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Log for #openttd on 21st July 2019:
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00:05:20  <Samu> hmm
00:05:40  <Samu> this is for automatic servicing requiring a renew
00:08:29  <Beerbelott> FLHerne: Well, that's a use case to reproduce :)
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00:08:48  <Beerbelott> I dunno if you have control over the max life of a vehicle
00:08:55  <Beerbelott> WOuld be interesting to reproduce
00:09:29  <Beerbelott> Activate both autorenew & autoreplace on a vehicle past its max lifespan (+ delta for autorenew to make it kick in)
00:10:03  <Beerbelott> I'm unsure about the money conditions though
00:10:23  <Beerbelott> It seems you need to have limit for autorenew + price of new vehicle in bank
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00:50:15  <Samu_> omg, this video https://www.youtube.com/watch?v=xNjI03CGkb4 .. this hurts
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01:43:29  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7661: Codechange: Rework 'start_date' parameter for AIs as a game setting https://git.io/fjMsZ
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07:02:53  *** ChanServ sets mode: +o Alberth
07:03:03  <Alberth> o/
07:10:40  <Eddi|zuHause> am i blind or does gimp not have the ability to draw geometric shapes? (rectangle, circle)
07:14:03  <Alberth> https://docs.gimp.org/en/gimp-using-rectangular.html     your vision seems fine, but it has some ways apparently
07:14:06  <Eddi|zuHause> i feel like i've never ever used a drawing program before
07:14:51  <Alberth> geometric shapes aren't very interesting in a drawing, probably
07:14:58  <Alberth> except for us techies :p
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07:19:45  <Eddi|zuHause> Alberth: now, how are these tools called in the german version?
07:20:44  <Alberth> assuming the chapter number is the same, is there german documentation?
07:23:13  <Eddi|zuHause> Alberth: possibly, but there's no link to it, and the url doesn't seem to be by chapter number
07:24:52  <Alberth> your local copy has no german docs?
07:25:15  <Eddi|zuHause> Alberth: ok, i managed to make a rectangle and a circle... but how do i draw a straight line then?
07:25:29  <Eddi|zuHause> i feel this used to be easier
07:25:47  <andythenorth> moin
07:26:14  <andythenorth> FWIW, drawing shapes in photoshop is not easy :P
07:26:23  <andythenorth> not sure that helps you
07:27:14  <Alberth> there is a link in that page to 14.1:  https://docs.gimp.org/en/gimp-using-simpleobjects.html#gimp-using-line
07:27:55  <Alberth> I got a bunch of deprecated warnings in squirrel c++ code
07:28:20  <Alberth> also I totally forgot how hg mq works :p
07:28:54  <Eddi|zuHause> hg qpush, qpop, qcommit?
07:29:33  <Eddi|zuHause> i only really used hg queues from tortoisehg interface, though
07:30:18  <Alberth> yeah that rings a bell :)
07:37:08  <Hazzard> HM
07:37:24  <Hazzard> @logs
07:37:24  <DorpsGek> Hazzard: https://webster.openttdcoop.org/index.php?channel=openttd
07:38:20  <Alberth> eddi: just use a simplish standard windows paint thing?
07:42:18  <Hazzard> Hey, does anyone know how road vehicle speed works? The cached speed is multiplied by 4 here https://github.com/OpenTTD/OpenTTD/blob/1.9.2/src/roadveh_cmd.cpp#L249 and divided by 2 here for station rating https://github.com/OpenTTD/OpenTTD/blob/1.9.2/src/economy.cpp#L1757 .. but in testing station rating it seems to be 1:1
07:45:22  <Alberth> simplest may be to add some debug print statements, and run a test with a single vehicle
07:46:07  <Alberth> that would at least show if your ideas about multiplying and dividing are right
07:48:32  <Eddi|zuHause> Alberth: i should probably use a vector program like inkscape :)
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07:50:50  <Alberth> would work too, although I do usually prefer pixels :)
07:52:24  <Hazzard> Guess I'm finally going to have to compile my own version
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09:56:46  <DorpsGek_II> [OpenTTD/OpenTTD] Alberth289346 opened pull request #7663: Codechange: Remove unused FioTarFirstDir and FioTarAddLink functions https://git.io/fjMam
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10:43:40  <Wolf01> So I need argon for steel... luckily I have one piece of iron to make the atmospheric condenser
10:45:13  <Eddi|zuHause> i don't even know which planet you find argon on
10:45:23  <Wolf01> Vesania
10:45:42  <Eddi|zuHause> also, i'm still at 5fps
10:45:43  <Wolf01> Or Glacio
10:45:51  <Wolf01> Hmm
10:46:28  <Wolf01> I don't have anymore performance drops since the last patch
10:46:49  <Eddi|zuHause> it's not a drop... it's just straight 5fps :p
10:47:15  <Wolf01> Not nice
10:48:29  <Wolf01> Did you try a new game?
10:49:57  <Wolf01> Oh, I also made the large solar panel, that's a beast
10:51:19  <Wolf01> Uh oh, not enough power for the atmospheric condenser
10:51:32  <Wolf01> I need copper
10:51:35  <Eddi|zuHause> no, not a new game
10:51:54  <Wolf01> Try a new game, it might be the terrain
10:53:56  <Samu> Severity	Code	Description	Project	File	Line	Suppression State
10:53:56  <Samu> Warning	C26451	Arithmetic overflow: Using operator '+' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '+' to avoid overflow (io.2).	openttd	D:\OPENTTD\OPENTTD GITHUB\OPENTTD\SRC\VEHICLE.CPP	1706
10:54:30  <Samu> important warning or not really?
10:56:22  <Samu> oh nvm, they're IntelliSense warnings
11:06:25  <nielsm> it's still something to consider though
11:18:20  <FLHerne> Wolf01: What game is this now?
11:18:34  <Wolf01> Back to Sylva with a load of lithium and titanite
11:18:37  <Wolf01> Astroneer
11:19:46  <Wolf01> I need to find the last node on Sylva... I can't find it, maybe it's inside a mountain
12:16:08  <Alberth> hmm, someone added roadtypes :p
12:18:19  <Eddi|zuHause> the last one was very hidden for me, too
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12:26:11  <andythenorth> yo
12:32:14  <andythenorth> did someone mention newgrf docks? o_O
12:32:29  <Eddi|zuHause> are you reading 3 days ago?
12:41:41  <andythenorth> maybe
12:42:12  <andythenorth> also how can I make grfcodec faster? :P
12:42:32  <Eddi|zuHause> alt+f4
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12:43:55  <andythenorth> it was PEBKAC again
12:44:08  <andythenorth> the full nml compile triggered because I pulled and got lang changes :P
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14:36:34  <DorpsGek_II> [OpenTTD/OpenTTD] imcasper updated pull request #7653: Add: BuildVehicleSmartGUI https://git.io/fjXmK
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14:39:56  <supermop_work> yo
14:40:16  <andythenorth> yo
14:40:27  <andythenorth> supermop_work: it's Sunday, even in NY
14:40:40  <supermop_work> and yet, here i am
14:40:44  <andythenorth> at work
14:40:56  <supermop_work> i was in the office yesterday as well
14:42:26  <supermop_work> i may have said this before, but if i prorate my salary over the hours i work now vs at my last job, i'm make a lot less money
14:44:13  <andythenorth> is it fun?
14:44:24  <supermop_work> no
14:44:34  <supermop_work> last job was fun
14:45:49  <supermop_work> this one is 20% more money and more 'known' company, and presumably more mature / less start-up y
14:46:09  <andythenorth> oof
14:46:36  <supermop_work> but it's also between 25 and 50% percent more hours a week, and aparently not all that mature
14:47:34  <supermop_work> and i don't really get to do much designing anymore.
14:49:20  <supermop_work> on one project that takes most of my time, im just doing production stuff like i did as a junior right out of school, and the other project i only am managing two younger designers who do all of the fun parts
14:49:33  <supermop_work> oh well
14:49:46  <supermop_work> how're the ponies
14:50:01  <andythenorth> super
14:51:21  <Eddi|zuHause> doesn't sound like a good deal...
14:51:48  <andythenorth> supermop_work: I vinyl-wrapped a HST https://dev.openttdcoop.org/attachments/download/9475/very_vinyls.png
14:51:50  <andythenorth> train 141
14:53:57  <Eddi|zuHause> would it be better if the red stripes flipped around in the middle?
14:54:24  <Eddi|zuHause> so it goes // // // // /\ \ \ \ \?
14:54:40  <Eddi|zuHause> where "/ /" is one wagon
14:56:27  <andythenorth> it would, but it's one of level of detail too far :)
14:56:34  <andythenorth> the complexity is already high
14:57:11  <Eddi|zuHause> but the end looks weird with the missing red pixels...
14:57:23  <Eddi|zuHause> and it should be a simple switch
14:57:39  <Eddi|zuHause> "position in consist > position in consist from end"
15:10:16  <supermop_work> based on a real livery andythenorth ?
15:10:45  <andythenorth> nah
15:11:12  <supermop_work> lokes nice
15:11:31  <supermop_work> looks
15:11:33  <supermop_work> oof
15:11:52  <andythenorth> all your lokes belong to us
15:22:41  <Wolf01> Ok, enough astroneer is enough
15:23:34  <andythenorth> it is?
15:23:48  <Wolf01> Yes, it is, at least for today
15:28:04  <Wolf01> So, how can I set the preferred audio device for a software? (win 10)
15:29:31  <Wolf01> Some apps use every output they see, others are bound to the default one :/
15:34:20  <Wolf01> Oh, found it
15:35:20  <Wolf01> Luckily I already use ear trumpet as audio mixer, but the option is really well hidden
15:38:52  <Eddi|zuHause> have you gone to the lander?
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16:52:21  <andythenorth> Horse 96%
17:01:56  <Samu> Maximum memory allocation exceeded
17:02:00  <Samu> RIP AIs
17:02:24  <Samu> RIP NoNoCAB
17:04:45  <Samu> 8GB per script now
17:04:53  <Samu> @calc 8 * 15
17:04:53  <DorpsGek> Samu: 120
17:04:59  <Samu> :)
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17:14:03  <Wolf01> <Eddi|zuHause> have you gone to the lander? <- yes, took the long way around, it was south of my base and I zig-zag travelled to north until I found it, I could have reached it by foot...
17:14:21  <Eddi|zuHause> hehe :)
17:14:35  <Eddi|zuHause> i haven't actually been to desolo yet
17:14:58  <Eddi|zuHause> but i have my rocket fueled up, just need to load it
17:15:03  <Wolf01> Also I got lost going back to the base, because then I travelled on the equator...
17:15:32  <Eddi|zuHause> i know that feeling
17:17:38  <Wolf01> Today I put a large shredder on a large rover, some batteries and started recycling every wreck I found, made a lot of credits
17:17:59  <Eddi|zuHause> i only have a medium shredder
17:18:22  <Eddi|zuHause> and half the items that look medium don't fit in there
17:19:22  <Eddi|zuHause> and it seems partially shredded stacks disappear from the shredder if you save and reload
17:19:27  <Eddi|zuHause> which annoys me
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17:30:07  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7663: Codechange: Remove unused FioTarFirstDir and FioTarAddLink functions https://git.io/fjMor
17:37:40  <Wolf01> That annoys me too, a lot of things get stuck when reloading a save
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17:38:33  <Wolf01> Smelters seem to have been fixed, but chemistry labs still get stuck
17:41:10  <Samu> strcmp("start_date", name) == 0
17:41:13  <Samu> !strcmp(config_item.name, "start_date")
17:41:39  <Samu> strcmp("start_date", name) != 0
17:41:47  <Samu> this confused the heck out o me
17:42:19  <LordAro> Samu: strcmp is weird, its return values are -1,0,1. While it *can* be used as a boolean comparison (0 == false), you shouldn't
17:42:44  <Samu> i didn't
17:42:49  <LordAro> :)
17:42:55  <Samu> openttd uses that though
17:43:05  <LordAro> doesn't mean it should :p
17:43:27  <Samu> did you see my PR? what do you think of all that
17:43:40  <LordAro> i've not looked
17:43:46  <Samu> :|
17:45:34  <Samu> tried to do it " more sane, understandable and predictable." - your words *cough*
17:46:05  <Samu> dont know if the PR reflects that as you imagined
17:46:27  <LordAro> i probably don't either :p
17:48:11  <Samu> i didn't remove an unused string
17:48:25  <Samu> maybe i should put a note in there
17:48:53  <LordAro> sounds like you should remove it
17:50:20  <FLHerne> Samu: https://ozlabs.org/~rusty/index.cgi/tech/2008-04-01.html (see -7)
17:51:21  <Samu> nonsafe website alarm
17:51:56  <LordAro> wow FLHerne, are you trying to give out viruses?
17:51:58  <LordAro> :p
17:52:28  <FLHerne> In what way is it supposed to be nonsafe?
17:52:30  <Samu> data is non encrypted bla bla, ok i proceed
17:53:02  <LordAro> FLHerne: lots of http images, which firefox is blocking for me
17:53:07  <LordAro> images, css & js*
17:53:24  <FLHerne> Oh, so does Chromium, I just didn't notice their absence because they were all pointless
17:54:05  <FLHerne> I don't understand blocking mixed-content, at least while plain http sites are still accepted
17:54:43  <LordAro> depends what's being loaded
17:54:59  <LordAro> especially things like js - it could be MitM'd and load all kinds of other stuff
17:55:01  <FLHerne> It might slightly mislead the user, but most users wouldn't care if the whole site lacked SSL
17:55:51  <FLHerne> Yeah, but browsers are perfectly happy to load JS over http, so long as the page it's referenced from is also
17:56:55  <Samu> 've been coding in C for about 20 years, and about five years ago I spent an hour chasing a case where I'd done if (strcmp(arg, "foo")) instead of if (!strcmp(arg, "foo"))
17:57:08  <Samu> well that's the code openttd has there
17:57:12  <Samu> not my fault
17:57:19  <Samu> i didn't reuse it
17:58:13  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7661: Codechange: Rework 'start_date' parameter for AIs as a game setting https://git.io/fjMop
17:59:55  <Samu> i'm not good at editing all the lang files to delete a single line :(
18:00:22  <Eddi|zuHause> FLHerne: how broken on this list is something like openssl?
18:00:52  <Samu> i tried in previous PRs and it became a whole mess of a PR
18:00:58  <Samu> hard to navigate
18:02:35  <LordAro> by my count there are 3 !strcmps in ottd's source
18:03:04  <Samu> they're all start_date ?
18:03:08  <Samu> I bet
18:03:26  <LordAro> nope
18:03:56  <FLHerne> Eddi|zuHause: Quite a way down from what I've heard?
18:04:06  <FLHerne> Thankfully I haven't had an excuse to find out
18:04:40  <FLHerne> (there's also the inverse list, https://ozlabs.org/~rusty/index.cgi/tech/2008-03-30.html
18:04:42  <FLHerne> )
18:04:52  <Samu> 136 matching lines
18:04:56  <Samu> how did u only find 3
18:05:09  <Eddi|zuHause> FLHerne: i would have assumed so, but couldn't find a link
18:05:55  <Samu> oh "!strcmps", nvm
18:06:27  <LordAro> there are 145 "strcmp"s :p
18:06:41  <LordAro> (well, 145 lines containing strcmp, there may be more than one on a line)
18:06:59  <Samu> I found 2 "!strcmp"
18:07:10  <Samu> wait a min, im on my branch, :o
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18:07:35  <Beerbelott> Which cargo are being used t ogrow towns in Toyland?
18:07:56  <Beerbelott> I read toys replace goods, but supplying goods to a town doesn't make it grow
18:08:53  <Beerbelott> Suplying sweets & fizzy drinks (though not toys) doesn't work either
18:09:10  <Beerbelott> Do you need to supply *all* 3 to make towns grow?
18:09:56  <Eddi|zuHause> when i programmed the user interface for the last machine, i always went by the motto: "a person pressing random buttons should not be able to destroy it"
18:10:09  <Samu> it already grows on its own
18:10:33  <Eddi|zuHause> the product might be toast, but the machine should survive it
18:10:57  <Eddi|zuHause> and any truely dangerous functions are locked behind a password
18:11:34  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7663: Codechange: Remove unused FioTarFirstDir and FioTarAddLink functions https://git.io/fjMam
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18:26:51  <Eddi|zuHause> yes, youtube, i certainly always wanted to learn how to build a shade or rain visor for my bee hive
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18:31:18  <Eddi|zuHause> Beerbelott: i've never played toyland for more than 5 minutes, but generally there's two things that have town influence: food and water. both need to be provided
18:34:51  <Beerbelott> In normal games it seems only goods were used to grow towns
18:35:00  <Beerbelott> Were those encapsulating any town need?
18:36:20  <Eddi|zuHause> goods have no special effect on town growth
18:36:40  <Eddi|zuHause> it's a widespread myth, but completely unfounded
18:37:33  <Eddi|zuHause> the only thing that affects town growth speed is the amount of stations serviced (meaning at least 1 unit of cargo loaded or unloaded recently)
18:38:02  <Eddi|zuHause> and towns don't grow if the required cargos (food, water, depending on climate) are missing
18:38:08  <Beerbelott> Ah. I was down for that myth all the way then :D
18:38:38  <Eddi|zuHause> GameScripts can override these rules
18:38:44  <Beerbelott> Mmmmh.
18:39:06  <Beerbelott> How do you know what atown *requires*?
18:39:14  <Beerbelott> I can see what some stations *accept*
18:39:54  <Eddi|zuHause> regular towns don't "require" anything, towns above the snowline require food, and towns in the desert require food and water
18:39:56  <nielsm> the town window
18:40:02  <Eddi|zuHause> possibly the town window now tells you
18:40:07  <nielsm> it will say if the town requires a certain thing to be able to grow
18:40:32  <Beerbelott> "Town is not growing"
18:40:40  <nielsm> that's not it
18:40:47  <nielsm> start a vanilla game in subtropical climata
18:40:48  <andythenorth> hmm
18:40:54  <nielsm> and check one of the desert towns
18:40:58  * andythenorth needs some way to implement liveries :P
18:41:00  <nielsm> it will clearly says it requires food and water
18:41:03  <andythenorth> 'needs'
18:41:05  <andythenorth> 'wants'
18:41:17  <Beerbelott> OK then this climate doesn't require anything special
18:41:37  <Beerbelott> I got passengers delivered from/to 2 other cities fro mthe current one. Sweets & toys are also delivered
18:41:54  <Beerbelott> I was delivering fizzy drinks but the stations (town?) stpped accepting them
18:42:13  <nielsm> that's the trick with toyland
18:42:31  <nielsm> the outer town zones accept one final good, the inner town zones a different final good
18:42:37  <Beerbelott> basically I am providing quite some stuff... THe town hasn't grown past ~2k initila population
18:42:50  <Beerbelott> Hm.
18:43:11  <Beerbelott> Fizzy drinks area seems to move around
18:43:25  <Beerbelott> sometimes I need a final truck service to conenct station & town
18:43:39  <Beerbelott> then suddenly the station will accept fizzy drinks making my truck connection useless
18:43:49  <Beerbelott> it will flip/flop quite often
18:45:02  <nielsm> you could "cheat" and make huge catchment area station with lorry bays spread around
18:49:09  <Beerbelott> Yup. But I do those count as independent stations toward the local authority reputation?
18:49:25  <Beerbelott> because, as not having anything delivered, that could hurt the score
18:49:26  <Eddi|zuHause> no
18:49:30  <Beerbelott> OK
18:49:52  <Beerbelott> Well I did that in the past but cleaned them afterwards. Was probably a mistake
18:50:07  <Beerbelott> I still don't understand why the town was flip-flopping
18:50:16  <nielsm> fizzy drinks seems to be the inner city good, sweets the suburbs good
18:50:30  <Beerbelott> If only it grew, I could have understood that the curret needs were satisfied, and it needed to grow before resuming demand
18:50:33  <nielsm> although it also does seem that inner city can keep accepting sweets
18:50:46  <nielsm> (I just tried making a 20k pop city in scenario editor)
18:51:00  <Beerbelott> Yup if you position a lorry station in town, it always has sweets
18:51:13  <Beerbelott> demands sweets*
18:51:25  <Beerbelott> *accepts*
18:51:28  <Beerbelott> here we go :D
18:52:11  <Beerbelott> Well the city I'm currently targeting accepts toys, sweets & fizzy drinks on the train station now. All 3 provided
18:52:13  <Beerbelott> No grow.
18:52:17  <Beerbelott> growth*
18:52:38  <Beerbelott> Pax still delivered/transported from/to 2 other cities
18:52:41  <nielsm> toys is accepted by an industry iirc
18:52:44  <Beerbelott> (in very low volume though)
18:53:01  <nielsm> remember the most important for town growth is having four stations with regular *pickups*
18:53:02  <Beerbelott> Toy shop yup
18:53:13  <Beerbelott> four?
18:53:22  <nielsm> up to four stations improve town growth
18:53:30  <nielsm> more than four has the same effect as four
18:53:36  <Beerbelott> Oooh. Didn't know that
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18:54:14  <nielsm> which is why the best you can do to grow a town is place four bus stops in it and make a circle line
18:58:43  <Beerbelott> Feels like an exploit
18:58:53  <Beerbelott> But OK now I understand why I saw that often
18:59:24  <nielsm> you should see what the standard operating procedure in Citymania community is then
18:59:39  <nielsm> (CM is an OTTD fork based around citybuilder game scripts)
18:59:56  <nielsm> abuse station spread and distant join
19:00:20  <nielsm> to make an endless row of bus stops with alternating station names
19:00:55  <nielsm> bus starts, drives a tile, arrives at next stop, drives a tile without turning around, arrives at first stop again
19:13:15  <peter1138> Hi
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19:28:22  <Beerbelott> nielsm: Thx for those tips :)
19:28:54  <Beerbelott> I am also noticing sth I am not used to. Is reliability now progressively improving over a vehicle's model life?
19:29:08  <Beerbelott> Is it sth specific to toyland climate?
19:29:49  <nielsm> it's normal that vehicle reliability starts low, rises to max, stays for several years, then drops off
19:30:08  <Beerbelott> I'm talking about stats for new models
19:30:17  <Beerbelott> Never noticed those were moving
19:30:35  <Beerbelott> models' description in sho
19:30:37  <Beerbelott> shop
19:30:42  <Eddi|zuHause> they always did that
19:31:30  <Eddi|zuHause> that's why it's sometimes bad to pick previews, as the initial reliability could be very low
19:35:28  <DorpsGek_II> [OpenTTD/OpenTTD] ZornsLemma opened pull request #7664: Extended heightmap support https://git.io/fjMPe
19:36:27  <Eddi|zuHause> that is a ... large... PR
19:36:42  <Eddi|zuHause> could use some squashing, i suppose
19:36:44  <nielsm> it can probably be cleaned up
19:36:56  <nielsm> yeah well as long as it's draft it can be messy
19:37:11  <Eddi|zuHause> and it'll fail all the commit checks :p
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19:58:39  <andythenorth> Horse 96%
20:13:10  <peter1138> Is that up or down?
20:14:19  <andythenorth> up
20:14:28  <andythenorth> 11 trains left to draw
20:14:45  <andythenorth> 346 drawn
20:15:31  <andythenorth> can probably just copy-paste them?
20:15:32  <andythenorth> o_O
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20:39:49  <Samu> crap, i thought i had published a branch i made 4 months ago and I didn't
20:42:00  <Samu> https://github.com/SamuXarick/OpenTTD/tree/SamuPatchPack
20:42:05  <Samu> there
20:43:49  <Samu> i am considering posting a win x64 build of this in the forum
20:44:02  <Samu> because, i dunno, i'd like some other ppl to try it
20:44:26  <Samu> have feedback
20:44:28  <Samu> etc
20:44:37  <Samu> dont know if i should
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21:32:04  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7664: Extended heightmap support https://git.io/fjMXc
21:34:10  <Samu> rebasing is failing hard... framerate_gui.cpp suffered so many changes in these last 4 months
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21:35:34  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7664: Extended heightmap support https://git.io/fjMX8
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21:43:58  <Samu> oh right, memory allocation...
21:44:08  <Samu> versus max op codes
21:44:15  <Samu> that was bound to conflict
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21:48:06  <Samu> WID_FRW_ALLOCSIZE versus WID_FRW_TIMES_OPCODES
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22:01:57  <Samu> CompanyByte is now CompanyID
22:07:00  *** Wormnest_ has quit IRC
22:08:31  <Samu> https://imgur.com/EdHASrq
22:08:38  <Samu> more columns needed :)
22:09:01  <Samu> rebase kind of works
22:09:09  <Samu> after some conflicts
22:17:14  <DorpsGek_II> [OpenTTD/OpenTTD] ZornsLemma commented on pull request #7664: Extended heightmap support https://git.io/fjMXa
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22:29:17  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7664: Extended heightmap support https://git.io/fjMX6
22:36:48  <DorpsGek_II> [OpenTTD/OpenTTD] ZornsLemma updated pull request #7664: Extended heightmap support https://git.io/fjMPe
22:38:35  <DorpsGek_II> [OpenTTD/OpenTTD] ZornsLemma commented on pull request #7664: Extended heightmap support https://git.io/fjMXD
22:41:13  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7664: Extended heightmap support https://git.io/fjMXS
22:41:34  <Samu> so I renamed my branch and now win_32.cpp compiler fails
22:41:47  <Samu> i shouldn't rename branches :(
22:43:06  <Samu> main.c something from compile
22:43:20  <Samu> retrying
22:45:03  <Samu> ah, it compiled now
22:45:09  <Samu> false alarm
22:46:59  <DorpsGek_II> [OpenTTD/OpenTTD] ZornsLemma updated pull request #7664: Extended heightmap support https://git.io/fjMPe
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23:05:27  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7661: Codechange: Rework 'start_date' parameter for AIs as a game setting https://git.io/fjMsZ
23:12:18  <Samu> how do you mark a PR a Draft
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23:51:44  <glx> when you create it, you can't do it after the creation
23:57:30  <Samu> where should I post binaries for ppl to test?
23:57:34  <Samu> which forum
23:59:32  <Samu> OpenTTD Development?
23:59:37  <Samu> General OpenTTD?

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