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00:22:22 *** Progman has quit IRC 00:54:38 *** Wormnest has quit IRC 01:15:15 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 01:39:14 *** Wormnest has joined #openttd 02:11:43 *** glx has quit IRC 02:16:27 *** D-HUND has joined #openttd 02:19:43 *** b_jonas has quit IRC 02:19:55 *** debdog has quit IRC 02:28:55 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 02:34:37 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 02:45:29 *** Flygon has joined #openttd 02:58:56 *** Wormnest has quit IRC 03:02:49 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 03:03:58 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/JfjCF 03:40:38 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 03:48:34 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jfjl8 04:20:39 *** snail_UES_ has quit IRC 05:32:31 *** keoz has joined #openttd 05:33:45 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8235: Fix for 'Huge screenshot' warning being shown incorrectly https://git.io/Jfj4y 05:59:15 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdP1 06:03:21 *** sla_ro|master has joined #openttd 06:09:03 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfjB0 06:20:34 *** WormnestAndroid has quit IRC 06:20:47 *** WormnestAndroid has joined #openttd 06:23:54 *** arikover has joined #openttd 06:26:09 *** andythenorth has joined #openttd 06:36:39 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdP1 06:40:08 <arikover> hello. 06:41:33 <andythenorth> moin 07:17:35 *** keoz has quit IRC 07:54:40 *** cHawk_ has quit IRC 08:01:12 *** Maarten has quit IRC 08:16:30 *** iSoSyS has joined #openttd 08:16:56 *** Maarten has joined #openttd 08:29:22 *** Progman has joined #openttd 08:39:43 *** cHawk_ has joined #openttd 08:42:42 *** gelignite has joined #openttd 09:42:37 *** iSoSyS has quit IRC 10:09:33 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #8235: Fix for 'Huge screenshot' warning being shown incorrectly https://git.io/JfjwM 10:27:23 *** keoz has joined #openttd 10:41:03 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8235: Fix for 'Huge screenshot' warning being shown incorrectly https://git.io/Jfjol 11:02:48 *** urdh has quit IRC 11:33:10 *** tokai|noir has joined #openttd 11:33:10 *** ChanServ sets mode: +v tokai|noir 11:39:40 *** tokai has quit IRC 12:18:05 <supermop_Home> hi 12:37:03 *** urdh has joined #openttd 12:44:31 *** tokai has joined #openttd 12:44:31 *** ChanServ sets mode: +v tokai 12:51:27 *** tokai|noir has quit IRC 12:54:00 *** gelignite has quit IRC 13:04:50 *** virtualrandomnumber has joined #openttd 13:07:54 *** virtualrandomnumber has quit IRC 13:15:40 *** tokai|noir has joined #openttd 13:15:41 *** ChanServ sets mode: +v tokai|noir 13:15:56 *** nielsm has joined #openttd 13:18:45 *** tokai has quit IRC 13:25:43 *** snail_UES_ has joined #openttd 13:31:36 *** tokai has joined #openttd 13:31:36 *** ChanServ sets mode: +v tokai 13:36:56 *** tokai|noir has quit IRC 13:39:40 *** tokai has quit IRC 13:41:39 *** tokai has joined #openttd 13:41:39 *** ChanServ sets mode: +v tokai 14:00:55 *** tokai|noir has joined #openttd 14:00:56 *** ChanServ sets mode: +v tokai|noir 14:03:48 *** cHawk_ has quit IRC 14:07:20 *** tokai has quit IRC 14:10:46 *** tokai|noir has quit IRC 14:52:18 *** Wormnest has joined #openttd 15:26:32 *** frosch123 has joined #openttd 15:35:30 *** HerzogDeXtEr has joined #openttd 15:52:57 *** andythenorth_ has joined #openttd 15:57:41 *** b_jonas has joined #openttd 15:58:20 *** andythenorth has quit IRC 16:02:53 <andythenorth_> supermop_Home quite sharp with the consist https://www.youtube.com/watch?v=i2niL76-v-A 16:10:33 *** cHawk_ has joined #openttd 16:27:01 *** arikover has quit IRC 16:27:25 <DorpsGek_III> [OpenTTD/OpenTTD] duckfullstop opened pull request #8238: Update documentation to acknowledge integer type mismatch in certain admin packets https://git.io/JfjFU 16:27:37 <duckfullstop> ^ as discussed a week or two ago in this channel 16:51:24 <b_jonas> can you tell me what the settings in new world generation mean, especially "Terrain type", "Variety distribution" and "Smoothness"? I haven't seen docs for these, and there don't seem to be tooltips 16:52:22 <b_jonas> I'm trying to generate a nice starting map, with a combination of fiddling with options and startscumming, which I think is worth the time since I'll ideally spend real world days playing on the same map 16:53:52 <nielsm> terrain type: maximum height generated 16:55:03 <nielsm> variety distribution: amount of areas that are flat as opposed to high (makes flat areas in mountainous maps) 16:56:20 <nielsm> smoothness (somewhat) controls how jagged the map can be, lower smoothness can lead to more small bumps 16:57:23 <b_jonas> nielsm: thanks 16:58:03 <nielsm> the effect of smoothness can be difficult to see due to the way ottd terrain works 16:59:14 <b_jonas> ah yes, smoothness definitely seems to affect the edges of the continent at the oceans on each of the four map edges 17:00:18 <b_jonas> what I don't like about these generated terrains is that it puts so many transmitters on the hills. it's probably because I lowered the density of towns and industries so there's space to put those transmitters, but that's rather annoying 17:00:28 <b_jonas> I'd be happy with mountains if they weren't so full of transmitters 17:00:47 <b_jonas> is there some way to change that, short of magic bulldozering them? 17:00:58 <b_jonas> or, I guess, using the scenario editor 17:01:07 <nielsm> nope 17:01:26 <b_jonas> pity 17:02:22 <b_jonas> I'll try the scenario editor then 17:02:44 *** Flygon has quit IRC 17:03:04 <b_jonas> but wait, there's a "Maximum map height" option too, besides the "Terrain type". how do those differ? 17:03:33 <nielsm> I'm not actually sure how they interact 17:06:33 <b_jonas> can I somehow generate a world with the normal world generator and edit it with the scenario editor? 17:07:08 <b_jonas> the scenario editor has some of the tools from that, like the heighmap generator including rivers, random trees, random towns, random industries etc, but not the whole thing together 17:07:24 <nielsm> nope, we talked a bit about that the other day 17:07:33 <nielsm> how the editor is lacking those tools 17:07:41 <b_jonas> I'm not saying that I'm missing the random transmitter placement specifically, mind you 17:08:36 <nielsm> I'm planning to make some improvement to the trees tool, hopefully I can get some code working tonight or sunday 17:08:54 <andythenorth_> maybe landscape generation in stages? 17:09:01 <andythenorth_> map, then features? 17:09:36 <b_jonas> is there a newgrf that turns off the animation of the sea? I know the "Full animation" option in the settings menu turns it off, so that's a good workaround until that. the animation is distracting when I zoom far out, because then it just looks like the water is flashing 17:10:35 <b_jonas> also, while I'm not sure I actually want this, is there a newgrf for temperate climate that makes Steel plants require both iron ore and coal, Locomotion style? 17:12:16 <b_jonas> in the scenario editor, how do I create rough land tiles (dark green)? there's a tool to create rock tiles, but I don't see a rough land one 17:13:01 <b_jonas> ok never mind, I probably can't use the scenario editor for this 17:13:16 <b_jonas> I'll just generate a map and magic bulldozer the transmitters 17:13:26 <b_jonas> well, most of them 17:14:40 *** glx has joined #openttd 17:14:40 *** ChanServ sets mode: +v glx 17:18:17 *** virtualrandomnumber has joined #openttd 17:18:23 *** virtualrandomnumber has quit IRC 17:41:42 <b_jonas> ok, I removed most transmitters and lighthouses with the magic bulldozer, I'll try to play the map this way 17:43:47 <b_jonas> thank you for the help andythenorth_ and nielsm 17:50:12 <FLHerne> duckfullstop: Question: why are the reddit server maps so incredibly huge? 17:50:39 <duckfullstop> FLHerne: it's to try to encourage people to spread out a bit and not get on other people's toes (we have regular issues with intentional blocking) 17:51:03 <FLHerne> Yeah, but then no-one interacts and there's no point in it being multiplayer :p 17:51:15 <duckfullstop> they were made hugerer with the last infra move, S2's map in particular may be downsized soon 17:51:24 <duckfullstop> yeah, it's a fine balance 17:51:39 <FLHerne> Especially with the number of industries 17:51:59 <duckfullstop> I did screw with the settings recently, there's definitely more tweaks to come 17:52:11 <FLHerne> I mean, literally 98% of these are never going to be used by anyone 17:52:17 <FLHerne> (on S2) 17:52:31 <duckfullstop> actually, let me tweak the staging config quickly 17:52:35 <duckfullstop> thanks for reminding me to do that 17:53:42 <duckfullstop> I've dropped the map size on S2 but S1 needs more thought 17:54:06 <duckfullstop> the problem is when you have so many clients (not to brag), the potential for abuse is so much higher 17:54:44 <duckfullstop> I've noticed an uptick in the last 4-5 months of people causing issues by intentionally blocking, then again map size won't stop abuse by those who wish to abuse 17:54:57 <duckfullstop> fairly sure lockdown's given the trolls way more free time 17:55:34 <FLHerne> duckfullstop: S2 is just bananas atm http://www.flherne.uk/files/industries.png 17:56:06 <duckfullstop> might also experiment with switching firs out for ecs, that's tbd though 17:56:15 <FLHerne> Alternate or something? 17:56:31 <FLHerne> I wouldn't mind playing with ECS more, it seems underused 17:57:01 <duckfullstop> maybe, alternating requires my new tooling to be a bit more complete 17:57:23 <duckfullstop> I don't have the time to manually twist the config regularly, laziness requires automation :V 17:58:32 <FLHerne> FWIW, the huge maps and excess industries really do put me off 17:59:35 <FLHerne> It just feels futile trying to build a network when I'll never be able to build a comprehensive network even in a small area 18:11:23 <b_jonas> as for excess industries, I wish I could pay an industry to close faster if nobody services it (eg. pay a large sum every month to guarantee that it will decrease its production if it doesn't get any service) 18:11:35 <b_jonas> sometimes a few industries really get in the way 18:11:39 <b_jonas> block paths 18:12:22 <frosch123> b_jonas: no idea whether someone mentioned it already, but you can generate a normal map, save it, rename the save from .sav to .scn, and load it in scenario editor 18:14:20 <nielsm> time to try if this explodes! 18:23:19 *** Wolf01 has joined #openttd 18:33:15 <b_jonas> frosch123: ah thanks, that might be useful 18:34:47 <b_jonas> I might try that the next time, now I'm already playing this map, and at the phase where I try to figure out how to use signals correctly 18:36:50 <b_jonas> especially path signals for the early game where some of my tracks are two-way and some are one-way and they have to merge somehow 18:44:34 <andythenorth_> duckfullstop you need a better FIRS :P 18:44:45 <andythenorth_> I haven't released a v4 preview yet 18:45:22 <andythenorth_> not sure Steeltown is suited to casual server play though 18:48:13 <TrueBrain> andythenorth_: something is following you ... it looks like a _ 18:49:48 *** gelignite has joined #openttd 18:51:53 <andythenorth_> oh god 18:51:58 <andythenorth_> now you have given me the fear 18:52:10 <andythenorth_> it's like the white rabbit when you're on drugs 18:52:15 <andythenorth_> stuck behind your legs 18:52:21 <andythenorth_> wherever you turn, it's behind you 18:52:56 <frosch123> you mean like when there is always a ghost truelight behind you? 18:54:52 *** kjuao has joined #openttd 18:55:10 <TrueBrain> wait what where OMG NO RUN RUN RUN 18:55:23 <TrueBrain> (it is that I am too lazy to find out how to leave the channel .. but otherwise I would have :P) 18:56:07 *** kjuao has quit IRC 18:56:13 <frosch123> you have a bot for that. try @kick truebrain_ii 18:56:25 <TrueBrain> BUT I DONT WANT TO :( 18:56:29 <TrueBrain> wait, my alter ego is still here? 18:56:32 <TrueBrain> @kick TrueBrain_ii 18:56:32 *** TrueBrain_ii was kicked by DorpsGek (TrueBrain) 18:56:35 <TrueBrain> yeah, that helps :) 18:56:36 <TrueBrain> tnx frosch123 :) 18:56:38 <frosch123> :) 18:56:58 <TrueBrain> lol; it crashed Konversation :D Nice :) 18:58:11 <TrueBrain> 22k unread messages on that alter-ego, w00p 18:58:56 <frosch123> reply to the oldest one? 19:00:42 <TrueBrain> making a backup to install update 2004 .. 19:00:52 <TrueBrain> found out how much crap I have on disk 19:01:46 <frosch123> i hope 2004 is not a year 19:02:27 <LordAro> it would've been 2003, but they bumped it to not cause confusion with the server version 19:07:01 <TrueBrain> Windows Update doesn't show the update yet, but I have been told that the Windows 10 setup is going to install it .. lets find out! 19:07:05 <TrueBrain> what could POSSIBLY go wrong :D 19:09:38 <LordAro> shiny 19:21:00 <nielsm> https://0x0.st/iJNw.mp4 TREES! 19:21:31 <nielsm> and that's an editor-only tool 19:24:05 <andythenorth_> nice 19:24:13 <andythenorth_> brush painting :) 19:24:17 <LordAro> nice 19:27:12 <nielsm> slight issue with the gui in game mode: https://0x0.st/iJNl.png 19:27:26 *** HerzogDeXtEr has quit IRC 19:28:06 *** HerzogDeXtEr has joined #openttd 19:32:51 <frosch123> nielsm: you probably want to look for SZSP_HORIZONTAL 19:35:15 <nielsm> oh 19:35:30 <nielsm> yes that works 19:35:31 <nielsm> ty 19:38:57 <nielsm> now I'm not sure if I should make it do drag paintbrush style, or just keep it to single clicks 19:39:30 <frosch123> shall i link the terraform drama? :p 19:39:32 <LordAro> i'd say that would be better almost entirely 19:39:48 <LordAro> as long as it doesn't repeat if you don't move 19:39:59 <nielsm> will people be angry if I improve the scenario editor tools? 19:40:10 <nielsm> and make them not-annoying to use 19:40:16 <LordAro> <insert Workflow xkcd here> 19:40:18 <frosch123> https://www.tt-forums.net/viewtopic.php?t=35627 19:40:57 <frosch123> nielsm: there was some argument whether dragging should action immediately, or whether it should make a rectangle orthogonal/diagonal 19:41:07 <frosch123> and whether se and in-game should be the same or different 19:41:35 <frosch123> trunk went with making terraform orthogonal on drag, and diagonal on ctrl+drag, in both se/in-game 19:41:45 <frosch123> so, the drag-paint fanboys were unhappy :) 19:42:34 <LordAro> i feel like no one knows about the ctrl+drag feature 19:43:47 <frosch123> https://www.reddit.com/r/openttd/comments/h8s1hj/sometimes_its_just_easier_to_dig_through/ <- would be funny if they didn't know :p 19:46:33 <nielsm> meh, no drag-painting for now, not in the mood to try to understand the VpStartPlaceSizing and family functions enough to add a new mode 19:47:15 <frosch123> yep, i think i tried to refactor them twice, failed twice :) 19:48:26 <nielsm> maybe the solution is not to refactor but to rewrite 19:49:36 <frosch123> i dreamed of having proper highlights when placing industries and other non-rectangular shapes 19:49:49 <andythenorth_> but layouts? 19:49:59 <frosch123> they are decided on the client 19:50:14 <frosch123> even when random 19:50:36 <frosch123> so the highlight could know which one it is going to be 19:50:50 <frosch123> or you could make a scroll-wheel select layout or similar 19:51:10 *** sla_ro|master has quit IRC 19:51:37 <supermop_Home> in SE, it would be nice to select layout 19:52:36 <frosch123> it could also red-highlight the tiles that fail the slope check 19:52:45 <frosch123> instead of just erroring after clicking 19:52:47 <nielsm> hm does the client decide which layout to use? is it game-random or interactive-random? 19:53:01 <frosch123> iirc it is the interactive-random 19:53:15 <frosch123> so the funding client decides the layout 19:53:21 <nielsm> right, yeah then it could definitely be shown 19:54:19 <frosch123> * - p1 = (bit 8 - 15) - first layout to try <- ah, not quite correct 19:55:20 <andythenorth_> oh 19:55:33 <andythenorth_> I thought it tried all layouts in a sequence? 19:55:45 <frosch123> still, i think the purpose of those bits were to make the test-run on the client work 19:55:50 <frosch123> so the preview is still valid 19:56:19 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #8234: Trees GUI improvements https://git.io/JfxU1 19:56:21 <nielsm> there, observe the sausages 19:56:22 <frosch123> andythenorth_: no, it tries them in a randomised order 19:56:31 <andythenorth_> well 19:56:34 <andythenorth_> that's interesting :) 19:57:49 <frosch123> hmm, again slightly off :) it picks a random first layout to try, then tries them in order 19:58:23 <frosch123> so if you have 5 hard layouts, followed by 2 easily placed layouts, the first easily placed one is way more likely that the other 19:58:48 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8234: Trees GUI improvements https://git.io/JJevI 19:59:32 <andythenorth_> related: I can't decide if large layouts would be good or not 19:59:46 <andythenorth_> I removed them from FIRS because they don't get placed 19:59:53 <andythenorth_> I also can't remember if they looked good 20:00:30 <frosch123> there are some kids who play on entirely flat maps 20:00:36 <supermop_Home> they look good, but a map covered in the same huge aluminum mill everywhere is od 20:00:37 <supermop_Home> d 20:01:09 <supermop_Home> sheds, outbuildings, piles of stuff should be fields? 20:01:34 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8234: Trees GUI improvements https://git.io/JJev3 20:05:26 <FLHerne> https://i.redd.it/nkzwe9ao0a751.jpg looks just like a fiddle yard 20:05:29 <supermop_Home> nielsm trees look good 20:06:16 <supermop_Home> off to get beer 20:07:17 <andythenorth_> FLHerne kind of is a 1:1 fiddle yard 20:07:33 <andythenorth_> FIRS quarries used to be huge 20:07:37 <andythenorth_> 9x4 20:07:43 <andythenorth_> and required all flat :P 20:09:21 <andythenorth_> 9x6 fruit plantation 20:10:38 <andythenorth_> a 'big' FIRS industry now is 5x4 20:10:50 <andythenorth_> but most stations I build are 6 or 8 TL 20:15:14 *** larry has joined #openttd 20:15:50 *** larry_ has joined #openttd 20:16:50 *** Yourself has joined #openttd 20:18:13 *** hotel has joined #openttd 20:18:52 *** Yourself is now known as Yourself_ 20:20:22 <andythenorth_> I could maybe push them to 6x5 20:20:43 *** hotel has left #openttd 20:24:14 *** hotel has joined #openttd 20:25:48 <frosch123> ttd industries are quite dense 20:25:56 <frosch123> real ones have a lot of roads on site 20:26:17 <andythenorth_> I did have gapped industries, but I removed them 20:26:25 <andythenorth_> they look odd 20:27:02 <andythenorth_> if I had higher capacity wagons, I could use shorter trains :P 20:27:03 <frosch123> yes, but those were with grass? 20:27:05 <andythenorth_> then it would all be chibi 20:27:12 <andythenorth_> those were gapped with grass yes 20:27:18 <frosch123> what if there were tram tracks and heqs vehicles? 20:27:34 <frosch123> owned by the industry, not player-accessible 20:27:42 <frosch123> all fenced off 20:27:56 <andythenorth_> just as sprites? 20:28:17 <andythenorth_> nielsm has that branch for sub-layouts 20:28:23 <frosch123> yes, essentially: less building, more industry-owned infrastructure tiles 20:28:50 <andythenorth_> I think for really big layout yes it would be better to repeat a smaller layout 2 or 3 times, and have roads 20:29:07 <andythenorth_> I don't know if I like really big layouts 20:29:20 <andythenorth_> also Will They Build? :D 20:30:21 <nielsm> the major issue with sub-layouts is if they fail to build it's difficult to roll back, or you can't figure out whether it would be possible to build 20:31:04 <andythenorth_> I could do a similar thing in the compile, but more pre-baked 20:31:19 * andythenorth_ BBL 20:39:40 *** frosch123 has quit IRC 20:45:56 <b_jonas> I have the feeling that this layout will cause problems and I'll have to debug it later 20:56:25 <Speeder_> nml5 with old syntax support is not released as package yet? 21:21:53 *** iSoSyS has joined #openttd 21:26:55 *** larry_ has quit IRC 21:28:30 *** nielsm has quit IRC 21:51:30 *** nielsm has joined #openttd 21:56:20 *** iSoSyS has quit IRC 22:09:59 *** GT has joined #openttd 22:15:41 *** Wolf01 has quit IRC 22:21:48 *** andythenorth_ has quit IRC 22:27:11 <b_jonas> when a train wants to go to a depot for servicing, does it just find the closest depot, or does it think ahead one step about which one is in the way towards the next station? 22:41:32 *** gelignite has quit IRC 22:54:25 *** keoz has quit IRC 23:12:30 *** gelignite has joined #openttd 23:13:30 *** gelignite has quit IRC 23:15:40 *** jottyfan has joined #openttd 23:55:55 *** GT has quit IRC