09:33:31  <Samu> InclinedSlope(DiagdirBetweenTiles(begin, t2)
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10:03:28  <crem> I've just seen ad of youtube on youtube!
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10:13:32  <peter1138> andy is north
10:13:39  <andythenorth> isn’t it
10:13:40  <peter1138> apparently there's some guy called peter north
10:13:43  <peter1138> i have no idea
10:19:30  <Samu> i can't make rivers flow the way I want :(
10:20:14  <peter1138> heh
10:21:13  <Samu> still stuck on breadth first search
10:21:22  <Samu> whatever that is
10:23:00  <Samu> now i made rivers not able to flow down a slope :( gah
10:24:34  <Samu> i think i'm doing this check in the wrong place
10:25:51  <Samu> i want rivers to Flow down on slopes like they're locks
11:04:55  <Samu> this is the best I could do yet https://paste.openttdcoop.org/ppvuydn55?/ppvuydn55
11:05:05  <Samu> it's something, but insuficient
11:06:07  <andythenorth> such forests
11:06:20  * andythenorth would like FIRS forest to just be….better 
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11:10:12  <peter1138> So would we!
11:12:18  <Wolf01> o/
11:14:24  <Wolf01> Why is geometry so shitty? I need to fit an octagon in a bigger square with squares, triangles, and rectangles
11:42:52  <andythenorth> cut it out on paper
11:42:59  <andythenorth> primary school style, tesselation
11:43:09  <andythenorth> https://www.mathsisfun.com/geometry/tessellation.html
11:43:35  <andythenorth> Wolf01: (needs Flash so I can’t see it) https://www.mathsisfun.com/geometry/tessellation-artist.html
11:48:45  <Wolf01> Eh... I need to work with some sqrt(2)
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11:55:55  <crem> √2 is not the worst number.
11:56:32  <crem> Zdravo, Sova!
11:57:08  <Sova> Zdravo crem!
11:58:26  <crem> Are you an owl?
11:58:37  <andythenorth> so what is wrong with FIRS forest then?
11:58:52  <Sova> It's an old nick from primary school
11:59:12  <crem> But does it mean owl in srbska?
11:59:17  <Sova> Oh yes
11:59:44  <crem> Ok. So it is in belarusian. And russian.
12:00:03  <Sova> I assume so. Our languages are pretty similar.
12:00:35  <peter1138> Ooh, article 50 on Wednesday.
12:00:40  <peter1138> Who's up for an assassination attempt?
12:04:37  <crem> Quack.
12:05:03  <andythenorth> peter1138: your career as a fifth columnist will be short-lived :P
12:05:10  <andythenorth> it’s now obvious who you work for
12:07:48  <crem> In isometric projection games, how 2d array of cells is usually stored, what is rows and what is columns? Should a person tilt his head 45 degrees right or left?
12:10:15  <andythenorth> x goes to the left and y goes to the right
12:11:21  <crem> "row" should go from top to bottm, and "col" from left to right,  after tilting head. The question is whether head should be tilted left or right.  For me, tilting right feels more natural.
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12:12:57  <andythenorth> openttd does it left
12:13:03  <andythenorth> at least for newgrf co-ords
12:13:20  <andythenorth> it’s a -30 degree rotation or so, I think
12:13:29  <andythenorth> peter1138 probably knows better than me :P
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12:15:51  <peter1138> But columns are top to bottom, and rows are left to right.
12:16:25  <peter1138> And anyway, it's a flat array.
12:17:05  <andythenorth> interesting
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13:40:51  <supermop> can i put a pylon in the center of a tile?
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13:59:00  <supermop> bad news for spaced out catenary pylons means gondolas are going to look stupid if implemented as trams
14:04:28  <andythenorth> they won’t work as trams anyway
14:04:35  <andythenorth> not well enough to justify the effort
14:04:52  <supermop> i just want them to look neat
14:05:00  <andythenorth> shame we can’t blat a few more transport types into the map :P
14:05:08  <supermop> indeed
14:05:15  <andythenorth> ropeways / gondolas, pipes, belts
14:06:09  * andythenorth thinks ‘excessive transport types’ is just what the game needs :)
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14:20:20  <peter1138> teleporters!
14:25:16  <supermop> Le Paz metro
14:25:23  <supermop> is it la paz?
14:25:39  <supermop> le isn't spanish after all
14:26:03  <supermop> well bolivian gondola metro one way or the other
14:27:38  <supermop> sheep drovers?
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14:28:26  <supermop> 1 man on foot, capacity 1 bag of mail or 1000 head of livestock
14:28:33  <supermop> 3mph
14:51:29  <andythenorth> roller-coasters
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15:37:34  <Alberth> hi hi
15:37:51  <crem> hi hi hi hi
15:38:54  <andythenorth> lo Alberth
15:52:20  <Samu> hi
15:52:21  <Wolf01> o/
15:52:25  <Samu> https://paste.openttdcoop.org/pxqgmohaf
15:52:33  <Samu> my work so far on friendly river gen
15:52:59  <crem> What is a friendly river?
15:53:56  <andythenorth> it brings you tea
15:54:05  <Samu> rivers that makes placing locks easy
15:54:28  <Samu> it's kinda ugly
15:54:38  <peter1138> Speaking of tea
15:54:53  <Wolf01> + +1
15:54:57  <Samu> and it only works for ships that can make 90 degrees
15:55:06  <Wolf01> *^
15:55:22  <Samu> it would require more space if 90 degrees are forbidden, i doubt many rivers would be generated
15:56:08  <Wolf01> We voted for removing locks, so it shouldn't be a problem :P
15:56:19  <peter1138> Eh, ships should be able to stop & turn on the spot.
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15:58:55  <andythenorth> forbidding 90’ turns for ships is a joke setting :)
15:59:02  <andythenorth> apologies to whoever coded that ;)
15:59:40  <Samu> the water connection is really really ugly
15:59:53  <Samu> not sure how i can improve it
16:00:10  <andythenorth> peter1138: just like this https://www.youtube.com/watch?v=3-RIMcpmzuM
16:11:28  <peter1138> That'll do.
16:12:07  <andythenorth> now we just need things ships can crash into
16:16:02  <Samu> darn tile heights...
16:16:03  <peter1138> Other ships.
16:22:24  <andythenorth> such ships
16:24:12  <andythenorth> http://www.splashseaschool.com/img/course/rules/g_rule15.jpg
16:25:01  <andythenorth> http://www.splashseaschool.com/demo/rules08.html
16:25:12  <andythenorth> also http://1.bp.blogspot.com/-3Z2exFcIqXo/UB2Zy1K-nSI/AAAAAAAAAJ8/WqECs7LiT70/s1600/loadlines.jpg
16:32:17  <peter1138> Yes. No.
16:35:56  <andythenorth> child #1 found it weird that ships overlap
16:36:10  <andythenorth> he set a bunch going at same time with depot green flag
16:36:21  <andythenorth> didn’t understand where they had gone
16:36:34  <andythenorth> personally I like our infinite ship capacity :P
16:40:18  <Samu> http://imgur.com/ZrykPlX
16:40:25  <Samu> friendly rivers, do you notice anything strange?
16:40:42  <Samu> not connected, but connectable without terraforming
16:42:14  <Samu> meh, i guess it's hard to visualize it
16:44:29  <andythenorth> samu? o_O
16:45:25  <Samu> http://imgur.com/a/GJukQ
16:45:39  <Samu> same image, now with locks
16:45:42  <Samu> and some canals
16:45:51  <Samu> no terraforming was necessary
16:46:24  <andythenorth> rivers are different in each image
16:46:34  <andythenorth> is that actual code, or are you mocking up your goal? :)
16:46:47  <Samu> code produces first image
16:46:57  <andythenorth> yes
16:47:05  <andythenorth> it makes rivers a waste of time, most of the time :)
16:47:25  <Samu> then i built locks and canals to show you that it's not needed to terraform to connect rivers with locks and canals
16:47:37  <Samu> that was part of the objective
16:48:15  <andythenorth> ah, your canals look like rivers to me, so I was confused ;)
16:48:22  <andythenorth> I have different sprites
16:50:03  <Samu> the other goal was indeed to avoid having to build canal tiles
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16:50:37  <Samu> all that the player had to do was just place the locks
16:50:51  <Samu> but i don't know how to do that :(
16:51:25  <Samu> the way I have it, is terribly ugly
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16:52:47  <andythenorth> you’re forbidding turns preceeding a slope?
16:56:45  <Wolf01> https://c1.staticflickr.com/1/561/32406320236_e06805f49b_h.jpg wonderful
16:56:50  <Samu> hmm no, how do i do that
16:58:30  <Samu> let me copy paste my code again
16:59:54  <Samu> https://paste.openttdcoop.org/p3exd3iwd - this code generates the first image here http://imgur.com/a/GJukQ
17:00:39  <Samu> i got a lot of // lines to disable the 2nd part of the code, the part which would connect to would-be locks
17:01:01  <andythenorth> “What are the best grfs?”……. “mine”  :P
17:01:05  * andythenorth won’t post that :)
17:01:18  <andythenorth> people don’t know when I’m joking
17:04:01  <peter1138> :)
17:06:16  <andythenorth> where is pikka then?
17:06:48  <Samu> how do i forbid turns preceeding a slope? :)
17:06:52  <Samu> andythenorth:
17:07:00  <andythenorth> Samu I have NFI :)
17:07:18  <Samu> i dont think i'm doing that
17:07:24  <andythenorth> the pathfinder presumably pre-computes the path before building any tile?
17:07:28  <Samu> i check the slopes directly
17:08:07  <andythenorth> I like your approach to trying to fix this, I hadn’t considered this idea
17:08:13  <andythenorth> however, 1 tile docks would also solve it :P
17:08:33  <andythenorth> your idea doesn’t mean bumping savegame, nor changing baseset sprites
17:12:27  <Samu> nice
17:12:33  <Samu> someone interested
17:12:41  <andythenorth> @seen someone
17:12:41  <DorpsGek> andythenorth: someone was last seen in #openttd 6 years, 22 weeks, 2 days, 23 hours, 32 minutes, and 18 seconds ago: <Someone> indeed
17:13:23  <andythenorth> not generating crap rivers is better than changing other things to fit the crap rivers
17:13:53  <Samu> hehe
17:14:38  * andythenorth has no idea how pathfinder works
17:14:44  <andythenorth> does it have conditions?
17:14:55  <andythenorth> the train pathfinder has weightings for various conditions
17:15:23  <andythenorth> maybe the pathfinder can dump some weighting to 0% or 100% or whatever
17:15:31  <andythenorth> if it finds a slope after a corner
17:16:09  <andythenorth> or set a flag after a corner, so that if next tile is slope, it abandons that path
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17:16:50  <andythenorth> needs a programmer, not a devloloper like me :
17:17:02  <andythenorth> I can’t even type emoticons properly :P
17:17:40  <Samu> the only pathfinder part I'm modifying is /* AyStar callback when an route has been found. */ static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
17:18:42  <Samu> oh and... another about neighbours, but that's via FlowsDown
17:19:37  <Samu> i still don't understand how it decides which direction to take, i don't know how to follow that code
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17:23:13  <andythenorth> it’s following a direction to the end node, right?
17:23:19  <andythenorth> diagonal, not manhattan
17:24:09  <andythenorth> dunno what INVALID_TRACKDIR is doing
17:24:14  <andythenorth> I suspect that needs to be known
17:24:21  <andythenorth> to understand
17:25:00  <Samu> a tile can be connected from 4 directions
17:25:10  <Samu> but locks are special
17:25:29  <Samu> only 2 directions
17:25:41  <andythenorth> oh FlowRiver recurses
17:25:52  <andythenorth> recursive functions always boggle my mind
17:26:25  <Samu> yes, each time it finds a slope, it re-does FlowRiver
17:27:34  <Samu> it keeps doing this until it finds water
17:27:54  <Samu> usually sea water, but can also be water from other rivers
17:27:54  <andythenorth> or it builds a lake if it can’t go downhill
17:28:18  <Samu> yes
17:28:54  <Samu> didn't touch lakes
17:40:44  <Samu> i think i got a problem calculating distance from edge, gah...
17:40:50  <Samu> not easy to detect
17:44:05  <Samu> DistanceFromEdge(tile - delta) <= 1  || blabla || DistanceFromEdge(tile - 2 * delta) <= 1 || more bla bla || DistanceFromEdge(tile - 3 * delta) <= 1
17:44:20  <Samu> yep, it's wrong, just fixed it
17:44:42  <Samu> i had it like DistanceFromEdge(tile - 2 * delta + TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT))) <= 1
17:44:47  <DorpsGek> Commit by peter1138 :: r27810 trunk/src/station_cmd.cpp (2017-03-20 18:44:37 +0100 )
17:44:48  <DorpsGek> -Change: Factor out reservation-handling code in station_cmd.cpp
17:44:49  <DorpsGek> Code dealing with freeing and restoring track reservations is
17:44:50  <DorpsGek> duplicated in CmdBuildRailStation and RemoveFromRailBaseStation;
17:44:51  <DorpsGek> make separate functions for it. (cirdan)
17:45:04  <Samu> this is wrong
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17:48:58  <peter1138> Good ol' 6 year old patches...
17:49:53  <DorpsGek> Commit by peter1138 :: r27811 /trunk/src (train.h train_cmd.cpp) (2017-03-20 18:49:44 +0100 )
17:49:54  <DorpsGek> -Change: Remove unused parameters in FreeTrainTrackReservation
17:49:55  <DorpsGek> FreeTrainTrackReservation is always called with INVALID_TILE
17:49:56  <DorpsGek> and INVALID_TRACKDIR as second and third arguments, so remove
17:49:57  <DorpsGek> them and just use those constants instead. (cirdan)
17:50:19  <Samu> who's cirdan? he must be an expert
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17:50:48  <peter1138> Yes
17:51:12  <peter1138> Compared to, say, you.
17:51:14  <peter1138> ;)
17:51:18  <Samu> yes
17:57:32  <DorpsGek> Commit by peter1138 :: r27812 trunk/src/elrail.cpp (2017-03-20 18:57:24 +0100 )
17:57:33  <DorpsGek> -Fix: Road tunnel/bridge heads have no trackbits wrt catenary drawing
17:57:34  <DorpsGek> Road tunnels and bridges do not have any rail, so do not treat them
17:57:35  <DorpsGek> as if they had when drawing a catenary. (cirdan)
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18:14:31  <DorpsGek> Commit by peter1138 :: r27813 trunk/src/roadveh_cmd.cpp (2017-03-20 19:14:22 +0100 )
18:14:32  <DorpsGek> -Change: Remove _road_enter_dir_to_reachable_trackdirs
18:14:33  <DorpsGek> _road_enter_dir_to_reachable_trackdirs was just a copy of
18:14:34  <DorpsGek> DiagdirReachesTrackdirs. (cirdan)
18:16:31  <DorpsGek> Commit by peter1138 :: r27814 trunk/src/roadveh_cmd.cpp (2017-03-20 19:16:23 +0100 )
18:16:32  <DorpsGek> -Change: Remove _roadveh_depot_exit_trackdir
18:16:33  <DorpsGek> _roadveh_depot_exit_trackdir was just a copy of
18:16:34  <DorpsGek> DiagDirToDiagTrackdir. (cirdan)
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18:43:18  <andythenorth> peter1138: were those cirdan commits from fs?  Or somewhere else?
18:43:30  * andythenorth wonders if cirdan should be told
18:43:52  <andythenorth> eh, maybe he reads the ottd commit log
18:45:43  <DorpsGek> Commit by translators :: r27815 trunk/src/lang/russian.txt (2017-03-20 19:45:36 +0100 )
18:45:44  <DorpsGek> -Update from Eints:
18:45:45  <DorpsGek> russian: 7 changes by Lone_Wolf
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18:50:14  <peter1138> Probably, he merges bits occasionally.
18:55:45  <frosch123> hoin
18:59:46  <andythenorth> quak
19:02:22  <frosch123> so, noone complained in two months that my nml binary does not work?
19:07:26  <andythenorth> “until now"
19:07:45  <andythenorth> supermop: how do you build Unspooled?
19:14:34  <Wolf01> http://imgur.com/gallery/AHFwa lol
19:16:43  <Alberth> rofl!
19:17:17  <andythenorth> I watched it multiple times :P
19:20:33  <frosch123> shell history is awesome
19:20:58  <frosch123> i wouldn't know how to compile nml for windows, if not by looking into the shell history
19:22:43  <andythenorth> I should find where mine is logged
19:22:47  <andythenorth> it must be logged somewhere :P
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19:26:26  <frosch123> andythenorth: can you please replace the link with one to nml-nrt-8f4bb3d0-win32.zip
19:26:35  <frosch123> i also pulled before rebuild
19:26:57  <frosch123> or should i not include the version in the url?
19:27:43  <frosch123> andythenorth: please replace it with nml-nrt-latest-win32.zip
19:27:46  <frosch123> i symlinked that
19:29:20  <andythenorth> frosch123: https://www.tt-forums.net/viewtopic.php?p=1180663#p1180663
19:30:55  <DorpsGek> Commit by peter1138 :: r27816 /trunk/src (3 files) (2017-03-20 20:30:49 +0100 )
19:30:56  <frosch123> let's see whether it works this time :p
19:30:57  <DorpsGek> -Fix [FS#6421]: Do not search directories when opening ini files as we already have their full path.
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19:55:23  <supermop> andythenorth: just nmlc on a usb drive
20:05:06  <supermop> i dont understand how to set up anything more sophisticated than that
20:08:16  <andythenorth> you’re on windows?
20:09:13  <supermop> yep
20:09:19  <supermop> 10
20:09:25  <supermop> 7 at work
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20:33:32  <argoneus> good evening train friends
20:34:11  <Wolf01> o/
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20:48:29  <peter1138> Hmm
20:56:43  <andythenorth> yes
20:57:33  <peter1138> Hmm!
20:59:25  <andythenorth> why are forests crap?
20:59:30  <andythenorth> and what can I do about it?
20:59:34  <peter1138> Because bears shit in them.
20:59:38  <andythenorth> bear!
20:59:44  <andythenorth> that’s what I should add
21:01:39  <peter1138> Hmm, is there something that prefers placing towns next to water?
21:02:08  <peter1138> Or is that just a side effect of towns being placed away from other towns.
21:02:36  <andythenorth> I thought there was a thing that tried not to put them next to water
21:02:56  * andythenorth might be having alt-memories
21:03:23  <andythenorth> hmm default game forest has 9 trees per tile
21:03:27  <andythenorth> FIRS only has 4
21:03:29  <andythenorth> that’s less
21:03:40  <frosch123> peter1138: coast is preferred
21:03:56  <frosch123> whenever the random tile ends up within wate, it looks for the nearest land tile
21:04:05  <andythenorth> neat
21:04:07  <frosch123> in total that makes coast more likely
21:04:10  <frosch123> (it
21:04:19  <frosch123> 's an intentional feature from a few years ago)
21:04:46  <andythenorth> someone made some forest grf or objects
21:04:49  * andythenorth looks
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21:06:31  <andythenorth> https://www.tt-forums.net/viewtopic.php?f=67&t=71330&hilit=forest
21:08:41  <supermop> i like mcz's logging camp, except lately i the maps i play never can place it
21:09:12  <supermop> because those trails require a huge flat area
21:09:23  <andythenorth> they look like they can handle slopes
21:09:25  <andythenorth> but eh
21:09:26  <supermop> or something
21:09:30  <supermop> idkl
21:09:54  <supermop> whenever i play i get the 'cant find a place for ' warning at game start
21:09:57  <andythenorth> bigger landing area?  cutting areas?  trails?
21:10:00  * andythenorth is looking for ideas
21:10:13  <frosch123> trail roadtype :p
21:10:21  <andythenorth> FIRS forest (1) looks boring to provide service to (2) is hard to see if trees are enabled
21:10:41  <andythenorth> (3) is hard to see if transparency is on (4) has no animation of any kind
21:11:26  <andythenorth> (5) bare land under trees looks crappy
21:11:37  <Wolf01> Work at minecarts with supermop
21:11:51  <supermop> haha
21:11:58  <supermop> carts would be nice
21:12:07  <frosch123> didn't some grf use 2/3 grass under trees?
21:12:10  <frosch123> i thought that was firs
21:12:43  <supermop> bigger areas would be ok except would be really hard to place
21:12:43  <frosch123> possibly ogfx+industries
21:13:15  <andythenorth> 1/3 mud?
21:13:17  <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=76075&p=1184230#p1184230
21:13:20  <Samu> discuss :p
21:13:23  <andythenorth> the ‘grass grows back’ tile?
21:14:07  <peter1138> Ah, my ships are breaking down :S
21:14:15  <peter1138> I got 15 years into a game then decided I didn't like the map...
21:14:36  <supermop> re implement grass as a tree
21:15:03  <andythenorth> peter1138: that’s standard operating procedure :)
21:15:21  <andythenorth> I get a few towns and industries connected, then something is just blearch :)
21:15:55  <andythenorth> all industries should look like this http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#pyrite_smelter
21:15:58  <andythenorth> forest does not
21:16:14  <supermop> thats why i play 64 or 128 usually now
21:16:21  <supermop> maybe 64x512
21:16:27  <andythenorth> micro
21:16:35  <andythenorth> 256x256 is boss
21:16:38  <supermop> no desire to play longer than 20 years
21:18:00  <peter1138> I wanted more water. 70% now.
21:18:17  <peter1138> (Hence lots of coastal towns)
21:18:38  <andythenorth> I want a forest that looks industrialised
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21:18:44  <andythenorth> none of this rural stuff
21:19:25  <peter1138> strict rows of trees
21:19:33  <peter1138> logging tracks through it all
21:19:55  <supermop> well you could have a copse like in tto with stumps
21:20:06  <peter1138> Basically draw a mini Spintires.
21:20:08  <frosch123> hmm, i cannot find the grf where the forest looked like that
21:20:23  <peter1138> TaI
21:20:40  <peter1138> Hmm, nah, that just had gaps.
21:20:44  <supermop> non- mountainous managed forests here typically have all trees on a 12' or 20' square grid
21:20:55  <supermop> with roads every few 100 feet
21:29:04  <andythenorth> one of them had animation for trees being cut, either default or PBI
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21:34:07  <peter1138> Oh dear. I think I spent too much money.
21:35:13  <andythenorth> such bedtime
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21:38:58  <Samu> darn, i missed 3 locks in that image
21:39:04  <Samu> erm, rapids
21:39:12  <Samu> locks in rapids
21:39:19  <Samu> or whatever, my english fails
21:43:36  <Eddi|zuHause> ao, looka likw i'm going to eindhoven tomorrow (business trip)
21:45:19  <peter1138> To get a new keyboard?
21:45:30  <supermop> for some reason i thought Eddi|zuHause was an academic
21:45:49  <peter1138> Cos he never seems to do anything?
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21:47:55  <Eddi|zuHause> peter1138: i'm afraid a dutch keyboard will make it even worse :p
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22:24:59  <supermop> Samu: i cannot spot any missing locks in the image
22:29:51  <Samu> i forgot to build them
22:35:46  <supermop> your caption says you forgot some, but i dont see any slopes without locks
22:36:12  <Samu> http://imgur.com/XPM8gr8
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22:51:33  <peter1138> Hmm, can pools have classes and inheritance and stuff?
22:51:56  *** Samu has quit IRC
22:52:12  <peter1138> For docks, using RoadStop feels wrong, but I also don't want to reinvent the wheel.
22:55:06  <Eddi|zuHause> peter1138: i think all pool members must have the same size
22:55:52  <Eddi|zuHause> so you could have subclasses, but they can't have new members
22:56:25  <Eddi|zuHause> i don't know how virtual functions play into this
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23:28:02  <Wolf01> 'night
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23:48:24  <Samu> hi
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